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Ravenloft is a fictional place, a campaign setting for the Dungeons & Dragonsroleplaying game. It is an alternate time-space existence known as a pocket dimension called the Demiplane of Dread, which consists of a collection of land pieces called domains, brought together by a mysterious force known only as the Dark Powers. Each domain is mystically ruled by a being called a Darklord.
Setting[edit]
Ravenloft is primarily a Gothic horror setting. Dungeon Masters are encouraged to use scenes that build apprehension and fear, culminating in the eventual face-to-face meeting with the nameless evil.[1] Characters have a much greater significance attached to their acts, especially if they are morally impure, as they risk coming under the influence of the Dark Powers (through the game process called 'dark powers checks') and gradually transforming themselves into figures of evil.
The magical mists of Ravenloft could appear anywhere in the Dungeons & Dragons universe, drawing evil-doers (or player characters) into the Ravenloft setting. One exception is the phlogiston of the Spelljammer setting.[2][full citation needed][3][page needed] The phlogiston blocks all planar travel, but the Ravenloft mists can appear in deep space inside crystal shells, according to the Complete Spacefarer's Handbook.[4][page needed]
The Dark Powers[edit]
The Dark Powers are a malevolent force who control the Demiplane of Dread. Their exact nature and number are deliberately kept vague, allowing for plot development in accordance with the Gothic tradition of storytelling â where the heroes are frequently outclassed and outnumbered by unknowable evil forces beyond their control.
The Dark Powers most frequently serve as a plot device for Ravenloft, especially concerning the Darklords, the de facto visible rulers of the Ravenloft Demiplane. Where the player characters are often tormented and opposed by the Darklords, the Darklords are themselves tormented and opposed by the Dark Powers. Of course, the difference lies in order of powerâwhile many D&D adventures focus on allowing a band of heroes to prevail over a Darklord (much as in the spirit of Bram Stoker's novel Dracula), no such victory over the Dark Powers seems possible, or even conceivable, for the Darklords. Vecna and Lord Soth 'escaped' Ravenloft, but are the only two Darklords known to have done so; Vecna by attaining the status of Greater God (and thus becoming too powerful for the Dark Powers to contain) and Lord Soth by ignoring his domain and punishment, causing the Dark Powers to lose interest in imprisoning him, and agents of his former curse on the world of Krynn coming to collect him.
Most frequently, the Dark Powers make their wishes and intentions known through subtle manipulations of fate. Thus, Barovia's vampire lord Strahd von Zarovich's many attempts to win back his love, Tatyana, are doomed to failure, but the Dark Powers arrange such that he never truly loses hope. Each time, for example, Strahd's own actions may be partially culpable for his failure, and as such he may go through crippling self-recrimination, rather than cursing the gods solely and giving up. Most other Darklords have similar tales of frustration, kept all the more unbearable because the flicker of the possibility of success is never truly extinguished.
Not all Darklords acknowledge the Dark Powers directly, however. Strahd, for example, in his own memoirs, speaks only of a force known as Death, who mocks him with the voices of his family and former colleagues throughout his life. Vlad Drakov, the Darklord of Falkovnia whose military expeditions are doomed to constant failure, seems even to be totally oblivious to any non-mortal factors in his repeated defeats.
The Dark Powers also seem capable of non-evil manipulations. Although their machinations are often directly responsible for the misery of many of Ravenloft's inhabitants, they also appear to play a role as dispensers of justice. Some tales of innocents who have escaped Ravenloft for happier environs are attributed to the Dark Powers, who have judged a being worthy of reward and release from their misty domain.
The precise nature of the Dark Powers of Ravenloft is never explicitly described in the game material, with the exception of a few of the novels based on the setting, and even those are considered non-canon[citation needed]. In a sense, the Dark Powers are intended to be eternal unknowns, an array of mercurial, unforeseeable, and inscrutable wills whose motives and actions the player characters cannot hope to understand.
History[edit]
The first appearance of the setting was in Ravenloft, a stand-alone Advanced Dungeons & Dragons adventure module (no. I6), published in 1983. It was popular enough to spawn a 1986 sequel, Ravenloft II: The House on Gryphon Hill, and an Advanced Dungeons & Dragons Adventure Gamebooks novel, Master of Ravenloft, the same year.
Ravenloft was launched as a full-fledged campaign setting, for AD&D 2nd Edition, in 1990,[5] with the Realm of Terror boxed set, popularly known as the 'Black Box', and winner of the Origins Award in 1991 for 'Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1990'.[6]
The campaign setting was revised twice during A&D 2nd Edition: first as the Ravenloft Campaign Setting or 'Red Box', then as the Domains of Dread hardback.
In 1994, Ravenloft spun off into a sub-setting called Masque of the Red Death, set on Gothic Earth, an Edgar Allan Poe-influenced alternative Earth of the 1890s, where fantasy creatures and magic exist in the shadows of civilization.[7]
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TSR also published a series of novels set in Ravenloft. Each was typically focused on one of the darklords that inhabited the Ravenloft world, with several focusing on the figure of Count Strahd von Zarovich. Many of these early novels were by authors who would later receive wider fame as horror/dark fantasy authors. These authors have included Elaine Bergstrom, P. N. Elrod, Christie Golden, and Laurell K. Hamilton.[8][9]
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D&D publisher Wizards of the Coast (parent company of TSR) in 2000 licensed the Ravenloft brand to White Wolf Publishing, which released (under its Sword & Sorcery Studios and later Arthaus imprints) versions of the setting for Dungeons & Dragons 3rd Edition d20 System rules (as Ravenloft Campaign Setting â Core Rulebook) in 2001, and for Dungeons & Dragons Version 3.5 (as Ravenloft â Player's Handbook â v.3.5 Core Campaign Setting) in 2003.
The campaign settings published by White Wolf introduced a number of alterations, many due to conflicts with existing Wizards of the Coast intellectual property. Specific references to D&D-specific deities were replaced with new names in the White Wolf Ravenloft settings (for example, Bane was changed to the Lawgiver). The license to the Ravenloft trademark reverted back to Wizards of the Coast on August 15, 2005, but White Wolf retained the right to continue to sell its back stock until June 2006. The timing of this reversion meant that the Ravenloft supplement Van Richten's Guide to the Mists did not see print. Instead, it was released by White Wolf as a free download in late September 2005.[10] The majority of the Van Richten's Guide series had already been published by TSR in the 1990s, before White Wolf's involvement.
In October 2006, Wizards of the Coast released Expedition to Castle Ravenloft, a hardcover version of the original 1st Ed. adventure, updated for the Dungeons & Dragons v.3.5 rule set. This 2006 version includes maps from the original Ravenloft adventure, and new character-generation options. Expedition to Castle Ravenloft is a stand-alone supplement set for any D&D worlds, and only requires the three core books for usage. This book's setting is distinct from the Ravenloft of the White Wolf product line.[11]
In 2007, Wizards of the Coast announced the printing of two new Ravenloft novels for 2008, Black Crusade and The Sleep of Reason,[12] fueling more speculation. A short story by Ari Marmell, 'Before I Wake', based on the realms of Darkon, Lamordia, and Bluetspur was released on October 31, 2007, on the Wizards of the Coast website as a special for Halloween; it featured characters inspired by H. P. Lovecraft and Clark Ashton Smith.[13]{[dead link]
In September 2008, it was announced in Wizard of the Coast's Digital Insider no. 6 that Ravenloft would be re-introduced to 4th edition Dungeons & Dragons, in the October issue of the Dragon online magazine. The Dungeons & Dragons 4th Ed. supplement Manual of the Planes (2008) established that in the 4th Ed. cosmology, the Domains of Dread (and by extension the Ravenloft setting) are now located within the Shadowfell, a mirror-world of death and gloom lying adjacent to the mortal realm. However, no Ravenloft-based material beyond this was released by Wizards of the Coast for D&D 4th Ed.
A standalone Ravenloft Roleplaying Game, based on the D&D 4th Ed. rules, was scheduled for publication in late 2011,[14] but the product was never released.
A new adventure for D&D 5th Ed., titled Curse of Strahd, was released in March 2016.[15] It was developed in-house by the Wizards of the Coast team, led by Christopher Perkins, with story contributions by original creators Tracy and Laura Hickman.
Novels[edit]
A number of tie-in novels were released, set in the Demiplane of Dread:
Video games[edit]
Reception[edit]Ravenloft D&d 3.5 Pdf
Game designer Rick Swan commented in 1994 that when the Ravenloft setting first came out, it 'just didn't seem special, a Forgotten Realms variant with a few more bats', but after supplements like Forbidden Lore, The Created, and the Van Richten's Guide series, Swan felt that 'the Ravenloft campaign has proven to be a credible adventure alternative for players interested in the dark side of the AD&D game. Though it lacks the flamboyance of Call of Cthulhu and the, er, bite of Vampire, the Ravenloft setting remains the hobby's most enduring fusion of horror and fantasy.'[19]
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Darker Days Radio declared Ravenloft the 'greatest D&D campaign setting,' citing the unique gothic horror elements and classic villains such as Azalin Rex.[20]
See also[edit]References[edit]![]()
Sources[edit]
External links[edit]
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