Its probably important to note that Karatakass is a twisted version of Cormyr, FR which is where Harkon Lukas came from. So you could look there for more inspirationI like Kartakass more than I expected to.
Culturally, the place takes a lot from Grimm's fairy tales, there's a distinct rustic Germanic quality about it all. Poor farmers and loggers singing all day, fine woodcarvings on even the poorest house, beets and borscht and brau and those William Tell caps with feathers in them,
You can fight it, but it won't last a round, so what is the point?In Curse of Strahd, there's a giant goat (CR 1) that you can fight in an area that's supposed to be for 8th-level characters. So a giant boar isn't too out of the ordinary for Ravenloft.
IIRC, you're on a mountain trail at the time and there's the chance it could knock you off the ledge and cause you to fall to a crunchy death. But you can also play up being stalked for horror.You can fight it, but it won't last a round, so what is the point?
My headcanon is that you can't die of thirst or starvation in Ravenloft. That allows the population to be considerably larger than the local farmers can support, but makes people miserable, cranky, and sometimes desperate about food when it's available. It also means the monsters don't need to eat everyone, but they can eventually be driven crazy by hunger.The reason I said higher population sizes is because (a) there's not enough people to actually feed everyone in the domain, via farming (if the cities are as big as they are, they need a lot more rural support), and (b) there's not enough people to actually feed all the monsters that are constantly eating everyone. Especially if you use the ridiculously high food requirements presented in some of the books, like werewolves needing many tens of pounds of meat each day.
I honestly can't see any Cormyrian influence to Kartakass at all. Not even a dark mirror type vague similarity. The names are different (FR and Cormyrian naming conventions are very distinctive), the society, gods, culture are all different.Its probably important to note that Karatakass is a twisted version of Cormyr, FR which is where Harkon Lukas came from. So you could look there for more inspiration
And Darkon.
In fact, Darkon reminds me almost as a mini-setting inside the setting, a domain with all the 'standard' D&D tropes, mostly Ravenloft-ised. It's fairly medieval, you've got a wide variety of different fantasy races here unlike many other domains, you've got magic in fairly routine use, also unlike many other domains. There's a lot more options for PCs here. It's almost like this is where the writers intend your PC to be from, before you head off into the wider world adventuring in more one-note domains like EgyptWorld or JackTheRipperWorld or DraculaWorld or whatever. I don't think it's coincidence that the two main viewpoint characters of the setting - Van Richten and S - are both native Darkonians. Though of course the nature of the domain does push things in the direction. After a couple of months in Darkon, any foreigner will wake up one morning with their memories wiped with no saving throw, and replaced by an entire lifetime of false memories in which they're Darkon natives. That imposes obvious hindrances to having foreign PCs adventuring here, especially since the only way of recovering your memories (other than leaving Darkon) is with artifact-level magic or the use of a book that's in Azalin's possession. And of course by that time the PC doesn't even want to regain their memories because it'd mean the loss of all their false ones. It's not really clear why this happens - I don't think Azalin's responsible (why would he bother?) and from the Dark Powers point of view the phenomenon doesn't seem to be torturing Azalin particularly, so I'm not sure it's them either. Anyone know? Anyway I do like the wrinkle where Darkonian natives dread stepping across the border, because if they do, they know they MIGHT lose all their Darkonian memories and discover they're really someone else and everything they believed was a lie. Quiet little bit of existential horror just there, eeeeegh.
Which basically sets the scene for the political situation. Azalin was gone for a few years after necromatically exploding himself along with his whole capital city, but he's back now. Unfortunately, his largely-undead secret police unravelled a bit in his absence and broke into factions, struck out on their own running crime syndicates or maneuvering for position or pursuing personal feuds or setting up imginary gods, etc etc. It's a bit of a mess, and while Azalin could probably sort it out personally in an afternoon, he claims it's necessary for his minions to do it as a learning exercise (also, he's probably already busy planning his latest catastropically magical attempt to escape, despite his protestations to the contrary). Add to this the mess that happens when your biggest city dies and becomes a permanent no-go zone severing your major travel arteries in the process, and several invasions from Falkovnia - there's a lot going on here right now and a lot that needs fixing. More about the Darkon/Falkovnia relationship when i get to Falkovnia, but suffice to say there's a very necromantic Tsarist Russia feeling to Darkon here. The single overlord in charge, the power of the state, the tame religion bound to the State, the greatcoats and furry hats and food, the secret police and the midnight knock on the door, even the geography, the massive country that spans the continent and contains many different terrains and peoples within it.
What does that mean for Darkon in 5e? I'm not sure really. Of course it'll be there, but i can't begin to guess what it'll look like. Darkon is only vaguely a reflection of Azalin. Sure, the undead secret police and the armies of mindless undead that arise to face invasion and the custom-built religion that is built around the appeasement of the dead and undead - that's all very Azalin. But those are things that he crafted himself, deliberately, rather than something that was built around him by the Dark Powers. If, as it sounds, the 5e Raveloft breaks up the core and reinvents domains to closely reflect and focus on their Darklord, I'm not sure what that means for Darkon. I mean, I'm sure he'd be a perfect patron for the new undead-pact warlock subclass, but what trope of theme does he exemplify? What is the quintessential classic Azalin story analogous to what the Tatyana thing is for Strahd? He's basically the big scary lich wizard in Ravenloft because in the very early days of the setting it was decided that liches are big and scary and ravenloft was going to be the setting for big and scary so Ravenloft should have one of those. Without the Core, and without Strahd and Drakov and the rest to bounce off, does Azalin somewhat lack purpose, from a meta point of view? Azalin and Darkon have never really been weekend-in-hell fodder, they just don't really fit. The way this book is written, Darkon is a place to have small, lower-level adventures hunting lycanthropes or pseudonatural nymphs or whatever in Azalin's domain (there's LOTS of side-adventure hooks here, many many more than were listed for somewhere like Kartakass or Forlorn). There is some potential for coming up against Azalin and the power of the state when the vampire you're chasing, for instance, turns out to be a member of the Kargat secret police, and I guess since Falkovnia will be unrecognisable after the 5e book, then Azalin might take some of that domain's old 'nightmarish police state' vibes? But it would lack the 'the worst monster is a human' aspect that made the distinctly over-the-top Falkovnia just about work for me.
Why isn't the worship of the Lawgiver a thing in Darkon? Surely that's a god whose tenets Azalin could, if not exactly get behind, thoroughly agree with when it comes to other people obeying them. And Nova Vaasa is right next door, surely it's crossed the border from time to time?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.