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=Common Characteristics of Darklords= The exact abilities and backstories of Ravenloft's Darklords have varied from edition to edition, but almost all exert considerable control over their individual domains, and many Darklords also rule their domains (assuming the domain has a population to rule), either openly or behind the scenes. Many Darklords are also extremely dangerous to confront in open combat, or otherwise have hidden powers up their sleeves that can neutralize entire groups of player characters even without combat. Keeping in line with the Gothic Horror theme of Ravenloft, the presence and persistence of insidious evil on this plane is the rule and not the exception. By contrast, lasting triumphs of good are vanishingly rare possibilities. As such, PCs aren't really supposed to go toe-to-toe with Darklords and expect to come out on top like your average group of [[murderhobos]] in other D&D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd's or Azalin's skulls on a pike by the end of the play session will most likely either end in a [[Rocks fall, everyone dies|total party kill]] or a fate worse than death, assuming the Dungeon Master is at all trying to run the game in a thematically appropriate way. At most, the PCs' efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord's notice. [[Grimdark|Heroes in this benighted plane are not guaranteed a peaceful death in bed surrounded by family and friends, or a life of glory and deeds well remembered.]] Openly going up against a Darklord is one of the surest ways of ending your character's life and career for good. A few things about Darklords have remained constant throughout Ravenloft's editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain "pocket domains" are in fact mobile and can travel between larger domains, but the Darklord within is still powerless to leave its own pocket domain as any other). If PCs manage to leave a Darklord's domain, that specific Darklord is usually powerless to personally come after them (but see "Closing the Borders" below). Second, almost every Darklord has a weakness, usually in the form of something or someone they desire above all else that they would risk anything and everything for, or a personal vulnerability tied to its curse that is usually well-hidden and hard to figure out. Discovering and exploiting these weaknesses are one of the only ways to accomplish some good in spite of a Darklord's efforts, but if it comes to that you've likely already attracted (or will very soon attract) a Darklord's attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. ===Closing the Borders=== The vast majority of Darklords have the ability to force others to share in their imprisonment by supernaturally closing the borders of their domains, usually leaving no way out even with the aid of magic. Trying to leave a closed domain border will just result in a grisly death or automatic failure, and teleportation magic won't work past a closed domain border either. As Ravenloft was an early AD&D product, the designers gave this handy tool to DMs so as to stop players from just up and leaving without going through the DM's plot. Improperly used it can smack of railroading, but it fits well within the Gothic Horror genre convention of having characters get trapped in sinister and dangerous locales with no safe passage out, until a situation is resolved (or the Darklord opens the borders again, as in the case of Ravenloft). The few Darklords who cannot supernaturally close their borders either lack that ability as part of their curse, or are unable to do so as part of their nature. Vlad Drakov of Falkovnia for instance disdains magic and the supernatural, and in line with this attitude gained no supernatural ability to close his domain's borders upon becoming a Darklord. However, even these Darklords have more mundane ways of barring escape from their domains, such as sending their numerous lackeys to patrol the borders, though thankfully this doesn't impede magical methods of escape. An even smaller number of Darklords are completely unable to close their domain borders in any way, such as Haki Shinpi of Rokushima Taiyoo who was cursed to become a powerless geist upon becoming Darklord (rather than becoming a Death Knight as he originally planned) and was doomed to watch everything he built in his life's conquest literally sink into ruin through the squabbling of his sons. ===Immortality=== Another reason to avoid going up against Darklords is that many of them have ways of returning from death, rendering all of your hard work moot. Even those who don't have explicitly mentioned methods of cheating death, like Strahd, generally have many contingency plans to avoid ever being at risk of getting truly destroyed. To make a bad situation worse, the Dark Powers appear to get occasionally "attached" to their playthings, and frown harshly upon attempts to take their toys away. In game terms, this means that certain Darklords are truly indestructible and can ever only be put out of commission temporarily, and even the attempt at doing so may end up drawing the Dark Powers' attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. By contrast, some Darklords are fairly ordinary people with no significant combat skills and no more resistance to being killed off for real than their subjects. However, as mentioned above, even these seemingly vulnerable BBEGs often still have the means or minions to deal with a bunch of murderhobos, and most of these non-combat-focused Darklords are still savvy enough to be wary of any potential threats to their survival, and to nip those threats in the bud via underhanded means. Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord's means of cheating death (which in some cases might be nigh-impossible, such as killing every specimen of a very numerous type of creature in a domain before confronting the Darklord). Finding out this information is likely to require a good deal of questing and research to find out, but can make for a great campaign if properly handled. However, even accomplishing all this does nothing to stop the Dark Powers from "promoting" someone in the realm evil enough to assume the mantle of Darklord, possibly leaving the realm and its inhabitants in [[Not as planned|a worse situation than before]]. In fact, not a few of the "current" Darklords assumed their positions by killing the previous ones. In other cases, the title and sometimes even the personality of the Darklord is immediately passed down to another being on the moment of the Darklord's death, thus ensuring that their position is never lost. ===What happens if you permanently destroy a Darklord somehow?=== It's likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord's skull for your trophy rooms, but as noted above, the odds and the themes of the setting itself are decidedly against you. Or maybe you're a DM who wants to run a Ravenloft campaign where good really can make a difference and want to know what happens when these Gothic Horror BBEGs finally bite the dust for real, and no one takes their place. Unfortunately, the rulebooks have historically been rather ambivalent and lacking in detail about the answer to this question and the resulting implications. Some Ravenloft rulebooks say that once a Darklord is permanently destroyed and no successor is forthcoming, the destroyed Darklord's associated domain "ceases to serve a purpose" and might simply disappear, leaving open the question of what happens to all the people who were living there. If the people there simply disappear as well, were they never real in the first place, instead being undispellable illusions made up whole-cloth by the Dark Powers to torment the Darklord? That might work out just fine if your group stuck to playing [[Weekend in Hell]] style adventures in Ravenloft, but what would it say about PCs native to Ravenloft or even native to the domain now without a Darklord? Or were the people in the Darklord-less domain no more real (and therefore no more morally troubling to harm in any way) than characters in a video game, making the whole [[Powers Check]] mechanic moot with regards to harming innocents? Is there now a gaping misty void where the previous domain used to be? Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighboring ones, essentially meaning the people inside those domains just exchanged one insidious tyrant for another. This solution is probably the smoothest way to incorporate the plot element of Darklords being permanently destroyed in your campaign. On the other hand, geographically isolated domains (such as one of the numerous "Islands of Terror" that are completely surrounded by the Mists), or mobile pocket domains with no notable population of sentients can just disappear back into the mists with no larger consequences to other domains upon the permanent death of their Darklords. It still leaves open the question of what happens to the population of sentients in domains situated in the middle of nowhere (ergo, having no neighboring domains to absorb them) that suffer a sudden lack of a Darklord, though. The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex's disappearance, the domain of Darkon is slowly dissolving. It also references some of the newer Darklords as having stolen their rulership from older ones. Another possible answer is that a domain that was abducted wholesale from its original location, carrying along its native population, might simply return to its original location along with its population upon the irrevocable death of its Darklord. Strahd himself is explicitly mentioned to be a special case with regards to permanent destruction, most probably due to his status as the posterboy of the entire Ravenloft setting (even in universe, it's noted that the Demi-Plane of Dread didn't seem to exist until Strahd's damnation). In 5e's Curse of Strahd module, it is said that in the absurdly unlikely event he is permanently killed with all of his failsafes destroyed or deactivated, the Dark Powers will intervene to return him to undeath within a month [[Grimdark|because they refuse to allow the possibility of ending his torment]]. They're "possessive" about their favourite playthings like that. Players crying foul about this should note that the Dark Powers are mighty enough to bar the gods themselves from coming to Ravenloft. In light of that, something like bringing a Darklord back to life looks like a trivial feat by comparison. Bottom line? Hash it out with your DM beforehand, or if you're a DM yourself, make sure you have a sensible plot thread lined up if you choose to allow the permanent destruction of Darklords, while keeping in mind how important Darklords are to the themes of Ravenloft.
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