Saturday, September 18, 2021
The Domains of Ravenloft
As I said before, Van Richten's Guide has more for DMs than players. In fact, the majority of it feels like a book of writing prompts. When it's not offering tips on how to give your story a scary atmosphere, it's giving you once sentence plot hooks you're expected to flesh out yourself. The Domains of Dread chapter is no different.
We're given just enough information about each world to jump start our own creativity. If you use this book - and no other source - to start a campaign, you'll probably take the adventures in directions the world builders never considered. You'll probably even end up contradicting established canon, but hey, it's D&D. All worlds are your world, to alter and expand as you please.
Each domain gives examples of typical adventures in the domain. These are invaluable to me, as I sometimes have trouble seeing past a domain's main schtick. Seeing what typical minor quests look like helps me figure out how to craft my own. Otherwise, my mind might be stuck on defeating the Darklord.
Here are my impressions of the domains presented in the book. Other than Barovia, I had no previous knowledge of these universes. I won't be surprised if my impressions are off, given the limited space each domain is given in the book.
I've given each domain a rating between 1 and 5 stars. This should in no way be used to indicate the quality of the world, just my own interest in playing/running such a campaign.
Featured Domains - These domains are given about four to six pages each, with lengthy descriptions of their Darklords, geography, and sample plot hooks.
Barovia *****
Having already read "The Curse of Strahd", I didn't learn much new here. But for those who haven't read COS, there is a good bit of info here to get you started. Barovia is the ultimate horror domain. While it's primarily themed around Dracula-type stories, the domain is also home to werewolves, zombies, witches, and other classic monstrosities. This is the world I would reskin if I was running a "Castlevania" campaign.
Bluetspur ***
Do you like mindflayers? This Illithid world is interesting, but it feels mostly geared toward one specific plot. Remember that episode of "Star Trek: The Next Generation" where interdimensional aliens kidnap crew members while they sleep, so they can perform experiments on them? Well, here's an entire domain based on that episode. Of course it has more potential than that, but it still feels pretty limited as a world.
Borca **
A domain filled with shady deals and social intrigue. It feels like a cross between a mob movie and a soap opera. I like the domain's two Darklords, they remind me of DC's Poison Ivy and the Toyman. I wouldn't be against playing in this world, but I wouldn't want to run it. I don't think I could manage all the complex manipulations.
The Carnival *****
This is one of my favorites, and I wish they had devoted more pages to it. It's exactly what it says on the tin - a traveling domain that takes the form of a carnival. It might work best in a low magic setting, where the characters aren't as jaded by wondrous sights. The domain's Darklord is not a person, but a sentient weapon, which is a neat twist.
Darkon **
It's hard to get too excited about a setting with an oh-so-creative name like "Darkon". This is a post-apocalyptic domain, but it's not your everyday apocalypse. The domain no longer has a Darklord, and his departure triggered this world's doom. Now the land is divided by tendrils of impassable mists, making it difficult to travel between areas. The Darklord's absence has also left a power vacuum, and several powerful characters vie to fill that void.
Dementlieu ***
The Darklord is a twisted version of Cinderella, who disintegrates people she believes are acting above their station. And yet every week, a grand Masquerade is held where poor people attempt to pass themselves off wealthy aristocrats. To these people, it's worth the risk of death to keep up appearances. It's a cool concept, but once again it seems to only lend itself to a handful of plots.
Falkovnia **
A land beseiged by hordes of zombies, where survivors are forcibly conscripted into military service. The citizens know that their land is doomed, and would prefer to take their chances fleeing into the mists. But the domain's Darklord is an evil general who executes any who try to flee. Feels more like a war story than zombie horror. Reminds me of World War Z.
Har'Akir **
A world inspired by Ancient Egypt. The Darklord is a mummy who is looking for a missing piece of his soul. It's not bad. I'm not a huge fan of desert settings, but there's a lot of potential here for massive dungeons, tomb raiding, and Indiana Jones style adventures. Just one of the suggested plot hooks - having the Darklord's soul split into several pieces, each in its own dungeon - could make for an entire campaign.
Hazlan **
A world ruled by powerful, careless Wizards. Non-magical citizens live in fear of the devastations the Wizards cause, often in the name of experimentation. It kind of reminds me of the Dark Sun setting, except taking place before the apocalypse that turned it into a desert.
I'Cath **
An Asian-inspired world that is divided into waking and dream lands. Conscious people fight for food during the day, and hide from ghosts during the night. Sleeping people share a dream where they are forced to do repetitive jobs to please the realm's Darklord.
Kalakeri *
Tropical rainforests, political intrigue, warring factions, and nothing I found interesting. It has a spin-off world, Niranjan (in "Other Domains of Dread", below), which I found much more intriguing.
Kartakass **
All the world's a stage, yada yada yada. A land of actors, musicians, and werewolves. Most of the domains are meant to be prisons for their Darklords, but this is one of the few where the Darklord isn't the most powerful being in the domain. As a Bard lover, you would think this would be one of my favorites, but it didn't do much for me.
Lamordia ****
I love this one. Basically an entire domain based on Frankenstein. Lots of steampunk tech and science gone wrong. Reminds me a little of my own Itropa. It also has one of my favorite Darklords. I'm not sure if I'd run a campaign set here, but I'm definitely stealing the Darklord and putting her somewhere in my next campaign.
Mordent ***
Ghosts, ghosts, and more ghosts. This is probably the second most well-known domain of Ravenloft, home to characters such as Rudolph Van Richten himself, and locations like the House on Gryphon Hill. Everyone who dies here becomes a ghost, so it's the perfect setting for a good ghost story.
Richemulot **
It feels like the entire setting is based on the Black Plague. The domain is plagued with disease-ridden rats, with a Wererat organization behind the scenes. I like the Darklord, but the setting is just so-so. But it is timely - if you wanted to incorporate this past year's events into a campaign, this would be your domain. Not me, though. I game to escape reality.
Tepest ****
Another really good one. This one has elements of The Wicker Man, Children of the Corn, or really any "creepy little town" story. In a domain full of evil fey, one community is unusually friendly toward visitors. But soon the PCs notice the town's odd little quirks, leading up to a seasonal fertility ritual that culminates in a sacrifice.
Valachan ****
Another hit. Drawing inspiration from Predator and The Hunger Games, Valachan is a living jungle filled with dangerous plants and werepanthers. The Darklord forces victims to participate in a blood hunt called the Trial of Hearts.
Other Domains of Dread - These domains are given much less page space, usually just a paragraph describing the world and its Darklord. What I said before about writing prompts is doubly true here; there's just enough information to spark your imagination, but you'll have to supply the meat yourself. It's hard to rate these, since there's not much information there, but I'm still giving them stars based on how much they spark my imagination.
Cyre 1313, The Mourning Rail ****
I wish this one had gotten more space. This is a mobile domain, a ghost train from Eberron that travels through the mists.
Forlorn *
I Was A Teenage Dhampir. The Darklord is a perpetually young man who is a dhampir during the day, and a ghost at night. It tells almost nothing about the land itself, though.
Ghastria **
Shades of Dorian Gray. The Darklord's immortality is tied to a painting, which he sometimes uses to absorb people's souls.
G'henna *
Features a Darklord who sacrifices people to a fictitious god.
Invidia **
A bad mother, a devious child, and a long line of servants who mysteriously disappear.
Keening ****
A spin-off realm of Tepest. Residents of a village intentionally deafen themselves so they don't fall victim to the wails of a nearby banshee.
Klorr ***
An apocalypse world. This is where other domains go to die.
Markovia ***
A land of sapient animals, the result of a scientist's strange experiments.
The Nightmare Lands ***
Exactly what it says on the tin.
Niranjan ***
This was once a part of Kalakeri, but it became its own domain. In a remote monastery, a wizened sage offers inner peace to those who seek out this domain. Except it's all a scam, and those who fall for it are stripped of their possessions and lives.
Nova Vaasa *
A nomadic tribe led by a Darklord with a split personality.
Odaire ****
Evil toys killed all the parents in a village, and now the children are literally ruled by a puppet dictator.
The Rider's Bridge **
A haunted bridge leading who-knows-where, guarded by a headless horseman. Cool and creepy, but feels like it could just be an encounter in another domain.
Risibilos ***
A music hall featuring a cursed ventriloquist act.
Scaena ****
A theater that only produces bloody, deadly plays.
Sea of Sorrows ****
A pirate ship with a cursed crew travels the waters between domains. There's a lot of potential with this one, and it could easily be worked into any Ravenloft domain that borders the ocean.
The Shadowlands **
This feels like a corruption of the King Arthur legend, but it doesn't have enough information to get my imagination started.
Souragne **
The Darklord is a sadistic warden who enjoys torturing prisoners.
Staunton Bluffs ***
A neverending war, as a traitor is forced to relive the worst day of her life over and over.
Tovag **
Once Vecna's champion, the vampire Kas betrayed his master. Now he searches the domains of Ravenloft to find his infamous sword, so he can face Vecna again.
Vhage Agency ***
A single-room domain, the office of a detective agency. Everything appears black-and-white, and the detective/Darklord tracks mysteries across all of Ravenloft's domains.
Zherisia **
A city where citizens are stalked by a doppelganger serial killer.
Wednesday, May 26, 2021
Van Richten's Guide to Ravenloft
I don't usually buy setting books. The Sword Coast Adventurer's Guide was informative, but it didn't do anything for me. Eberron is a decent setting, but I don't need a book about it. I'm sure Wildemount, Ravnica, and Theros are great settings, but I'm not interested in learning about them at the moment.
The truth is, when I DM, I prefer to make up my own worlds. I might set a campaign in the Forgotten Realms for ease of PC backgrounds, but rarely are my players going to be visiting official cities like Waterdeep or Baldur's Gate. I just don't have that much need for other people's lore. I'm not saying my ideas are better than WOTC's, I'm just saying that pre-established cities and kingdoms tend to get in the way of the story I want to tell.
That said, I wouldn't mind a "Campaign Setting Sampler" book, with overviews of the most popular settings. Maybe 10 pages each devoted to Forgotten Realms, Eberron, Ravenloft, Greyhawk, Dragonlance, Dark Sun, Spelljammer, and so on. It might be useful for deciding where to set my next campaign.
Well, "Van Richten's Guide to Ravenloft" may not be that book, but if you're into horror settings, it does a great job of getting you started. Nearly half the book is just descriptions of the various realms of Ravenloft. For the uninitiated, Ravenloft is not a cohesive world like Toril or Oerth. It's more like a collective of pocket dimensions, separated by the magical mists that keep its inhabitants prisoner. Some of these domains are as large as a continent, while others are as small as a single city.
It devotes 4-6 pages each to to 17 of the more well-known domains, with maps, notable locations, and in-depth descriptions of each domain's primary antagonist. Then it gives short summaries to another 22 domains. So if you want to run a horror campaign and need a place to start, or even just enjoy reading about horror settings, this book is a great resource.
So what else is in this book?
The introduction explains the concept of Ravenloft's Domains of Dread, and gives a few tips on running horror games. Next up, we have three new Lineages - The Dhampir, Hexblood, and Reborn. Unlike the standard races, these lineages can be switched to after 1st level, to represent things horrible things that have happened to your character. Maybe you were bitten by a vampire, maybe you were cursed by hags, maybe you died and were brought back "wrong"... or if you are 1st level, maybe you were just brought into this world in an atypical way.
The Hexblood didn't do much for me - I didn't care for the lore or the features. The Dhampir was kind of interesting, with a (somewhat underpowered) vampiric bite and the ability to climb walls. The Reborn has some features that make it hard to kill, which is obviously pretty useful.
Next it has a section on Dark Gifts. These options give a character both advantages and disadvantages. The book suggests having players select one at character creation, but they also work as plot rewards. These are not the same as the "Adventurer's League" Dark Gifts that characters might receive after being resurrected in Curse of Strahd. These are more in-depth, and they don't seem to be as detrimental to the character.
The Dark Gifts don't seem very balanced with each other, and some are very specific to Ravenloft campaigns, so make sure you know what you're doing if you use these. For example, the "Mist Walker" gift is designed for characters who want to travel through the mist between domains. Another one that stood out to me was "Deadly Touch" which gives your unarmed attacks some extra necrotic damage, with no downside. Well, no mechanical downside. Roleplay-wise, it means you'll never get to touch another character's skin without hurting them. But if I were playing a Monk with a vow of celibacy...
Next up we have two new spooky-themed subclasses. For the Bard, we have the College of Spirits, and for the Warlock, we have The Undead patron. I don't see myself using either one, but they do fit the book's flavor quite nicely.
The book also contains two backgrounds: Haunted One (which previously appeared in Curse of Strahd) and Investigator. It also has an expanded version of Curse of Strahd's Gothic Trinkets table.
There's a chapter on the Genres of Horror. It has an in-depth look at the following genres: Body Horror, Cosmic Horror, Dark Fantasy, Folk Horror, Ghost Stories, and Gothic Horror. For those genres it includes tips and tables for selecting the right plots, settings, and villains for the story. Then it has a more abbreviated look at four other genres: Disaster Horror, Occult Detective Stories, Psychological Horror, and Slasher Horror. This chapter is useful both for idea mining, and making sure your campaign keeps a consistent tone.
There's a section called "Travelers in the Mists" which describes some of the more notable characters and groups you might run into during your travels. This includes some minor retcons to Ezmerelda d'Avenir and the Vistani, in response to changing cultural attitudes. Of course, now the less enlightened players are blasting WOTC for being too "woke", so you can't please everyone.
Then we have a chapter on Horror Adventures - More tips for running horror, including pacing, atmosphere, and setting boundaries. Then we have a look at Tarokka decks and Spirit Boards, followed by a Horror Tookit - detailing rules for curses, fear, stress, and haunted traps. There's also a section on "Survivors", which are basically simple characters that the PCs can control during expository scenes.
Next there's a short horror-themed adventure, "The House of Lament". The PCs explore a haunted house, perform seances, and learn of the house's troubled history. This is one of those stories where the horrors start out small but build over time, as the evil entities slowly awaken and become aware of the PCs' explorations. And it is most definitely an adventure that should be run on Halloween, by candlelight, while spooky ambience MP3s play in the background.
And finally, we have "The Monsters of Ravenloft" - a mini bestiary with about 30 horror-themed monsters. This includes tips on describing horrific creatures, and coming up with disturbing tactics that will keep your players on their toes. I could be wrong, but some of these monsters look familiar, and might be republished from other modules. My favorite monster in the book is the "Unspeakable Horror", which is a very customizable, amorphous... thing that is sure to make the PCs jump when they glimpse it in the mists.
All-in-all, it's a pretty useful book if you like running horror campaigns. Despite the new lineages and subclasses, there's a lot more here for DMs than for players. There is some repeated content, especially if you own Curse of Strahd. But there's more than enough new content here to justify the purchase, in my opinion.
