Voadam
Legend
4e added one (well dracolich) tying into the 4e ancient dragonborn Arkhosia war with the tieflings. See Dragon 378.and one (possibly two) of Ravenloft's very, very few actual dragons. Why are there no dragon darklords?
4e added one (well dracolich) tying into the 4e ancient dragonborn Arkhosia war with the tieflings. See Dragon 378.and one (possibly two) of Ravenloft's very, very few actual dragons. Why are there no dragon darklords?
Of course this ended up later with Vecna and the Burning Waste Cluster for a literal demigod lich as the top-tier lich darklord of the setting who could stand side by side power wise with other D&D world liches, but I did not feel that really worked for the desired feel of Ravenloft. Even when Vecna was there Azalin still felt like the iconic lich for the gothic horror D&D flavor of the line.Azalin pales in comparison to a lot of other D&D liches in a number of ways the top Ravenloft lich darklord should be shining.
I don't know the answer to this, but it's been around since the original Realm of Terror boxed set, assuming I recall correctly. The only guess I can make is that it's either meant to push forward a particular horror narrative, or it's meant to be a basis for having the PCs raid Avernus to get their memories back (though this latter one is iffy; not only is that essentially suicide, there's no basis for the PCs to even suspect that lost memories are recoverable to begin with, short of leaving the domain).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?
Actually, a point of differentiation in Ravenloft Third Edition is that Azalin has now resigned himself to not being able to return home. He's still planning on fighting his "tormentors," but he's realized that even if he can manage to get out, there's nothing to stop them from simply snatching him up again.He's got an odd conflict between his prorities - he wants to escape Ravenloft (Why? He's been here hundreds of years, what is there for him back home anyway?)
I'm of the opinion that this is an artifact of his character development. Azalin wasn't very well fleshed-out (no pun intended) when we first met him back in I10 Ravenloft II: The House on Gryphon Hill (where, as I recall, he was working with "The Alchemist" because he wanted to transfer himself into a different body, or something to that effect; another reason, I suspect, why the module has been retconned as much as it has), and the Realm of Terror boxed set didn't add much when it got around to making him a darklord. There was no mention of his having had a son, for instance, until the aforementioned RQ3 From the Shadows (which introduced his ghost), and it wasn't until Gene DeWeese's novel King of the Dead that (again, if I recall correctly) Azalin was depicted as being obsessed with resurrecting and "redeeming" him.but his curse is supposedly targeting his weakest psychological point of ... stopping him learning magic? I guess his sin is his unbending need to not be defied, whether by his son or by the Dark Powers. But in that case why curse him with the inability to learn magic? It's a little muddled here.
It's supposed to make him extremely jealous any time he encounters a spell he doesn't already know. Whether that's an actually interesting and sufficiently curse-like curse if up to you. But in 2e, at least, there were a bajillion spells, to the point of filling those four Wizards Spell Compendiums (even if most of those spells were superfluous to anyone's needs), so I suppose there was a greater chance of him seeing someone (i.e., a PC0 with a spell he didn't know.but his curse is supposedly targeting his weakest psychological point of ... stopping him learning magic? I guess his sin is his unbending need to not be defied, whether by his son or by the Dark Powers. But in that case why curse him with the inability to learn magic? It's a little muddled here.
Even that's a bit wobbly. It says that in his writeup, and he makes a comment to that effect in one of his margin notes in Gazetteer I, but word from the writers was that the purpose behind the whole Gazetteer project was part of another plot to escape. So they obviously didn't view him as entirely resigned. Or it might have just been confusion again.Actually, a point of differentiation in Ravenloft Third Edition is that Azalin has now resigned himself to not being able to return home. He's still planning on fighting his "tormentors," but he's realized that even if he can manage to get out, there's nothing to stop them from simply snatching him up again.
It wasn't a plan to escape; it was a plan to restore his son to life. The designers revealed everything behind where the plot involving Doomsday Gazetteers was going after the line folded.Even that's a bit wobbly. It says that in his writeup, and he makes a comment to that effect in one of his margin notes in Gazetteer I, but word from the writers was that the purpose behind the whole Gazetteer project was part of another plot to escape. So they obviously didn't view him as entirely resigned. Or it might have just been confusion again.
Ah, you're right of course - I've read that document before but I'd forgotten the detail - it was actually the Gentleman Caller who was using the whole business to try to escape, Azalin was just piggybacking on his plot.It wasn't a plan to escape; it was a plan to restore his son to life. The designers revealed everything behind where the plot involving Doomsday Gazetteers was going after the line folded.
Anyway - warlocks in Ravenloft raises a ... lot of questions. Traditionally Ravenloft was not a happy place (at least in the long term) for those who take a means-justify-ends view of power. Powers checks for any sort of necromancy, no matter how benign, for many conjurations, and i think some enchantments. Familiars, animal companions, paladin's steeds all being malicious entities out to corrupt their masters. If you go by Van Richten's Guide to Fiends, then a fiend pact warlock has maybe a month or two of existence left before they get dragged bodily into hell and their patron starts walking around in their skin. They're deliberately, consciously making pacts with fiends and this is Ravenloft, what do they expect?? And dhampirs etc are not in a much better place (I didn't follow 4e - was there a tiefling domain shoehorned into the place at some point, like i understand there was a dragon- and dragonborn-centric domain? Because tieflings in old-school Ravenloft are marginal too). Ravenloft was always very very unforgiving about dabbling with darkness. But just off the top of my head, looking at the 5e subclasses we have so far - phantom rogue, necromancer wizard, fiend warlock, great old one warlock, death cleric, undying warlock, fathomless warlock, long death monk, spores druid are basically doomed off the bat if we're using an old Ravenloft-y approach to dabbling in darkness, while beast barbarian, whispers bard, shadow monk, conquest paladin, vengeance paladin, archfey warlock, genie warlock are all running pretty close to the wind, and swarmkeeper druid, beastmaster ranger, wildfire druid, any paladin summoning a mount, and any caster summoning a familiar might also be depending on how 5e RL continues the 'dread companion' paradigm.
I'll be interested to see how WotC squares the circle. They've been (from what I've seen) very reluctant to impose or even strongly recommend PC option restrictions in their campaign settings (beyond 'a more traditional X campaign would not contain Y, so if you want to play Y, check with your DM'), and even more reluctant to have PC abilities/qualities that have negative consequences, or which are wholly detrimental (we've seen veeeery few Sunlight Sensitivity PC options since veryearly in 5e, I'm just saying - even dhampirs don't have it!) But the consequences of choice and of dabbling in darkness is right at the core of Ravenloft. I know there's talk of Tainted Gifts and the like, which give PCs power at a price, and that the tragic hero is a staple of the genre - but the new Ravenloft could be a lot more high-fantasy and a lot less gothic if it leans more to the 5e-ish side on PC options. And it'll be an interesting indication for what WotC might do with Dark Sun in future - a setting that absolutely cannot function in a recognisable form unless PCs options are harshly limited.

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