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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-21T07:41:51Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Orcus&amp;diff=368286</id>
		<title>Orcus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orcus&amp;diff=368286"/>
		<updated>2021-06-04T04:05:57Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Orcus&lt;br /&gt;
|Symbol = [[File:Orcus Symbol.jpg|150px]]&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Demon Prince&lt;br /&gt;
|Pantheon = Demonic, [[Ghostwalk|Manifest]]&lt;br /&gt;
|Portfolio = Undeath&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Death, Demonic, Evil, Undeath&amp;lt;br/&amp;gt;&#039;&#039;&#039;5E&#039;&#039;&#039;: Death, War, Trickery&lt;br /&gt;
|Home Plane = &#039;&#039;Thanatos&#039;&#039; ([[Abyss]])&lt;br /&gt;
|Worshippers = Denizens of [[Ghostwalk|Xaphan]], Necromancers, Undead&lt;br /&gt;
|Favoured Weapon = &#039;&#039;Wand of Orcus&#039;&#039;, &#039;&#039;Orcusword&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[file:Orcus MM 4e.jpg|left|thumb|Taking pride of place on the cover of the 4e Monster Manual.]]&lt;br /&gt;
[[File:Orcus 5e.jpg|400px|thumb|right|Orcus as he appears in 5e.]]&lt;br /&gt;
&#039;&#039;&#039;Orcus&#039;&#039;&#039; is the Demon Lord of the 113th Layer of the [[Abyss]], known as Thanatos or The Belly of Death. He has been called the Prince of the Undead, and is infamous for [[Khorne|sitting on his throne]], clutching his terrible rod (no his mace, you pervert), while minions, cultists, and lesser agents do his bidding. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In all of Orcus&#039;s incarnations, it/he/whatever appears as the [[Bloodthirster|goat-headed, cloven-hooved monster from medieval depictions of The Devil]] [[Great Unclean One|(except portlier)]], and wields a rod or mace dubbed &amp;quot;the Wand of Orcus,&amp;quot; [[Nagash|and has a fascination with or domain over the undead.]] He has been featured as the [[BBEG]] of multiple adventures, campaigns, and campaign settings, where he usually plots to &amp;quot;kill&amp;quot; all [[Wat|ghosts]] and living beings in the setting and ascend to become a god. Most of the time, he spends the entire campaign sitting on his throne in the [[Abyss]], while the players work their way through the machinations of his minions and worshippers.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s the problem with this guy: when the published work &#039;&#039;tries&#039;&#039; to give this guy some agency, he&#039;s been Poochie from &#039;&#039;The Simpsons&#039;&#039;. Whenever he does something awesomely evil, it happens off-screen, where he upstages the heroes of this game who are supposed to be the PCs. Once, he even showed up to warn the player characters from looting his stuff before returning to The Abyss, preferring to leave a verbal smackdown rather than get his hands dirty. This would lead to his apparent death. His character does better when adventurers go after his One Ring - the Wand.&lt;br /&gt;
&lt;br /&gt;
The only D&amp;amp;D edition that started without Orcus was AD&amp;amp;D 2nd Ed, mostly because of a certain [[Lorraine Williams|someone]] who wanted to get rid of anything un-Christian and anything else she didn&#039;t like about D&amp;amp;D (which was anything that wasn&#039;t her beloved Buck Rogers... we wish we were joking).  Orcus did come back in 2E with [[Planescape]] supplement as the secret BBEG behind the &#039;&#039;[[Dead Gods]]&#039;&#039; adventure plotline.&lt;br /&gt;
&lt;br /&gt;
==Death and Return==&lt;br /&gt;
To appease the Dark Queen Lorraine, TSR figured out how to get Orcus off the setting whilst allowing for his existence in 1e work especially [[Bloodstone Pass|the H series]].&lt;br /&gt;
&lt;br /&gt;
Second-edition Orcus attained the divinity that he so desperately desired, but was shortly thereafter replaced by a [[Drow]] goddess of vengeance and undeath who claimed his layer of &#039;&#039;&#039;Thanatos&#039;&#039;&#039; as her own. While her name is not explicitly given in &amp;quot;Core&amp;quot; D&amp;amp;D it is made absolutely clear in the [[Planescape]] and [[Forgotten Realms]] settings that it is [[Kiaransalee]].&lt;br /&gt;
&lt;br /&gt;
How TSR handled this brutal change to canon: The Drow deity spent much of her time trying to erase every trace of the fallen demon lord, eliminating every written record of him across the planes. Then she got two of her Drow followers &#039;&#039;(Kestod and Erehe - who will become important in a moment)&#039;&#039; to bury his magic wand in [[Pandemonium]] so that no-one could find it then drowned them both in the &#039;&#039;&#039;River Styx&#039;&#039;&#039; to conceal the deed. Might this be a passive-aggressive commentary on politically-motivated retconning? It just might!&lt;br /&gt;
&lt;br /&gt;
The scheme failed because one of Kiaransalee&#039;s high priests got soppy and wanted Erehe back. Kiaransalee allowed the resurrection and forgot that Drow gossip nasty secrets as a pastime. Hence is set up Planescape&#039;s narrative module (it cannot be called an &amp;quot;adventure&amp;quot; with a straight face), &#039;&#039;[[Dead Gods]]&#039;&#039;. The &amp;quot;Out of the Darkness&amp;quot; part of it anyway.&lt;br /&gt;
&lt;br /&gt;
A shadowy undead god of death and darkness named &#039;&#039;&#039;Tenebrous&#039;&#039;&#039; is herein revealed as being Orcus, existing as a demon-wraith after being destroyed and losing his coveted Wand, but gaining control of &amp;quot;The Last Word&amp;quot;, a sort of uber-tier Power Word: Kill that can slay even deities. Tenebrous causes all kinds of shit looking for that Wand so he can become Orcus again without losing his divinity in the process that the whole multiverse gets buggered up, including:&lt;br /&gt;
*Killing &#039;&#039;&#039;Bwimb&#039;&#039;&#039;, the [[archomental|Elemental Lord]] of the Paraelemental Plane of Ooze, creating a power vacuum.&lt;br /&gt;
*Slaying &#039;&#039;&#039;[[Maanzecorian]]&#039;&#039;&#039; the patron of the [[Illithid]]s and forcing [[Ilsensine]] to take his place.&lt;br /&gt;
*Murdered &#039;&#039;&#039;Tomeri&#039;&#039;&#039;: Goddess of Wisdom, and &#039;&#039;&#039;Camaxtli&#039;&#039;&#039;: God of Fate. To the point that their respective pantheons swear vengeance on the perpetrator.&lt;br /&gt;
*Most notably murdering &#039;&#039;&#039;Primus&#039;&#039;&#039; and disguising himself as him in order to seize control of the [[Modron]] race and being responsible for the events of &#039;&#039;The Great Modron March&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Dead Gods&#039;&#039;, the PCs supposedly rid us of the wand, but Orcus may or may not appear anyway. Another interpretation of canon is that Tenebrous finds the wand and has his followers initiate a resurrection spell on his floating body in the Astral Plane, before getting his ass whupped by adventurers. Though this doesn&#039;t put Orcus down forever as his gigantic astral body goes missing. His worshipers eventually manage to resurrect him properly by the time of 3rd edition though he has reverted back to his &amp;quot;Demon Lord&amp;quot; status instead of being a god. However, the divine spark of Tenebrous ends up becoming &amp;quot;the ghost of a ghost of a demon prince&amp;quot;, turning into a [[Vestige]] that can be called upon by [[Binder]]s and, in 4e, Vestige Pact [[Warlock]]s.&lt;br /&gt;
&lt;br /&gt;
Tenebrous is mentioned by name in 5e’s Curse of Strahd as a vestige sealed in the Amber Temple of Barovia, and a throwaway line in the new *Van Richten’s Guide to Ravenloft* states that Tenebrous has ascended to become one of the Dark Powers of Ravenloft&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
{{Pathfinder-DemonPrinces}}&lt;br /&gt;
&lt;br /&gt;
==d20 Orcus==&lt;br /&gt;
Third-party work, having Orcus in public domain, pretends that the whole sorry mess of Second Edition (and the &#039;&#039;[[Bloodstone Pass]]&#039;&#039; series before that) didn&#039;t happen. Orcus is a disgusting evil god and the PCs fight his minions. Since that is all a gamer fucking &#039;&#039;needs&#039;&#039;, these modules are better, starting with Necromancer Games&#039; [[awesome]] &#039;&#039;[[Rappan Athuk]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
&lt;br /&gt;
===Thrall of Orcus===&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
===Tenebrous Apostate===&lt;br /&gt;
Tenebrous Apostates revere Tenebrous as a truly divine god, even after the split with his &amp;quot;living&amp;quot; self Orcus, viewing them as two completely separate entities. Some Apostates consider the Demon Lord to be merely a part of their sundered deity, while others consider him to be the reason that Tenebrous failed to manifest. In either case they seek to return Tenebrous to divine status and resurrect him &#039;&#039;(again)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Apostates are unique in that they can claim divine spellcasting powers and the ability to &#039;&#039;rebuke undead&#039;&#039; even though their deity no longer exists, proving that he must have been a god at some point. They are also permanently bound to the vestige of Tenebrous 24/7 and do not need to summon him, though they must still attempt to exert their control over his influence every day.&lt;br /&gt;
&lt;br /&gt;
The strain of this relationship takes its toll on the Apostate, who lose about half their body weight and become emaciated as if they were undead creatures, though this has the advantage of actually making mindless undead believe they are one of them.&lt;br /&gt;
&lt;br /&gt;
==Realm==&lt;br /&gt;
Orcus rules &#039;&#039;&#039;Thanatos&#039;&#039;&#039;, the frozen 113th layer of the [[Abyss]] where his seat of power is &#039;&#039;&#039;Naratyr&#039;&#039;&#039;, a frozen city populated by a huge range of undead ranging from run-of-the-mill zombies and skeletons, through ghouls and liches, all the way up to vampire giants and undead demons. The layer has the minor dominant trait, meaning that living creatures here steadily suffer damage as the life gets sucked out of them. If they die then their corpses swiftly turn to ash.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thanatos PoC.jpg&lt;br /&gt;
Naratyr PoC.jpg|Naratyr&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rules for Orcus==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Orcus&#039; rules across various editions, because someone felt it necessary to include copypasta&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;3.5E Orcus&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. Its head is that of a ram with a great maw filled with tusks, and its thick-furred legs end in cloven hooves.  Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. &lt;br /&gt;
&lt;br /&gt;
:Orcus, Prince of the Undead [CR 22] CE Large outsider (chaotic, evil, extraplanar, tanar’ri)&lt;br /&gt;
:Init+10 ; Senses darkvision 60 ft., true seeing; Listen +34, Spot +34&lt;br /&gt;
:Languages Abyssal, Common; telepathy 300 ft.&lt;br /&gt;
:AC 48, touch 20, flat-footed 42 (–1 size, +6 Dex, +28 natural, +5 deflection)&lt;br /&gt;
:hp 455 (26 HD); DR 20/cold iron and good&lt;br /&gt;
:Immunities: ability drain, critical hits, death effects, electricity, energy drain, mind-affecting spells and abilities, negative energy, paralysis, poison, sneak attacks&lt;br /&gt;
:Resistances: acid 10, cold 10, fire 10; SR35&lt;br /&gt;
:Saves: Fort+28 , Ref+21, Will+20&lt;br /&gt;
:Speed: 20 ft. (4 squares), fly 40 ft. (average)&lt;br /&gt;
:Melee: Wand of Orcus +44/+39/+34/+29 (2d6+18/19–20 plus 2d6 unholy plus 2d6 chaotic plus death) and claw +35 (1d6+6) and gore +35 (1d8+6) and sting +35 (1d6+6 plus poison)&lt;br /&gt;
:Space 10 ft.; Reach 10 ft.&lt;br /&gt;
:Base Atk+26 ; Grp+ 42&lt;br /&gt;
:Special Actions summon tanar’ri, summon undead&lt;br /&gt;
:Spell-Like Abilities (CL 20th): At will: astral projection, command undead (DC 18), desecrate, detect good, detect law, enervation(+31 ranged touch), greater dispel magic, greater teleport, telekinesis (DC 19), unhallow, unholy blight (DC 18);  3/day: quickened enervation (+31 ranged touch), finger of death (DC 23), symbol of death (DC 24); 1/day: wail of the banshee (DC 25)&lt;br /&gt;
:Abilities: Str 35, Dex 23, Con 37, Int 27, Wis 20, Cha 19&lt;br /&gt;
:Special Qualities: tanar’ri traits (see Fiendish Codex I, page 28)&lt;br /&gt;
:Feats: Dark Speech*, Greater Spell Focus (necromancy), Hover, Improved Critical (heavy mace), Improved Initiative, Multiattack, Quicken Spell-Like Ability (enervation), Spell Focus (necromancy), Weapon Focus (heavy mace)&lt;br /&gt;
:Skills: Bluff +33, Climb +41, Concentration +42, Craft (alchemy) +37, Diplomacy +8, Escape Artist +35, Forgery +37, Intimidate +35, Knowledge (arcana) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +34, Search +37, Sense Motive +34, Spellcraft +39, Spot +34, Use Magic Device +33 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4E Avatar of Orcus&#039;&#039;&#039;&lt;br /&gt;
:Aspect of Orcus - Level 24 Elite Brute&lt;br /&gt;
:Large elemental humanoid (demon)&lt;br /&gt;
:Initiative +15 Perception +21 (darkvision)&lt;br /&gt;
:Aura: Lesser Aura of Death (Necrotic) aura 10 inflicts necrotic 5&lt;br /&gt;
:HP 560; AC 37; Fortitude 39, Reflex 35, Will 36&lt;br /&gt;
:Immune: disease, poison&lt;br /&gt;
:Resists: 20 necrotic, 10 variable (may change 3/encounter as minor action)&lt;br /&gt;
:Saving Throws +2&lt;br /&gt;
:Speed 6, fly 8 (clumsy)&lt;br /&gt;
:Action Points 1&lt;br /&gt;
:Melee attack(default): Skull Mace (standard; at-will) (Necrotic, Weapon) Reach 2; +27 vs. AC; 2d10 + 5 damage, and the target is weakened (save ends).&lt;br /&gt;
:Melee attack: Tail Lash (immediate reaction, when an enemy moves or shifts into a square adjacent to the aspect of Orcus; at-will) +27 vs. AC; 2d6 + 10 damage, and the target is knocked prone.&lt;br /&gt;
:Close Burst: Necrotic Burst (standard; at-will) (Necrotic) Close burst 3; targets enemies; +23 vs. Fortitude; 1d10 + 5 necrotic damage.&lt;br /&gt;
:Alignment Chaotic evil  Languages Abyssal, Common&lt;br /&gt;
:Skills Arcana +23, History +23, Intimidate +24, Religion +23&lt;br /&gt;
:Str 30 (+22)  Dex 17 (+15)   Wis 19 (+16) Con 30 (+22)  Int 22 (+18)  Cha 25 (+19)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5E Orcus&#039;&#039;&#039;&lt;br /&gt;
:Huge fiend (demon), chaotic evil&lt;br /&gt;
:Armor Class 17 (natural armor)&lt;br /&gt;
:Hit Points 405 (30d12+210)&lt;br /&gt;
:Speed 40 ft., fly 40 ft.&lt;br /&gt;
:Str 27 (+8) Dex 14 (+2) Con 25 (+7) Int 20 (+5) Wis 20 (+5) Cha 25 (+7)&lt;br /&gt;
:Saving Throws Dex +10, Con +15, Wis +13&lt;br /&gt;
:Skills Arcana +12, Perception +12&lt;br /&gt;
:Damage Resistances cold, fire, lightning&lt;br /&gt;
:Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical&lt;br /&gt;
:Condition Immunities charmed, exhaustion, frightened, poisoned&lt;br /&gt;
:Senses truesight 120 ft., passive Perception 10&lt;br /&gt;
:Languages all, telepathy 120 ft.&lt;br /&gt;
:Challenge 26 (90,000 XP)&lt;br /&gt;
:Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand&#039;s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus gains +3 AC and can use an action to conjure undead creatures whose combined average hit points don&#039;t exceed 500, These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can&#039;t be used again until the next dawn.&lt;br /&gt;
:Innate Spellcasting. Orcus&#039;s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components. At will: chill touch (17th level), detect magic. 3/day each: create undead, dispel magic. 1/day: time stop.&lt;br /&gt;
:Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.&lt;br /&gt;
:Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.&lt;br /&gt;
:Magic Weapon. Orcus&#039;s weapon attacks are magical.&lt;br /&gt;
:Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn&#039;t night.&lt;br /&gt;
:Multiattack. Orcus makes two Wand of Orcus attacks.&lt;br /&gt;
:Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.&lt;br /&gt;
:Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage.&lt;br /&gt;
:Legendary Actions. Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature&#039;s turn. Orcus regains spent legendary actions at the start of his turn.&lt;br /&gt;
:Tail. Orcus makes one tail attack.&lt;br /&gt;
:A Taste of Undeath. Orcus casts chill touch (17th level).&lt;br /&gt;
:Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus&#039;s next turn. Creatures in that area are vulnerable to necrotic damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-DemonPrinces}}&lt;br /&gt;
{{D&amp;amp;D-Ghostwalk-Deities}}&lt;br /&gt;
&lt;br /&gt;
==Mystaran Orcus==&lt;br /&gt;
{{Infobox Deity&lt;br /&gt;
|Name = Orcus&lt;br /&gt;
|Symbol = A goat&#039;s head with ram&#039;s horns&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Eternal Immortal&lt;br /&gt;
|Pantheon = [[Mystara]]n (Entropy)&lt;br /&gt;
|Portfolio = Wereswines, destruction, death&lt;br /&gt;
|Domains = Entropy, Chaos, Evil, Destruction, Death &lt;br /&gt;
|Home Plane = &lt;br /&gt;
|Worshippers = Wereswine&lt;br /&gt;
|Favoured Weapon = Greatclub&lt;br /&gt;
}}&lt;br /&gt;
In [[Mystara]], Orcus has a very different backstory. In the past he was once a wereswine in what would one day become Karameikos, with a hatred for all living beings. This hatred eventually attracted the attention of [[Thanatos]], who sponsored him to Immortality in the Sphere of Entropy.&lt;br /&gt;
&lt;br /&gt;
Orcus appears and acts much as he&#039;s descibed above. He has no real allies, though [[Thanatos]] occasionally uses him for his plans, and has many enemies, most notably [[Djaea]] his most ardent opponent, and is in a bitter threeway rivalry with [[Alphaks]] and [[Demogorgon]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orcus 1e.png|1e&lt;br /&gt;
Orcus shrine.png|2e&lt;br /&gt;
Orcus dead gods.jpg|&#039;&#039;Dead Gods&#039;&#039;&lt;br /&gt;
Orcus map.jpg&lt;br /&gt;
Orcus 3e.jpg|3e&lt;br /&gt;
Orcus W&amp;amp;M 4e.jpg|4e&lt;br /&gt;
Orcus 4e roar.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Mystara-Immortals}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55785</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55785"/>
		<updated>2021-06-04T00:12:40Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Patronage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a goddamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as the afterbirth of Creation, a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
&lt;br /&gt;
===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
&lt;br /&gt;
The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
&lt;br /&gt;
==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
&lt;br /&gt;
Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actually occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
&lt;br /&gt;
The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of them know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
&lt;br /&gt;
==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One or Undead patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
&lt;br /&gt;
Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
&lt;br /&gt;
Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55784</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55784"/>
		<updated>2021-06-04T00:11:38Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Okay, but just how powerful is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a goddamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as the afterbirth of Creation, a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
&lt;br /&gt;
===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
&lt;br /&gt;
The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
&lt;br /&gt;
==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
&lt;br /&gt;
Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actually occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
&lt;br /&gt;
The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of them know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
&lt;br /&gt;
==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
&lt;br /&gt;
Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
&lt;br /&gt;
Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55783</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55783"/>
		<updated>2021-06-04T00:09:32Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Okay, but just how powerful is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a goddamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as the afterbirth of Creation, a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
&lt;br /&gt;
===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
&lt;br /&gt;
The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
&lt;br /&gt;
==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
&lt;br /&gt;
Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actually occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
&lt;br /&gt;
The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of that know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
&lt;br /&gt;
==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
&lt;br /&gt;
Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
&lt;br /&gt;
Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55782</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55782"/>
		<updated>2021-06-04T00:05:28Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Where the fuck did it come from? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a goddamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as the afterbirth of Creation, a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
&lt;br /&gt;
===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
&lt;br /&gt;
The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
&lt;br /&gt;
==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
&lt;br /&gt;
Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actualy occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
&lt;br /&gt;
The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of that know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
&lt;br /&gt;
==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
&lt;br /&gt;
Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
&lt;br /&gt;
Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55781</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55781"/>
		<updated>2021-06-04T00:02:21Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a goddamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
&lt;br /&gt;
===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
&lt;br /&gt;
The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
&lt;br /&gt;
==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
&lt;br /&gt;
Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actualy occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
&lt;br /&gt;
The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of that know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
&lt;br /&gt;
==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
&lt;br /&gt;
Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
&lt;br /&gt;
Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55780</id>
		<title>Atropus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Atropus&amp;diff=55780"/>
		<updated>2021-06-04T00:01:46Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Atropus&lt;br /&gt;
|Symbol=&lt;br /&gt;
|Aliases = The World Born Dead, The Moonlet, The Prime Mover (former name, sometimes)&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Greater Deity&amp;lt;br&amp;gt;Overdeity (formerly, sometimes)&lt;br /&gt;
|Pantheon = Primordials, Elder Evils&lt;br /&gt;
|Portfolio = Death, destruction, fear&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Chaos, Evil, Corruption, Destruction, Death, Entropy, Undeath, Vile Darkness, Deathless, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Undeath, Death, Destruction, Darkness, Moon &amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Death&lt;br /&gt;
|Home Plane = None known, but mainly seen on the [[Material Plane]]&lt;br /&gt;
|Worshippers = Undead, Star Spawn, nihilistic/cynic individuals, necromancers, liches, Ur-Priests, cultists&lt;br /&gt;
|Favoured Weapon = Themselves&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atropus.jpg|thumb|[[Star Wars|That&#039;s no moon...]]]]&lt;br /&gt;
&#039;&#039;&#039;Atropus, the World Born Dead&#039;&#039;&#039; is an undead [[Archomental|Primordial]] and [[Elder Evils|Elder Evil]] who also happens to be an &#039;&#039;entire moon&#039;&#039;. [[C&#039;tan|Said to be as old as creation]], this sentient celestial body goes around [[World Engine|destroying planets]] since it has a hate boner for all life. Not even the gods can kill this thing, so all adventurers can really do against it is attempt to shoo it away before it [[Rape|plunges into their world and drains it of its positive energy]]. The most effective way of doing that is killing the Aspect of Atropus, but that requires [[Doom|venturing onto the undead-ridden surface of Atropus and finding it, and that&#039;s no small task]]. It is also considered the polar opposite of a different Elder Evil, [[Ragnorra]].&lt;br /&gt;
&lt;br /&gt;
Atropus is also speculated to either be the first [[Atropal]] or their source/creator, based on their similar names and origins - both are undead abominations that are said to be stillborn immortals.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Atropus itself has no stats (because let&#039;s face it, if the gods can&#039;t fight this thing head on neither can you - it&#039;s also &#039;&#039;a godsdamn planet&#039;&#039;, how can you stat that?) but its Aspect is a high-challenge Gargantuan Undead that&#039;ll really only be seen as the final boss of a campaign featuring the undead moon.&lt;br /&gt;
&lt;br /&gt;
==Where the fuck did it come from?==&lt;br /&gt;
While origins can vary between settings, all depictions have Atropus being as old as time - essentially being described as a primal force of undeath that exists only to create more undead and snuff out all life.&lt;br /&gt;
&lt;br /&gt;
In the [[Forgotten Realms]] specifically, scholars believed that the World Born Dead was accidentally created by [[Ao]], either indirectly as a byproduct of the creation of the first god of death, or directly as a divine mistake - the last god created, stillborn in immortal undeath upon creation. However, [[Derp|both of these origin theories conflict with it being described as a Primordial]], so whether Atropus is indeed the fault of Ao or not is up in the air (or up for the DM to decide).&lt;br /&gt;
&lt;br /&gt;
In other settings, especially [[Greyhawk]] in 3/3.5E, Atropus was speculated to be, in fact, the undead remains of the &#039;Prime Mover&#039;, aka the &#039;&#039;creator&#039;&#039; of the universe, not just some accident created by a more powerful being. This former self apparently saw the chaos of what came before, and decided to create gods to shape it, but [[Lawful Stupid|didn&#039;t bother to read the fine print]] for gaining the power to create and ended up dying after using up all his energy creating said gods. But since creator deities just don&#039;t die, they instead became the shriveled undead moon one witnesses in the present day. Essentially its said it destroys planets and absorbs their positive energy in order to restore itself to life, although doing so will require everything it created to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==The surface of Atropus==&lt;br /&gt;
[[File:Map of Atropus&#039;s Face.jpg|thumb|&amp;quot;Take a left at Mouth Crater, and continue up to Nasal Peak...&amp;quot;]]&lt;br /&gt;
The surface of Atropus is, expectedly, as barren and lifeless as the being itself wants the D&amp;amp;D multiverse to be. Unless its touching the atmosphere of a world that it&#039;s about to crash into, there&#039;s also no atmosphere, so unless you want to cut it extremely close you&#039;ll need some method of breathing up there. The only notable surface features besides Atropus&#039; face is a bunch of steep mountains and ridges, spikes jutting up from the ground, and various craters. The surface is made of black stone, amniotic fluid, and undead flesh and blood, and the craters are often filled with noxious tar.&lt;br /&gt;
&lt;br /&gt;
Besides the lack of oxygen, dangerous terrain, and the negative energy permeating the entire planetoid, the main threat upon Atropus is the legions of undead that inhabit the world, [[Grimdark|all born of nightmares]]. These include the aforementioned Atropals, as well as dread wraiths, nightwalkers, angels of decay, nightwings, rage winds, advanced deathshriekers, famine spirits, and the like. There&#039;s also a single dread boneyard on Atropus, [[Derp|though why there&#039;s only one on an entire planetoid of undeath makes little sense]].&lt;br /&gt;
&lt;br /&gt;
Since Atropus is also an Elder Evil a DM may also sprinkle in some Star Spawn and/or make being on Atropus maddening. Either way, be prepared to [[rip and tear|slaughter hordes of monsters]] on your way to the head(less) honcho...&lt;br /&gt;
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===The Aspect of Atropus===&lt;br /&gt;
[[File:Aspect of Atropus.jpeg|thumb|What you&#039;re actually going to fight.]]&lt;br /&gt;
Chances are, finding and slaying this thing is why you even set foot on this abomination. A headless Gargantuan Undead (with a CR of 23 in 3E), the Aspect of Atropus is the final obstacle between a party and sending Atropus packing. It&#039;s definitely no pushover, and [[Anal circumference|just standing &#039;&#039;near&#039;&#039; it is enough to get weakened considerably and take necrotic damage]] - and attempting melee is suicide anyways, since (depending on the edition) it&#039;s entirely immune to nonmagical damage. However, [[FAIL|it can&#039;t teleport or otherwise force you into the range of its adverse effects]], so its entirely possible to [[cheese]] it to death by [[Tau|keeping it at range]] and using all your best spells. Just watch out for its minions - its rarely alone.&lt;br /&gt;
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Fluffwise, [[What|its said to be the body to Atropus&#039;s head]]. This makes absolutely no sense until one considers said body is a shell of its former self, and was likely XBAWKS HUEG in the past. Now its withered and fossilized to the point it can stand on its own head without adverse effects, but is still large enough to tower over giants. It also now acts a giant &#039;phylactery&#039; for Atropus itself, being the center of its Eldritch intellect and unworldly power. While this makes it an Achilles&#039; heel - [[Not as planned|something that&#039;s foiled the moon&#039;s deadly descent more than once]] - it does allow it to defend the core of its power with legions of undead, taken from the surfaces of worlds its devoured. &lt;br /&gt;
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The reason why killing the Aspect forces Atropus to retreat is that killing it is like destroying a Lich&#039;s phylactery, only less permanent. Soon as it dies, many of its adverse effects on the targeted world vanish, including its ability to siphon positive energy. Atropus essentially flees because they can&#039;t do jack shit now that the Aspect is dead - and resurrecting it at the time of its fall likely would result in it just dying again. And orbiting until the Aspect revives is not an option either - since its power is weakened, the gods of that world have a window of opportunity to actually &#039;&#039;kill&#039;&#039; Atropus for good. As such, while convulsing from the backlash of the death of its aspect, it breaks orbit and shoots back into the void of space. [[Necron|The Aspect is never dead for too long though]], and soon enough Atropus is back to destroying worlds.&lt;br /&gt;
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==Okay, but just how powerful is it?==&lt;br /&gt;
Atropus&#039; mere presence can affect &#039;&#039;entire settings&#039;&#039;, if their shadow (literal or not) isn&#039;t also hanging over the entire campaign. As it draws closer, undeath becomes more prevalent on the targeted world and necromancers get a significant boost in power (if they&#039;re not turned into undead or become [[Lich|liches]] to save themselves, though the latter situation does still give them the necromancy boost), while positive energy and thus divine magic is siphoned away by the encroaching moon.&lt;br /&gt;
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Crunchwise this results in increasingly dire effects as the time of impact draws nearer - starting out small with a +2 casting level to Necromancy spells as well as a 20% chance for someone who died to be raised as a [[zombie]] in 1d4 rounds. Once the shape of Atropus is noticeable in the sky, there&#039;s a 40% chance for zombies to rise, and [[Tomb World|the entire setting is now treated as &#039;&#039;desecrated&#039;&#039;]], meaning that consecration becomes a temporary nullification instead of its normal effects and permanence. It also means the undead risen by this time become even stronger.&lt;br /&gt;
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Once Atropus&#039; face is visible (and usually the time people realize it&#039;s definitely the World Born Dead), and until impact actualy occurs (or is averted), bodies have an 80% chance of rising from the grave and even long-dead bodies resurrect as [[skeleton|skeletons]], [[mummy|mummies]], etc. The entire setting now counts as &#039;&#039;Unhallowed&#039;&#039;, meaning Turning is now nigh-impossible and the undead are much stronger - while simultaneously Good-aligned beings and anyone who taps into divine magic are weakened considerably.&lt;br /&gt;
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[[FATAL|Then there&#039;s what happens when Atropus actually manages to touch down]]. As well as the ramifications of a moon-sized body crashing into a planet (spoiler: [[Exterminatus|nothing good]]), this moment is when all the life energy and positive energy of a world is assimilated by the Primordial. Anything that survives impact is killed and revived as an undead horror by this (and if you died in the impact or somehow weren&#039;t revived before it, you&#039;ll still become one), and all the undead created in this as well as prior to the impact embark onto Atropus&#039; surface to leave the dead husk behind, becoming part of Atropus&#039; surface legions.&lt;br /&gt;
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The Forgotten Realms gave us proof that Atropus is capable of this, when it was first spotted in that realm; sages in Faerun first identified it after it had wiped clean the world of Glyth, an entire planet of [[Illithid|Illithids]] and their slaves. It was mistaken for a planetoid in the rings of the world, and apparently had been attracted there by the death and destruction the mind flayers inflicted upon the other races. [[FAIL|And the sages only noticed it &#039;&#039;after&#039;&#039; Glyth had been decimated]]. Doesn&#039;t bode well for the future, considering that of the select few that know of Atropus&#039; existence, only a fraction of that know that Atropus may have set their sights on Toril next, wishing to purge the lush world of everything on it.&lt;br /&gt;
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==Patronage==&lt;br /&gt;
Since Atropus is an Elder Evil, some evil Warlocks, Wizards (particularly Necromancers), or Death Domain Clerics (or [[Ur-Priest|Ur-priests]] in older editions), as well as cults, may serve it. Usually these are NPCs or outright villains, but theoretically [[That Guy|a player Warlock]] can take Atropus as a Great Old One patron if the DM allows it. However, someone with Atropus as a patron will more often than not be (chaotic) evil and/or cynical, so unless the reason why someone is worshipping an apocalypse-bringer is tagging along with a group that&#039;s usually tasked with &#039;&#039;stopping&#039;&#039; it is well explained, or the DM has plans to work you into their plot, you&#039;ll probably be forced to change patron. You may also be forced to give up control of your character at some point, especially if Atropus itself shows up.&lt;br /&gt;
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Followers of Atropus (that the World Born Dead is consciously aware of, or have been contacted by a Star Spawn emissary of it) are directed to spread undeath as much as possible, as to prepare their world for the arrival of their master. They will often also seek out artifacts and/or writings that may bestow upon them the knowledge to expedite Atropus&#039; arrival (and/or grab their attention) - [[Just as planned|though several of these are associated with Allip curses]]. The only surefire way to get one&#039;s hands on a method to call it is to obtain the [[Book of Vile Darkness]]. Particularly favored servants can be granted Lichdom, allowing them to survive Atropus-fall (without being turned mindless, anyway) and become a commander of their undead legions.&lt;br /&gt;
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Follower overlap with [[Orcus]] is expected, since both beings have similar goals (the replacement of life with undeath). Sometimes Orcus will use Atropus to his own ends, as seen with a [[Bodak]] general of Orcus in the campaign.&lt;br /&gt;
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==How to tell if your DM is using Atropus==&lt;br /&gt;
Besides the obvious &#039;someone or some cult is trying to call Atropus to the world&#039;, a sign that foretells the coming of Atropus is the undead rising with no other explanation and necromancy becoming more powerful, while divine magic begins to wane in strength. If this occurs, or you have the suspicion the campaign is leading to an encounter with the World Born Dead, it&#039;s best to keep an eye on the night sky (and never the sky in the day, as Atropus always keeps the planet it targets between it and the sun) - if the DM is indeed planning an Atropus encounter chances are you&#039;ll spot them, rock-face and all.&lt;br /&gt;
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==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Aspect of Atropus, as well as other Elder Evils]. Be warned, they fixed the cheese (via teleporting its enemies to it as a lair action) and its now CR 29-30.&lt;br /&gt;
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{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167188</id>
		<title>Darklord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167188"/>
		<updated>2021-06-03T23:58:14Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Hive Queen */&lt;/p&gt;
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{{Topquote|They say, &#039;Evil prevails when good men fail to act.&#039; What they ought to say is, &#039;Evil prevails.&#039;|Yuri Orlov, &#039;&#039;Lord of War&#039;&#039;}}&lt;br /&gt;
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The &#039;&#039;&#039;Darklords&#039;&#039;&#039; are the rulers &#039;&#039;and&#039;&#039; prisoners of the plane of [[Ravenloft]], from the D&amp;amp;D setting of the same name. &lt;br /&gt;
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You might be wondering &amp;quot;How are they both rulers and prisoners at the same time?&amp;quot; The reason for this is simple: each Darklord was pulled into the plane by the nebulous forces known only as the Dark Powers after an especially heinous deed (known in-universe as a &amp;quot;Act of Ultimate Darkness&amp;quot;), which reshapes a part of the plane into [[Demiplane of Dread|a realm tailored to each Darklord&#039;s defining crime]]. In its own realm a Darklord is a BBEG to rule over all other BBEGs, with absolute power over everything except whatever they desire most - whatever thing that might be, it is always dangled ever so slightly out of their reach by the Dark Powers to amplify their torment further. They have no mouth, and they must scream. (Thus the common description of the setting as &amp;quot;Hell, but not for you&amp;quot;.)&lt;br /&gt;
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=Common Characteristics of Darklords=&lt;br /&gt;
The exact abilities and backstories of Ravenloft&#039;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. &lt;br /&gt;
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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&#039;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&amp;amp;D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd&#039;s or Azalin&#039;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&#039; efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord&#039;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&#039;s life and career for good.&lt;br /&gt;
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A few things about Darklords have remained constant throughout Ravenloft&#039;s editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain &amp;quot;pocket domains&amp;quot; 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&#039;s domain, that specific Darklord is usually powerless to personally come after them (but see &amp;quot;Closing the Borders&amp;quot; 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&#039;s efforts, but if it comes to that you&#039;ve likely already attracted (or will very soon attract) a Darklord&#039;s attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. &lt;br /&gt;
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===Closing the Borders===&lt;br /&gt;
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&#039;t work past a closed domain border either. As Ravenloft was an early AD&amp;amp;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&#039;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). &lt;br /&gt;
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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&#039;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&#039;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&#039;s conquest literally sink into ruin through the squabbling of his sons. &lt;br /&gt;
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===Immortality===&lt;br /&gt;
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&#039;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 &amp;quot;attached&amp;quot; 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&#039; attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. &lt;br /&gt;
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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.&lt;br /&gt;
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Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord&#039;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 &amp;quot;promoting&amp;quot; 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 &amp;quot;current&amp;quot; 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&#039;s death, thus ensuring that their position is never lost.&lt;br /&gt;
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===What happens if you permanently destroy a Darklord somehow?===&lt;br /&gt;
It&#039;s likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord&#039;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&#039;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. &lt;br /&gt;
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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&#039;s associated domain &amp;quot;ceases to serve a purpose&amp;quot; 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? &lt;br /&gt;
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Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighbouring 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 &amp;quot;Islands of Terror&amp;quot; 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 neighbouring domains to absorb them) that suffer a sudden lack of a Darklord, though. &lt;br /&gt;
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The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex&#039;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. &lt;br /&gt;
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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&#039;s noted that the Demi-Plane of Dread didn&#039;t seem to exist until Strahd&#039;s damnation). In 5e&#039;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&#039;re &amp;quot;possessive&amp;quot; about their favourite playthings like that. &lt;br /&gt;
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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.&lt;br /&gt;
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Bottom line? Hash it out with your DM beforehand, or if you&#039;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.&lt;br /&gt;
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=Notable Darklords=&lt;br /&gt;
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==The &amp;quot;Hammer Horror&amp;quot; Darklords==&lt;br /&gt;
With the horror films by [https://en.wikipedia.org/wiki/Hammer_Film_Productions Hammer Film Productions] officially cited as a major source of inspiration for the setting of Ravenloft, the Darklords who are patterned after the horror monster archetypes featured in those films will be listed here. &lt;br /&gt;
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===Strahd von Zarovich===&lt;br /&gt;
{{main|Strahd von Zarovich}}&lt;br /&gt;
Darklord of Barovia, and the first Darklord to be introduced to the setting--in fact, it&#039;s named after his own castle. He is the archetypal vampire darklord in the setting, though by no means the only one, and his appearance is clearly based off of Christopher Lee&#039;s portrayal of Dracula in the 1958 &#039;&#039;Dracula&#039;&#039; film by Hammer Film Productions. &lt;br /&gt;
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Originally the conqueror of a region called Barovia that he claims was the ancestral home of his family, Strahd came to lust after a woman called Tatyana who rejected him in favor of his younger brother Sergei. Strahd took this very badly; badly enough that at some point he made what he called &amp;quot;a pact with Death&amp;quot; that turned him into a [[vampire]] in a desperate attempt to restore his youth. This too failed to win her over, and on the day Tatyana was to be married to Sergei, Strahd killed him and drove her to suicide. &lt;br /&gt;
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His realm is a copy of Barovia from the Prime Material plane (the original apparently still exists but nothing is said about its current condition or even which D&amp;amp;D setting it originated from), which he has absolute power over to the point where he can enter any private home uninvited in spite of the fact most vampires are unable to do so (since as he boasts, &amp;quot;I am the land&amp;quot;), and he can ignore the standard vampiric weaknesses to mirrors, garlic or holy symbols, none of which ordinary vampires can do. He isn&#039;t even &amp;quot;killed&amp;quot; when staked through the heart like ordinary vampires are (though he is effectively paralyzed while staked) and can resist up to ten rounds of sunlight exposure before being destroyed, though he has always a contingency spell cast on himself that will teleport him away to a hidden mountain sanctuary should he ever be exposed to sunlight or staked by a prepared party, much like Bram Stoker&#039;s own Dracula had many coffins to sleep in to make his final destruction more difficult.  However, Strahd&#039;s curse is to have the events leading to his damnation repeat themselves forever--once every generation he will encounter a woman who he believes to be Tatyana&#039;s reincarnation, only to be rejected by her in spite of all his vampiric mind control powers, and become responsible for her death once more, all while being unable to simply give up on trying to win her love.&lt;br /&gt;
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===Ankhtepot===&lt;br /&gt;
Darklord of Har&#039;Akir, partially based on the monster from the 1959 film &#039;&#039;The Mummy&#039;&#039; by Hammer Film Productions. He is the archetypal Mummy-based Darklord in the setting, but he is not the only &amp;quot;Ancient Dead&amp;quot; (i.e., a preserved corpse animated into undeath) who happens to be a Darklord. &lt;br /&gt;
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Ankhtepot in life was a hubristic ruler of a land also named Har&#039;Akir, patterned after Ancient Egypt and sharing the same pantheon of gods. As the head priest of the sun god Ra, the chief god of his land, Ankhtepot was [[Nagash|obsessed with death and became consumed with the desire to live forever]]. Despite sparing no expense (nor quite a few lives, for that matter) his efforts were in vain, and in his rage he razed several temples, stormed into the greatest one and cursed the gods for withholding his heart&#039;s desire. For this blasphemy, Ra contacted Ankhtepot directly and said that Ankhtepot would indeed live after death, though he might wish otherwise. Anhktepot was confused about this, but later discovered that he had received a dire curse (making him one of the few outlander Darklords to have received the majority of his curse &#039;&#039;before&#039;&#039; being taken into Ravenloft); anyone he touched was dead by nightfall, and those he killed in this fashion rose from their tombs to serve him absolutely as undead mummies, because apparently Ra considers having mindless servants a punishment. Taking this in stride despite killing many of his relatives, he used his new undead servants to tighten his grip over Har&#039;Akir, but his fellow priests rebelled, killed Ankhtepot in his sleep, and mummified him, little knowing he was still conscious and going insane inside his sarcophagus during his month-long funeral. After being entombed in a remote area with one small village named Mudar, the mists of Ravenloft claimed Ankhtepot, his tomb, and the nearby village, leaving no trace of them in Ankhtepot&#039;s home plane. &lt;br /&gt;
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As Darklord, Ankhtepot spends most of his time in a deathless dream of better days in his tomb, but he can be roused from this state in a few ways, such as if his tomb is disturbed, or if the people of Mudar are anxious or otherwise distressed. His hubris and pride followed him into undeath, and similarly his greatest torment is his desire to be human again, as the god-king of a great empire he once was, while in reality he &amp;quot;rules&amp;quot; over a barren patch of desert with naught but a small mud-hut village. To frustrate him further, the Dark Powers granted Ankhtepot the ability to regain his human form and mortality by draining a human of moisture and life force in a dread sunrise ceremony, but this reversion to mortality lasts only from dawn to nightfall, and during those few daylight hours &amp;quot;under Ra&#039;s gaze&amp;quot; he loses all his supernatural powers, once again becoming a normal human with no appreciable abilities until nightfall, whereupon the transformation is undone. Knowing that he would face an eternity of solitude were he to sacrifice everyone in his domain to fleetingly experience mortality again, Ankhtepot generally prefers to wait and dream until he might rule a larger population, a time he seems unaware will never come. &lt;br /&gt;
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With respect to his crunch, Ankhtepot can be an unholy terror in his Greater Mummy form. He retains much of the high-level spellcasting ability he had in life, his touch-delivered Mummy Rot is both more virulent and harder to cure than almost any other Ravenloft Mummy&#039;s, and those who become infected and are mummified alive become Greater Mummies under his total control. Other aces up his sleeve (or rather, his bandages) are the fact that he commands virtually every mummy in his domain, so if sufficiently provoked he can summon up an entire shambling army of mummies to do his bidding, and the fact that a certain item on his person allows him to heal lost hitpoints very quickly, even if reduced below zero, unless that item is removed from him or his downed &amp;quot;corpse.&amp;quot; Ankhtepot can, however, easily be killed during his bouts of mortality (even though doing so might attract the attention of the Dark Powers since he poses no real threat during these times), but if he is killed while an ordinary human he can reanimate if he is mummified and entombed again. As a result of a possible oversight by the writers, no mention is made of how Ankhtepot might be able to return to unlife should he be defeated in his Greater Mummy form nor how he might be permanently destroyed, though he can simply reform in his tomb in the case of the former and the latter might simply require that both his tomb and his physical body be completely destroyed, resulting in the village of Mudar returning to its home plane and Ankhtepot&#039;s desert joining an adjacent domain.&lt;br /&gt;
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Given the relative lack of sex appeal for mummies compared to the far more famous vampires and werewolves (unless you&#039;re a fan of the [[Tomb Kings]] or [[Mummy: The Curse]]), Ankhtepot and his domain more or less dropped off the face of Ravenloft canon after the AD&amp;amp;D version, and even in AD&amp;amp;D he was fairly passive. Even so, he did affect Ravenloft and D&amp;amp;D at large in one way by creating the first Greater Mummies (AKA &amp;quot;Children of Ankhtepot&amp;quot;) to ever exist in a D&amp;amp;D system, though they have since significantly changed from their original incarnation. Ankhtepot has also been known to send his Mummy and Greater Mummy servants outside of his domain to track and kill grave robbers who defile his tomb and other unfortunates who incur his wrath.&lt;br /&gt;
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Ankhtepot and his domain made his first appearance as the star villain of the classic &#039;&#039;Touch of Death&#039;&#039; Ravenloft module in 1991.&lt;br /&gt;
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Despite not having shown up since AD&amp;amp;D, he was re-introduced to the setting in 5e, albeit with some significant retcons.&lt;br /&gt;
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In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests, and Ankhtepot came to believe that the gods wanted himself to take the pharaoh&#039;s place. On the day of the pharaoh&#039;s coronation, Ankhtepot rallied his loyal priests and murdered their liege. Unfortunately he had misjudged both the people&#039;s loyalty and the gods&#039; wills. The people rose up and killed him and his fellow priests, and when he died the gods forsook him and barred him from the afterlife. The gods returned him to the world, but stripped away a piece of his soul called the ka -- the vital spark that inspires all living beings. &lt;br /&gt;
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He awoke immobilized and trapped in his sarcophagus, during which he felt the pain of every cut and every organ removed as if he were alive. One day, after untold years of this suffering, he a voice asking if he still felt he was worthy to rule. Still arrogant after all he had been through, he answered with certainty, and thus emerged from his crypt into the domain of Har’Akir. In this new land, Ankhtepot found a pious people devoted to the same gods he once served, and immediately set to wiping that religion out and replacing their gods with false idols of his own invention. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.&lt;br /&gt;
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Since then he has seen much, and known many things, but now he seeks one thing only: to be reconnected with his lost Ka, which he believes will allow him to finally die. Where and what his Ka is now is left up to the DM to decide, as is what happens when he is reunited with it. All of the suggested results are pretty grim, ranging from him being reborn as a living tyrant far more decadent and sadistic than he was as an undead, discovering that he cannot be returned to mortality and deciding to wipe out all life in his domain out of spite, to being reborn and dying soon after only for a war of succession to immediately begin with all the Children of Ankhtepot declaring themselves Ankhtepot II.&lt;br /&gt;
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 &amp;lt;gallery&amp;gt; &lt;br /&gt;
03-015.pharaohANKHTEPOT.png&lt;br /&gt;
 &amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Alfred Timothy===&lt;br /&gt;
Darklord of Verbrek, and the archetypal werewolf Darklord of the setting, though by no means the only lycanthrope Darklord in Ravenloft. Alfred Timothy was born to Nathan Timothy (former werewolf Darklord of Arkandale) and an unknown mother. Disdained by Nathan for being frail and sickly in his human form, Alfred in turn disdained his father for his &amp;quot;overly human&amp;quot; interest in ferrying cargo and passengers with his paddleboat (in truth, Nathan was cursed as Darklord of Arkandale to become cripplingly nauseous with &amp;quot;land sickness&amp;quot; anytime he tried to set foot on dry land, but instead of suffering from this curse, Nathan grew so accustomed to boating and the company of his human passengers that he unknowingly lost his Darklordship during the Grand Conjunction, despite still being confined to river waters and remaining an unrepentant serial killer). &lt;br /&gt;
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Leaving to find his own way and to escape the perpetual treatment as the runt of the litter, Alfred happened upon villagers in his father&#039;s domain who regularly made sacrifices to appease a savage being they called [[the Wolf God]] in the hopes of relief from continual attacks by bloodthirsty wolves. Taking inspiration from the sight of humans propitiating a lupine deity and perhaps indulging more than a little megalomania at the prospect of being an object of worship or leading a werewolf-centric religion, Alfred wandered the domains and interrogated clerics he met, sometimes lethally, on how he could become a cleric of this &amp;quot;Wolf God&amp;quot; and use its granted powers to inaugurate a werewolf-led reign of terror over humans. Unfortunately, his efforts and sacrifices were fruitless in provoking any response from this &amp;quot;deity,&amp;quot; and he began to take out his frustrations on any clerics and religious buildings he could find whenever his latest interrogation target failed to provide the missing ingredient to contacting and receiving spells from the Wolf God. After [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425913 one such iconoclastic rampage], Alfred incautiously fell asleep near the mutilated corpses and smouldering wreckage of his latest failure. Not content to &amp;quot;let sleeping dogs lie,&amp;quot; Alfred was discovered, chained, and about to be burned at the stake by vengeful villagers, were it not for a mother-daughter pair of prescient Vistani who purchased his freedom and told Nathan that for this stay of execution, he must allow all Vistani safe passage in the future. Enraged at the possibility of being bound by a bargain struck with &amp;quot;mere&amp;quot; humans, Alfred promptly killed the Vistani mother, and the mists of Ravenloft claimed him for this betrayal, leaving him within his new domain of Verbrek, which eventually grew to encompass his father&#039;s former domain of Arkandale. &lt;br /&gt;
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Now a Darklord, Alfred was initially delighted at having truly become a cleric of the Wolf God, receiving divine spells and being able to &amp;quot;converse&amp;quot; with it (assuming it exists, but if you decide to play with a nonexistent Wolf God, Ravenloft&#039;s Dark Powers have been known to grant divine spells and Alfred might just be hearing voices in his head). The price, as ever with Darklords, was an insidious curse. Alfred wants nothing more than to revel in the bestial fury and passion he once enjoyed as a werewolf, but as Darklord he is forced to transform back into his human form should he ever succumb to any kind of base passion: fear, rage, or lust. Having built a cult of savagery, wanton bloodshed, and debauchery among a large pack of werewolves as the chief priest of the Wolf God, his uncharacteristic unwillingness to practice what he preaches by frequently refraining from hunts and hesitance at finding a mate means his position is growing increasingly precarious. Realizing that widespread knowledge of his weakness would spell his doom (because [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657 &amp;quot;being an alpha means proving it every full moon&amp;quot;]), Alfred is trying to divest himself of his humanity by commanding and occasionally participating in ever-greater acts of slaughter, dedicating and offering them to his god who has remained silent on this one pressing issue, with the only exceptions to his wrath being the Vistani as he still remembers what happened the last time he killed one. &lt;br /&gt;
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Crunch-wise, Alfred is rather conventional as lycanthrope BBEGs go, aside from his cleric levels and being forced to fight in a calculating and tactical manner unlike most werewolves lest he be forced to return to his much weaker human form. He doesn&#039;t cast a shadow (since his domain is effectively the shadow he casts on Ravenloft), and can even teleport from shadow to shadow within his domain whenever the moon is visible. As an ironic reminder from the Dark Powers of his fundamental weakness, Alfred cannot even supernaturally close the borders of his own domain, short of sending his dire wolf and werewolf minions to patrol them, though the true nature of this additional curse is likely lost on him, since he probably doesn&#039;t know about other Darklords and their ability to close their domain&#039;s borders supernaturally. Though not specifically mentioned, Alfred&#039;s fluff implies that even &#039;&#039;[https://youtu.be/ZxcljnLb95M?t=1m8s harsh language]&#039;&#039; might be one of the most potent weapons against him; if PCs can recognize him in either his wolf or hybrid forms and manage to enrage him through taunts, he will be forced to return to human form and at a minimum be robbed of the natural weapons of his alternate forms, or even be forced to kill any wolf or werewolf witnesses to his weakness with his clerical powers before turning his attentions to the PCs. However, even if Alfred is killed (and his crunch does not mention any method through which he could cheat death), it is likely the Darklordship (and possibly even Alfred&#039;s curse) will simply pass to whichever werewolf in his domain is evil enough for the Dark Powers&#039; liking, preserving Verbrek as a separate domain unless every werewolf in the domain is killed or driven out before the current Darklord&#039;s death. Even then, the Dark Powers can always make more Darklordship candidates, though a more darkly ironic postmortem fate for Alfred&#039;s cult and domain might be for the Wolf God cult to scatter to the winds after Alfred&#039;s death, in essence metastasizing and spreading its cell members and evil elsewhere, while Alfred&#039;s father returns to Arkandale just in time to resume his old Darklordship and hear about his son&#039;s death, saying only &#039;&#039;&amp;quot;So that self-righteous runt finally bit off more than he could chew. No matter. Runts have always thought themselves to be bigger than they are.&amp;quot;&#039;&#039; &lt;br /&gt;
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On a side note, players who want to play a Ravenloft campaign set in Verbrek, but who also want to use [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]] rules instead of relying on older books, might opt to use the official Magic-the-Gathering-to-D&amp;amp;D-5e conversion [[Innistrad|&#039;&#039;Plane Shift: Innistrad&#039;&#039;]] book,  using its rules to play a campaign set in Innistrad&#039;s Kessig province. Kessig is thematically similar to Ravenloft&#039;s Verbrek as both are &amp;quot;werewolf country&amp;quot; locations, minus Darklords and other Ravenloft-exclusive mechanics. Until the Ravenloft setting is more fully adapted for D&amp;amp;D 5e, the Innistrad conversion is probably the best foundation for playing Verbrek in 5e.&lt;br /&gt;
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===Dr. Victor Mordenheim/Adam===&lt;br /&gt;
Co-Darklords of Lamordia, of a sort. Like the character of Victor Frankenstein (best known for creating Frankenstein&#039;s monster) he was based on, Dr. Victor Mordenheim sought to create life and was certain that a soul was not necessary for it to exist. To show him the error of his ways, the gods saw fit to endow the doctor&#039;s creation with a soul--specifically, an irredeemably evil soul. The newly created dread flesh [[golem]] was dubbed Adam, and he soon grew jealous of the love that his maker&#039;s wife Elise and adopted daughter Eva had for him. Adam&#039;s plan to kidnap Elise failed, and instead he killed Eva and wounded Elise so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft. &lt;br /&gt;
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The doctor himself resides in his own mansion, Schloss Mordenheim, spending most of his time obsessively trying to revive his comatose-but-alive wife (who has herself long since gone mad due to her life support system causing her constant pain simply by being active), up to the point of continually constructing new bodies out of exhumed or painlessly-killed female corpses for her, but is cursed to never succeed and to never stop trying. Note that this is not out of love, though Mordenheim still believes that it is--it has become nothing more than a compulsion that has become his only reason for living. Meanwhile, Adam is now the &amp;quot;ruler&amp;quot; of an inhospitable island aptly dubbed the Isle of Agony in the middle of Lamordia inhabited solely by himself, forever cut off from the acceptance that he sought, cursed to feel the doctor&#039;s pain as his own, and rejected by the very land that he supposedly controls (as it is influenced by Mordenheim and not Adam). Adam&#039;s only form of solace comes from sabotaging Dr. Mordenheim&#039;s attempts at reviving Elise just to spite him. Player characters who meet Adam and treat him without pity or revulsion may be able to get some useful information out of him or even get him to open the borders of Lamordia, but he is very prone to anger and is virtually unstoppable once enraged. &lt;br /&gt;
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So strong is Mordenheim&#039;s disbelief in magic that his own domain also (potentially) interferes with divine magic of any kind, making it unreliable, and may even block any magical attempts to heal Elise. Worse still, Mordenheim&#039;s attempts at training apprentices over the years in the vain hope that they might just achieve the necessary breakthrough to restoring Elise has unleashed quite a few mad scientist villains, or monsters born of mad science (such as the Living Brain, a disembodied brain in a life-support jar that uses its psionic powers to direct and dominate a major organized crime ring), onto Ravenloft at large. &lt;br /&gt;
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In a curious twist, Adam is the Darklord and is the one with the power to close Lamordia&#039;s borders, but both Adam and his creator are effectively immortal and ageless, and Mordenheim even shares his creation&#039;s immunities and regenerative properties. If either is killed and their corpse completely destroyed by fire, acid, or even disintegration, either will simply reincarnate into the nearest most recently deceased male corpse (for Mordenheim) or flesh golem corpse (for Adam, and there are a quite a number of these running around Lamordia, made either by Mordenheim as failed bodies for Elise and futile attempts to recreate Adam&#039;s &amp;quot;success,&amp;quot; or Adam&#039;s frustrated attempts at making sympathetic company for himself), and will shortly thereafter shape their new bodies into looking just like their previous selves. The only way to destroy Adam and Mordenheim for good is to destroy them together at the same time. If DMs decide to allow the permanent destruction of Darklords (see above), then the fate of Elise and Lamordia itself is up to them; one appropriate denouement could be that the permanent deaths of Adam and Mordenheim might just be the spark Mordenheim&#039;s machinery needs to briefly restore Elise long enough to rise up and forgive their long-suffering spirits before leading both to their afterlives, just before the land suddenly twists and shifts to reflect the curse and nature of its new Darklord.&lt;br /&gt;
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Adam and Dr. Mordenheim first appeared in the one-shot adventure in a 1994 boxed set named &amp;quot;Adam&#039;s Wrath,&amp;quot; intended for outlander PCs to undertake a [[Weekend in Hell]] adventure.&lt;br /&gt;
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===Sir Tristen Hiregaard/Malken===&lt;br /&gt;
The &amp;quot;Jekyll &amp;amp; Hyde&amp;quot; Darklord of Nova Vaasa. Sir Hiregaard is a staunch, gruff but sincerely righteous man who is dedicated to his people and his land. However, he also plays host to Malken- an alternate personality that takes over Tristen&#039;s body, warping it into [[Caliban (Ravenloft)|a form so hideously ugly one can&#039;t recognize they&#039;re the same person]] and who delights in killing anyone who stands in the way of Hiregaard&#039;s repressed desires.&lt;br /&gt;
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Strangely, Tristen did nothing at all to earn the position of Darklord; Malken is an entity born from a curse that was placed on Tristen&#039;s &#039;&#039;father&#039;&#039; by Tristen&#039;s mother Romir that compelled him to kill every woman he loved and any man who crossed him; Hiregaard Senior was an intensely jealous man and killed his wife and the man teaching her how to waltz in a fit of rage, thinking she was having an affair with him. When he killed himself to escape the curse, the curse passed to Tristen instead. Six years and nine killings after the curse first manifested itself in him, Tristen was taken into the mists and the secret jealousies and angers born from the curse coalesced into the being known as Malken. Tristen is only partially aware of Malken&#039;s existence, just enough to have his guards lock him into his personal chambers when he feels a fit of jealousy or anger coming on. For years he has assumed this has kept Malken in check, but as of late he is starting to suspect that Malken is too clever to be thwarted by mundane confinement despite the latter&#039;s attempts at keeping his influence a secret. Were he to discover the whole truth, he would be willing to do anything to end the curse. &lt;br /&gt;
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This curse is the key to Malken&#039;s immortality; if Tristen is killed, then Tristen&#039;s eldest living male descendant will be possessed - and Malken will keep going down the chain each time his host dies, meaning that unless you find &amp;quot;the right way&amp;quot; to kill him, Malken can only be stopped by massacring Tristen&#039;s entire family line... which the players could potentially belong to. However, if Malken&#039;s host is killed by a woman genuinely in love with that man, then Malken will be dragged screaming into whatever hell-hole awaits him. And given that this would be a massive act of betrayal on that woman&#039;s part, she would likely end up becoming the new Darklord herself.&lt;br /&gt;
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It should also be noted for DMs that &amp;quot;the struggle within his soul&amp;quot; prevents Malken from achieving the proper focus to Close the Borders of his domain, so if you want to run a session or campaign focussed around Nova Vaasa, you had better have a compelling in-universe reason to keep the PCs from simply up and leaving, since canonically DMs can&#039;t force the issue and simply lock the PCs into Nova Vaasa like they can with most other Darklords. It&#039;s possible that if Malken possesses a more evil host, he might just be able to Close the Borders then, but the form such a closed border would take has never been revealed in canon.&lt;br /&gt;
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==Other Darklords==&lt;br /&gt;
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===Addar===&lt;br /&gt;
{{main|Addar}}&lt;br /&gt;
The father of [[Shadow Unicorn]]s and a Darklord of questionable canon. More info on his page.&lt;br /&gt;
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===Azalin Rex===&lt;br /&gt;
Darklord of Darkon. A powerful mage who inherited the rule of the city-state of Knurl, his draconian rule culminated in the execution of his son when he was caught freeing political prisoners. Soon afterward, Azalin became a [[lich]] and devoted himself to searching for a spell that could resurrect the dead; he believed that his son&#039;s sense of compassion was due to a mistake in his upbringing and assumed that if he could be revived that mistake could be fixed.&lt;br /&gt;
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As soon as he was taken into Ravenloft he lost the ability to learn any new magic at all- a terrible thing for any magic user, and even worse for a lich like him who became undead for the sole purpose of gaining more knowledge. This power over memory affects anyone else who enters Darkon as well; staying there for more than three months at a time causes a visitor&#039;s memories to be erased and replaced with false ones of spending one&#039;s whole life in Darkon. Originally an ally of Strahd when he first entered the mists, their relationship soured quickly after a failed attempt at escaping the Demi-plane of Dread temporarily split the former into two separate beings and they&#039;ve remained enemies ever since. Another ill-fated attempt at breaking free in which he planned to become a demilich backfired even more spectacularly. Instead of allowing his essence to be freed from Ravenloft, it dispersed his essence across Darkon and destroyed the domain&#039;s capital. It took five years for him to reassume a corporeal form and take control of his realm again.&lt;br /&gt;
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In 5th edition, Azalin has mysteriously gone missing.  Did he finally outsmart the Dark Powers and escape?  The only clue about where he went is that when he vanished a strange golden star or starlike thing called The King&#039;s Tear appeared in the sky and hasn&#039;t moved since and the sun and moon pass &#039;&#039;behind&#039;&#039; it instead of in front of it every day.  While he is missing his domain is slowly disappearing and has become split into four islands which are ruled by three new not-quite-darklords.  It is up to the DM to decide why he disappeared and why the domain is disappearing but several different possibilities are suggested.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
STRAHD VON ZAROVICH AND AZALIN REX.jpg&lt;br /&gt;
AZALIN Rex.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Baron Urik von Kharkov===&lt;br /&gt;
Considered one of the goofier Darklords, albeit not as bad as Tristen ApBlanc, and with a much more usable domain in Valachan. Baron Kharkov is basically half-Blacula and half-Werepanther; he was a black panther that a Red Wizard of Thay turned into a human being to use as an assassin. The Red Wizard arranged for him to fall in love with his rival, and then undid the transfiguration spell on him while they were together so he would tear her apart as a panther. When he was turned back into a human, he freaked out and ran off into the Mists. He found himself in Darkon, where he spent 20 years as a member of Azalin&#039;s secret police (turning into a Nosferatu in the process). He later escaped and subsequently became the Darklord of Valachan after entering the Mists again. We don&#039;t know what he did that turned him into a Darklord, in part due to his own fuzzy memories of what happened during that time, but he claims he killed many people while in the mists, including the Red Wizard that transformed him the first time.&lt;br /&gt;
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Anyway, he&#039;s a blood-drinking black vampire cursed with yellow eyes (that turn into cat&#039;s eyes when he&#039;s pissed off) and with hands that resemble paws, being covered in fur and bearing retractile claws. He can still turn into a panther, in which state his bite turns people into werepanthers, and controls panthers instead of the normal wolves. His curse is to basically relive his most traumatizing event over and over again; he&#039;s constantly seeking a human bride, but once he has one, he can never trust her not to find out that he&#039;s not human, and inevitably murders her in a fit of paranoid fury.  (He should try dating a [[Furry]] fan or Jaqueline Reiner, that would solve it.)&lt;br /&gt;
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In 5th edition he has been killed and succeeded by Chakuna.&lt;br /&gt;
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===Bluebeard===&lt;br /&gt;
A rare darklord actually &#039;&#039;liked&#039;&#039; by his subjects, Bluebeard rules over Blaustein (German: &amp;quot;Blue Stone&amp;quot;), a small nation from an unknown world. His rule was considered just and fair, and as a ruler he was considered to be quite generous. Unfortunately for him, he was an incredibly ugly man -- a blue-tinted beard and all -- which to his credit, he overcame with his own charms... and being incredibly wealthy didn&#039;t hurt either. Despite all of his good qualities, however, Bluebeard could not achieve a lasting marriage.&lt;br /&gt;
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He would find a woman to marry, and soon after the wedding he would leave the castle for a time, handing its care over to his new wife. He would give her a set of keys to every door in the castle, and pointing out the one special golden key which opened a room at the very top floor. His instruction was to never open that particular door, with vague consequences. So far none of his wives have been able to overcome this temptation; and when they did open the door they found his grisly collection of former wives, hung up by meat-hooks with their throats slit. By opening the door, the key -- which was magical in nature -- would have a bloody mark that would appear that could not be removed except by Bluebeard himself. He would return to the castle soon after, and demand to see the keys. If the woman had given into temptation (which each invariably did), she would then share the fate as the other women in the room. Marcella was his fourth wife and victim. Her death was not the final, but eventually Bluebeard&#039;s repeated murders brought Blaustein into Ravenloft.&lt;br /&gt;
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After becoming a darklord, Bluebeard was gifted by the Dark Powers with a minor charisma increase, which does not make him handsome by any means but does not leave him as ugly as he once was. He is also able to perfectly detect any lie. Even after the Mists took hold, Bluebeard is still the de facto leader of Blaustein, although his rule was twisted to be even more sadistic. Simply displeasing him is a death sentence, yet the populace still holds him in incredibly high regard. This is because he also has complete control over their memories, and freely erases or rewrites their recollections of his atrocities.&lt;br /&gt;
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He is unable to marry any woman native to Blaustein, as their visages always twist to the posthumous appearance of one of his dead wives. This curse does not affect women who were born foreign of Blaustein, and Bluebeard along with his subjects are always on the constant lookout for any attractive women who fit this criteria. Lorel, an outlander he grabbed through the Mists, was his latest wife (and victim).&lt;br /&gt;
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Bluebeard is also haunted by the ghosts of the wives he killed. Every third night must be spent in his castle in order to sleep, and he always awakes to the frightening caress of the specters of his murdered wives. Like his subjects, they are utterly devoted to him, yet in the most twisted way possible. While he considers this distressing, it has not stopped him from sending another wife to the same fate.&lt;br /&gt;
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It is currently unknown if he has any dealings with any other nation or darklord, at least beyond welcoming in his harbour ships including those engaged in piracy.&lt;br /&gt;
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He&#039;s mentioned in a single sentence in 5e, which states that apparently his spectral wives overthrew him and now endlessly torment him. Exactly how this happened or what this entails is not elaborated upon.&lt;br /&gt;
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===Captain Alain Monette===&lt;br /&gt;
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Darklord of L&#039;ile de la Tempete. A violent and cruel privateer and captain of the &#039;&#039;Ouragan&#039;&#039;. Eventually his crew snapped from his vicious temper and regular abuse and mutinied against him, keelhauling him thrice before throwing him into the sea. This was meant to be an execution- keelhauling, or dragging a sailor around the keel of a ship to be cut by the barnacles growing on it and hit against the ship&#039;s hull, is traumatic even when it&#039;s only done once and the victim is taken on board the ship afterward. But Alain survived, and washed up on the shores of a small island in the mists. Vampire bats came to drink the blood from his wounds, and Alain survived in turn by eating them- which turned him into a werebat. &lt;br /&gt;
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Alain thus recovered from his keelhauling, but physical health was a cold comfort as he soon found that even with the flight he gained as a werebat, he could not leave his lonesome island. Driven mad by the isolation and cut off from the sea, he now vents his frustrations on those who sail as he no longer can. His island contains a lighthouse, but as with many things in Ravenloft, it&#039;s a trap in the guise of something helpful. Anyone, even outside the Mists, who investigates the light is drawn to the hazardous waters near his lighthouse, where most are shipwrecked. If any survivors somehow make it to shore, Alain will greet them. He&#039;ll be quite friendly, at first- he&#039;s starved for company and news of the outside world. But he&#039;s even more starved for flesh, and within a few days at most he will attack and kill them.&lt;br /&gt;
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===Captain Pieter van Riese===&lt;br /&gt;
Darklord of the Sea of Sorrows. Originally from Gothic Earth&#039;s version of the Netherlands, Pieter was a ship&#039;s captain obsessed with finding the legendary Northwest Passage. When his ship was sunk in an encounter with an iceberg, he offered his own life along with the lives of his crew to any being who could help them forward, and the Dark Powers answered him. Naturally, they didn&#039;t actually give him what he wanted.&lt;br /&gt;
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Pieter is now a ghost, and the captain of the ghost ship &#039;&#039;The Relentless&#039;&#039;. He has the power to summon the ghosts of those who killed others and then were killed in the Sea of Sorrows to crew his ship, and can sail anywhere in his domain. However, he can no longer explore as he wishes, since the island domains in the Sea of Sorrows move around and he can only sail to land that he&#039;s chartered to go to. &lt;br /&gt;
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Pieter is Ravenloft&#039;s answer to the legends of the &#039;&#039;Flying Dutchman&#039;&#039;, a ghost ship that is unable to make port and sails the seas forever. Most versions say that the curse is because of her captain, Hendrick van der Decken, refusing to go to port while crossing the Cape of Good Hope, declaring that he would not make port &amp;quot;though I should beat about here till the day of judgment&amp;quot;. He got shipwrecked in a storm, and the ghost of his ship is now bound by his curse to never be able to rest at port.&lt;br /&gt;
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===Councilor Dominic d&#039;Honaire===&lt;br /&gt;
The darklord of Dementlieu. Originally born in Mordentshire, Dominic led his nanny to suicide at age 7 and then manipulated his family to move away to avoid the Mordentshire police, with the mists giving him the domain of Dementlieu. Dominic is not the domain&#039;s temporal leader but does serve as an adviser for Marcel Guignol, Dementlieu&#039;s head of state. However, Dominic has much more power than his official position would suggest. The darklord&#039;s power is domination over the minds of other people on a prodigious scale. A great many in the land, including its recognized head, are his obedients and through this network he knows whatever goes on in his land. &lt;br /&gt;
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His personal curse is that any woman he woos sees him as more repulsive the more he is attracted to her. Also, for some time his rule is challenged by an entity who is called (and virtually is) the Living Brain (re: &#039;&#039;Sherlock Holmes&#039;&#039;&#039; Moriarty), the last remains of Rudolph von Aubrecker, the youngest son of Lamordia&#039;s political ruler.&lt;br /&gt;
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in 5e, the domain was revamped and the Darklord is now Saidra d’Honaire, though there is a plot hook that hints he&#039;s still around and trying to get his position back (then again Dementlieu is now a place where everyone pretends).&lt;br /&gt;
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===&amp;quot;Death&amp;quot;===&lt;br /&gt;
Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). He is one of several minor Darklords that took over pieces of Darkon in Azalin&#039;s absence during the [[Grim Harvest]] and the only one of them to become a full Darklord after Azalin came back.  Originally a clone of Azalin made by him as part of a convoluted scheme to bypass his curse, he was transformed into a negative energy elemental by the prototype version of the &amp;quot;Doomsday Device&amp;quot; Azalin thought would make him into a demilich. When it backfired, the massive surge of negative energy it released killed the whole of Il-Aluk&#039;s population. &amp;quot;Death&amp;quot; then claimed the ruined capital and its remaining undead inhabitants as its own, and after Azalin reconstituted himself Necropolis became its own domain. A shroud of negative energy still remains over Necropolis, which instantly kills all non-undead which attempt to enter its borders.&lt;br /&gt;
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===Draga Salt-Biter===&lt;br /&gt;
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Darklord of Saragoss, a watery domain where the only analogue to &#039;land&#039; is &#039;places where the seaweed is clumped particularly tight&#039;. Draga is a [[Therianthrope|wereshark]] pirate [[Cleric]] of [[Umberlee]] with a deep-rooted fear of sharks. Yes, it&#039;s ironic that he hates sharks while being able to turn into one. He knows. He got both his wereshark infection and his fear of sharks in the same incident; as a child, he was captured by a crew of pirates, who stuck a hook into one of his calves and dangled him into shark-infested waters, understandably traumatizing the kid. And after his own piracy and terrorism of the seas in Umberlee&#039;s name caught the Dark Powers&#039; attention, they saw no reason to mess with a perfectly good case of irony and gave him a neat selection of new powers... all of which were shark-themed. He controls sharks, can only breathe underwater (though he also has a ring of air-breathing that allows him to surface for a few hours at a time), and his resurrection method involves his spirit being reborn via sharks. He&#039;s also becoming increasingly shark-like in mentality as time passes, a prospect which terrifies him.&lt;br /&gt;
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===Dr. Daclaud Heinfroth===&lt;br /&gt;
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Darklord of Dominia. Reknowned throughout the Demiplane of Dread as an expert on mental illness, few know the dark secret behind his knowledge. Terrified of falling victim to the heredity madness that plagued his family, Heinfroth conducted horrific experiments on his mental patients to deepen his understanding of insanity. One of these experiments turned him into the first cerebral vampire, a vampire subspecies that feeds on cerebral fluid instead of blood.&lt;br /&gt;
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===Dr. Frantisek Markov===&lt;br /&gt;
Darklord of Markovia. Originally a pig farmer from Barovia, he grew increasingly obsessed with the anatomy of the pigs he butchered and began to perform bizarre experiments on them that wouldn&#039;t be out of place in a [[Haemonculus]]&#039; laboratory. When his &amp;quot;subjects&amp;quot; inevitably died, he simply sold the meat without telling anyone what he had done to it first. Eventually his wife discovered his gruesome hobby and threatened to expose him, at which time she ended up becoming one of his experiments as well. After three days of vivisection, she finally expired- her corpse was so horrifically mangled that when it was first discovered it was mistaken for the remains of a monster. When Markov&#039;s involvement in her death became clear, the mists claimed him and made him a Darklord.&lt;br /&gt;
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Fittingly, Markov&#039;s curse allows him to shapeshift into any animal form he wishes (save for his head, which remains human), but is incapable of assuming his original human form. As a result, he normally takes the shape of a gorilla in order to continue his increasingly deranged experiments without being impeded by a lack of thumbs. Said experiments culminated in the creation of the &amp;quot;[[Broken One]]s&amp;quot;- animals (and the occasional unlucky human) that have been surgically mutilated into a human-animal hybrid form and given a semblance of intellect, similar to the Beast Folk of &#039;&#039;The Island of Dr. Moreau&#039;&#039;. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.&lt;br /&gt;
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===Easan the Mad===&lt;br /&gt;
Darklord and ruler of Vechor. Easan has the power to reshape the land, and even reality itself, within his domain. Combined with his capricious whims, his power makes the realm a place of constant change. &lt;br /&gt;
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Easan is a short wood elf and former agitator for a war against Iuz the Evil. For his efforts, he was seemingly driven mad by the possession of a fiend. Now Easan only looks for a cure to his madness, but he is willing to tear many innocent lives apart, and maybe even reality itself, to find a cure. His vile research has focused on souls and soul transference. Among other monstrosities, his research created the dread mechanical golem from fellow outlander Ahmi Vanjuko.&lt;br /&gt;
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It all started on the outlander world of Oerth. Easan argued the cause for war to his colleagues among the rulers of a tiny elf kingdom bordering Iuz&#039;s empire. To make an example of the upstart elf, Iuz ordered his agents to kidnap Easan. With Easan rendered helpless before him, Iuz bound a fiend to Easan.&lt;br /&gt;
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The presence of the fiend within Easan began eating away at his mind. Many magical means of expulsion failed, including the divine magic of [[St. Cuthbert]]&#039;s followers. In an effort to find a way to free himself from the fiend, Easan visited a far-off island of mystics. They managed to suppress the fiend for a time, but eventually the monks and their island were rent asunder by a disaster of mysterious circumstances. Only Easan came out of it alive. The cause of the incident was Iuz&#039;s visit to the island and his ensuing frustration at Easan&#039;s seeming mastery over the fiendish spirit within. Iuz brought about the magical destruction that wiped out the entire island.&lt;br /&gt;
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Whereas Easan emerged from the disaster with his body intact, his mind had only deteriorated further. The fiend had returned, but Easan did not give up hope. Where religion had failed, Easan resolved to find a way to banish the fiend with perverse experiments. Easan sacrificed many lives in his pursuit for a cure before he was taken in by the Mists. &lt;br /&gt;
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Eventually, Easan noticed he was in a foreign, if familiar, land where he was viewed as a god. Indeed, he now had the power to warp reality (albeit slowly) within his own domain. Although he enjoys this from time to time, for the most part he remains obsessed with finding secrets of the soul. For all his power, he cannot seem to best his own inner demons, for he has all but forgotten the reasons why he began his foul research.&lt;br /&gt;
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In truth, Easan never had a fiend implanted in him at all. It was all merely a deception to throw him off balance. Still, Easan&#039;s mind locked onto it, and when others couldn&#039;t detect the nonexistent affliction, Easan turned to his own methods for finding a cure.&lt;br /&gt;
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===Ebonbane===&lt;br /&gt;
First introduced in the Darklords sourcebook, Ebonbane is a villainous character strongly associated with the mythos surrounding the Shadowborn Family and the Shadowlands cluster. In universe, Ebonbane is a source of horrific evil that has been opposed by Lady Kateri Shadowborn and her kin for almost two centuries, going back to the Heretical Wars on the Prime Material Plane. Once a powerful fiend known as Lussimar, Ebonbane was conjured and trapped inside a sword by mortal spellcasters. Ebonbane struck back at its summoners and enslaved them. After Ebonbane killed Kateri Shadowborn, it became darklord of Shadowborn Manor, the former residence of its nemesis.&lt;br /&gt;
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===Elena Faith-Hold===&lt;br /&gt;
Darklord of Nidala. Elena was a [[Paladin]] of the god [[Belenus]] that acted as a guardian of a land also called Nidala, but her devotion to Belenus was tainted by her fondness for the adoration of the masses. Following a great crusade against the forces of evil, the people began to scorn those who did not worship Belenus. The more zealous members of the clergy appealed to her vanity and drive to please Belenus, and soon she grew so fanatical that after the &amp;quot;non-believers&amp;quot; were wiped out, she turned on followers that she deemed unworthy, always finding some new target for her purges. For this, Belenus withdrew his support, but Elena never realized that she fell because her formerly [[Lawful Stupid]] tendencies had blossomed into full-fledged self-righteousness- thus leaving her incapable of  even considering that she might have gone astray from her god&#039;s teachings. &lt;br /&gt;
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Believing her fall to be only a test of faith, she grew ever more ruthless in purging those who she deemed unclean, until she was eventually drawn by the Mists into the Demiplane of Dread. She didn&#039;t actually become a Darklord until later, when she started slaughtering entire villages because she saw more evil than good in them (not knowing that she was only looking at the worst parts of each town). At that point, she was given the domain of Nidala, which she runs as a dour police state, forbidding all practices she sees as evil while allowing her cult of personality to reach new heights. When she considers a town to be too corrupted, she and her followers destroy it, blaming the deed on the fictional [[dragon]] Banemaw. Ironically enough, in her domain the true dogma of Belenus is considered [[Heresy]], and her servant/&amp;quot;spiritual guide&amp;quot; Theokos (a fiend-like entity masquerading as a [[Cleric]] of Belenus) strives to wipe it out entirely. &lt;br /&gt;
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As a Darklord, Elena has her paladin powers back, except they&#039;re from the Dark Powers, so they&#039;re warped in ways that Elena is in severe denial about (to the point where she&#039;s a straight [[Blackguard]] in some writeups). Her unicorn steed is now fiendish, she commands undead instead of turning them, her Aura of Courage is an Aura of Despair, she can only heal herself or her steed, and most notably her Detect Evil power instead detects strong emotions that others feel towards her (any emotion works, so someone who genuinely loves her will still be detected as &amp;quot;evil&amp;quot; with predictable results), leaving them vulnerable to her version of Smite Evil. Naturally, Elana refuses to believe that her Detect Evil power doesn&#039;t actually work as it&#039;s supposed to and insists that the inability of anyone else to use Detect Evil in the Demiplane of Dread is proof of their spiritual impurity. She is also able to &amp;quot;convert&amp;quot; foes to her side as loyal servants who will gladly die for her, which functions like an enhanced humanoid-only version of Charm Monster. &lt;br /&gt;
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She is cursed with bouts of self-doubt, and once every week she must take a midnight ride as a chorus of voices denounce her for becoming one of the forces of evil she once fought against.&lt;br /&gt;
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===Eli Van Hassen===&lt;br /&gt;
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Darklord of the Endless Road, and a creation of the 4th edition to replace the infamously-dubious Headless Horseman and his Winding Road domain. Eli, unlike the Horseman, has an actual known reason to be Darklord, with the Horseman being downgraded to part of Eli&#039;s curse. &lt;br /&gt;
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Eli was once a minor nobleman who ruled over a hamlet called Tranquility, despite having much grander ambitions. When his lands were ravaged by a hydra, a wandering horseman came by and slew the beast, being lauded as a hero. Eli was filled with envy as the huntsman received praise and admiration that he didn&#039;t, and his daughter falling in love with the man was the last straw. He forced the girl to claim that the Horseman had raped her, whipped the denizens of Tranquility into a frenzied mob, and executed the innocent man. Drawn to the Demiplane of Dread for this crime, Eli is now trapped on his estate, for the Headless Horseman, the spectre of the hero he murdered, wanders the road outside and will kill Eli if he ever steps beyond his estate&#039;s boundaries.&lt;br /&gt;
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===Gabrielle Aderre===&lt;br /&gt;
Darklord of Invidia. A [[half-Vistani]] whose mother was raped by Drakov and was rejected by her fellow Vistani, she had always fantasized about her father&#039;s identity and resented her mother&#039;s unwillingness to speak of him, as well as her warning that if she bore a child it would end in disaster for everyone around her. When her mother was attacked by a werewolf, Gabrielle refused to aid her until she revealed the truth about her father. But when her mother did so, Gabrielle refused to believe it and left her to die. The mists took her after that, and she came to be cursed with an inability to cause direct harm to the [[Vistani]], either physically or magically. Soon afterward she came to become the temporal leader of Invidia as well as its darklord, an opportunity that allowed her to begin persecuting the Vistani in spite of her curse. &lt;br /&gt;
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She took many lovers as Invidia&#039;s ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling himself &amp;quot;The Gentleman Caller&amp;quot; and left pregnant by him. Her son Malocchio soon proved to be one of the Dukkar- one of the rare males of Vistani blood with The Sight. On its own this would be a cause for concern among the Vistani, as the Dukkar is effectively the Vistani equivalent of the Antichrist; however, Gabrielle went even further and taught him to hate the Vistani as much as she did. Ultimately she taught him too well, as Malocchio betrayed Gabrielle and took the position of Invidia&#039;s temporal ruler for himself. She survived due to the intervention of Blanchard, but since then Malocchio has been the ruler of Invidia, persecuting the Vistani far more effectively than Gabrielle ever could have done. The only reason he has yet to kill her is because he knows that if she dies, he will inevitably inherit her title of Darklord, which he has no interest in gaining.&lt;br /&gt;
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===Gregor Zolnik===&lt;br /&gt;
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Darklord of Vorostokov. The only known Darklord from [[Birthright]], Gregor is descended from Azrai, and lives down to the bloodline&#039;s negative reputation. Gregor was an excellent hunter, and back in Cerilia, his skills saved his village during an exceptionally harsh winter. Gregor loved being a hero to the people, but his talent for hunting couldn&#039;t work so well every winter. And so, to keep bringing back meat, he started hunting humans. This drew Vorostokov into Ravenloft, where the winter has continued ever since (though recently it has shown some signs of abatement). Gregor still &amp;quot;hunts&amp;quot; for his people, although they&#039;ve started to cotton on to Gregor&#039;s lies and resent their dependence on him, they have no other choice, for Gregor forbids anyone else from hunting. &lt;br /&gt;
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Gregor is a [[Loup du Noir]], and the boyarsky who support him are the same, as he infected them. His two sons are also nascent Loup du Noir, but the younger, Mikhail, wishes to escape him. &lt;br /&gt;
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===Gwydion the Sorceror-Fiend===&lt;br /&gt;
Darklord of the Shadow Rift, and such an asshole that even the &#039;&#039;Shadow Fey&#039;&#039; think he&#039;s a monster. He is also responsible for their current state, as prior to Ravenloft, he was a powerful warlord on the Plane of Shadow, and to sate his ambitions, he kidnapped a bunch of normal fey, turned them into the Shadow Fey, and told them to create an interdimensional portal so he could use them as an army to conquer other planes. This worked as well as could be expected [[Derp|considering he had no mental domination of his creations]]. The Shadow Fey made a portal, alright... but it wasn&#039;t to the Prime Material and the armies that marched through it were actually a mass exodus of the Shadow Fey, hidden by illusions.&lt;br /&gt;
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Gwydion eventually discovered the Shadow Fey&#039;s treachery, but it was too late, and by the time he got to the portal to stop them, the exodus was almost complete. The Shadow Fey king, Arak, held Gwydion back long enough for the Shadow Fey to all escape and seal the portal while Gwydion was going through it, trapping the Sorceror-Fiend. The other side of the portal led to the Demiplane of Dread, where the Dark Powers created the Shadow Rift to contain Gwydion further.&lt;br /&gt;
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And that&#039;s pretty much how it remains. Aside from a failed escape attempt during the Grand Conjunction, Gwydion has remained stuck in that portal, unable to do anything but watch and send Shadow Fey an occasional bad dream. &lt;br /&gt;
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===Haki Shinpi===&lt;br /&gt;
Darklord of Rokushima Táiyoo. He&#039;s a powerless [[Geist]] that, in life, was a powerful [[samurai]] and clan leader that forged a big and powerful empire. He felt pride in the fact that his clan and lands held together while others fell to discord, despair, and war, which he helped to instigate via manipulation and betrayal. Haki Shinpi somewhat lived by the code of Bushido but abused and exploited it to manipulate his nemeses, play them against each other, and run their hopes into the ground. &lt;br /&gt;
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Shortly prior to Haki&#039;s death, he made it known that each of his six sons would inherit part of his conquered lands evenly. As expected, this went swimmingly for everyone involved. After his death, his children turned to bickering and then all out war against each other. Two of his children met their doom, and their islands were leveled by earthquakes before Rokushima Taiyoo was brought into the Demiplane of Dread.&lt;br /&gt;
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Far from the influential and powerful man he was in life, Haki Shinpi can now do little to keep his sons from tearing his land apart in civil war.&lt;br /&gt;
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===Harkon Lukas===&lt;br /&gt;
Darklord of Kartakass. A [[wolfwere]] bard from the [[Forgotten Realms]] unusual among his kind for his highly social nature, as most wolfweres are lone predators who only come together temporarily to breed. Seeing as how he couldn&#039;t get other wolfweres to agree to hang around together, he started focusing more on integrating into human society. He still hunted and ate humans, but he also gained a genuine love of human culture and of the idea of being somebody important. One day, for no reason since he&#039;d basically been doing the same stuff any wolfwere does, just spending a bit more time in town in between kills, the Dark Powers grabbed his ass and yanked him into Barovia. At which point he went on an anti-wolf killing spree for, again, no particular reason. This attracted Strahd&#039;s attention, and he nearly killed Lukas, forcing the wolfwere to flee into the Mists, which gave him his own domain of Kartakass. Which, much to his frustration, is a tiny, rustic place where the most power he&#039;ll ever have is being mayor of a small town, so he&#039;s got the letter of what he wanted but not the spirit, making for a hollow victory.&lt;br /&gt;
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The 5th edition version of Harkon Lukas is a [[Loup-garou]] instead of a wolfwere, and it changes some of the other details about him. As in the original, he had dreams of a [[werewolf]] society - an empire of werewolves, in fact - but that dream was dashed by the werewolf indifference to gathering in large numbers. So he tried to forge an empire amongst [[human]]s, this time actually directly getting involved; ultimately, he led a revolution against a king by faking his own death as a martyr to stir up riots, then using these to get him close enough to the king that he could burst out of the coffin his followers were carrying him around in, rip the king to shreds, and take the king&#039;s crown for himself... which was when the mists swallowed him and he found himself in Kartakass. His curse is also tweaked slightly as well; rather than being doomed to never rise above the position of mayor, he&#039;s doomed to never rise above the even less prestigious position of nearly-forgotten, washed-up performer.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-022.harkon-lukas.png&lt;br /&gt;
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===Hazlik===&lt;br /&gt;
Darklord of Hazlan. A gay [[Forgotten Realms|Red Wizard of Thay]] who was publicly humiliated and stripped of his status by his female rival and her boyfriend, the latter of which he lusted after. As revenge, he murdered the guy, made his girlfriend eat his corpse, then tortured her to death as well, at which time he was then swept up by the mists. His curse is to suffer from nightmares of his now-inaccessible rivals defeating him with impunity and generally humiliating him every night, which has made him even more fixated on getting revenge against the Red Wizards. So he&#039;s crafting plans to cast a spell that will genocide all members of his race, the Mulan, throughout the multiverse. To escape being killed by said genocide spell himself, he&#039;s prepared to bodysnatch his female Rashemani apprentice when he&#039;s ready to use it.&lt;br /&gt;
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The 5e version retcons him quite a bit. Once an ambitious Red Wizard with a habit of horribly scarring his rivals, Hazlik came to believe that his lover/rival, a man named Indreficus, was planning to betray him. In retribution, he captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented what had become of his former lover as to the zulkirs with hopes to impress them, only to be told Indreficus did not betray him and he had merely been manipulated by the zulkirs into thinking so as a way to halt the ambitious pair&#039;s ascent. They then declared Hazlik’s transformation of Indreficus an abomination, and that as punishment, every rival Hazlik had defeated could exact a penance of their choosing upon him. In desperation, Hazlik fled through the twisted portal that had been Indreficus and found himself in the demiplane of dread, where he eventually found his way to a realm that knew nothing of magic.&lt;br /&gt;
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As well as his old nightmares (which are now of Indreficus taunting him for his failures), he also has a new curse borrowed from the now-absent Azalin Rex, making him unable to learn any new magic. On top of no longer being able to advance the magical research that used to drive his life, he&#039;s also absolutely terrified that anyone will learn of his limitations.&lt;br /&gt;
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===Hive Queen===&lt;br /&gt;
Darklord of the sewer domain of Timor that lies beneath Paridon, and a half-Marikith because somebody thought it was time to rip off the Aliens franchise. She wasn&#039;t always a monster, though. She was originally a spoiled princess who decided one day to scare her mother to death. To do this, she seduced a wizard into casting an illusion of her transforming into a half-Marikith, but when said wizard saw her with her real lover, he decided to spice up the spell a bit by removing the &#039;illusion&#039; bit and &#039;&#039;actually&#039;&#039; transforming her. She now lurks in the sewers as the Queen of the Marikiths, regularly laying more Marikith eggs. But she fears being usurped even from what little power she has, so if any of those eggs hatches another Marikith Queen, the Hive Queen kills the hatchling. Gets a shoutout in 5e&#039;s Van Richten&#039;s Guide to Ravenloft, where she&#039;s no longer a Darklord. Instead, she dwells somewhere in the sewers of the city of Paridon, located in the domain of Zherisia, where she rules over countless [[Carrion Stalker]]s.&lt;br /&gt;
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===Illithid God-Brain===&lt;br /&gt;
The darklord of Bluetspur is an [[illithid]] [[Elder Brain]], a massive conglomeration of the brain of every dead illithid, merged together into a new, living, entirely alien entity. It&#039;s the reason using psionic powers in Ravenloft is a dicey proposition, as the God-Brain might notice and attempt to integrate you into itself. It&#039;s notable for having &#039;&#039;&#039;no&#039;&#039;&#039; attempt to justify its position in Ravenloft whatsoever, with the original writeup in the Red Box, the original Ravenloft campaign setting collection, literally saying that nobody knows why it&#039;s in the [[Demiplane of Dread]], what crime it committed to end up here, or even how it&#039;s actually being tormented by its stay here!&lt;br /&gt;
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The &#039;&#039;Book of Sacrifices&#039;&#039; gives it a backstory and reason for its Darklordship. Its core persona was once a human psion named Seldrid, whose people were at war with the Illithids. Eventually, they began to win for good once the Illithid Elder Brain started to die, but unfortunately for them, Seldrid had come to admire the Illithids&#039; power and discipline, and merged with the Elder Brain to revive it. This act of betraying his people to such a great evil caught the Dark Powers&#039; attention, and as the Illithids sacked his home city, they drew the country into the Demiplane of Dread as Bluetspur, with the Seldrid-brain as Darklord. Seldrid&#039;s curse is an inability to transfer his consciousness as he once did or to integrate any new consciousnesses into himself. Now trapped as a giant brain in a pool with nothing but Illithid tadpoles for company, unable to make himself more mobile or gain any outside experiences, Seldrid has gone quite insane.&lt;br /&gt;
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5th edition has its own take on the idea. In a nutshell, the God-Brain hails from the era when the Illithid empire was at its peak, performing whatever blasphemous experiments took its fancy until it literally thought something that was unthinkable. That is, it had a thought so blasphemous, so utterly inimical to reality itself, that even an Elder Brain couldn&#039;t actually think it. Becoming obsessed with this ineffable thought, the God-Brain began cannibalizing other Elder Brains to try and upgrade itself to the point where it could finally contemplate this mysterious thought-form. Instead, it just gave itself a kind of aggressive psychic cancer, which began fatally necrotizing the God-Brain&#039;s neural tissues. Aghast at its behavior and terrified of catching the disease themselves, the other Elder Brains pooled their powers and tried to erase the God-Brain from existence; thanks to the meddling of the [[Dark Powers]], they only succeeded in banishing the God-Brain to the [[Demiplane of Dread]]. Now the God-Brain struggles endlessly to both find a cure for its disease and to manifest the alien thought-form still gestating inside of it, all the while subconsciously aware that there is &#039;&#039;&#039;nothing&#039;&#039;&#039; it can do to achieve either goal, but desperate to fight for every last moment of life.&lt;br /&gt;
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In 5th edition at least, the God-Brain cannot fully close the borders like other Darklords do.  When the borders are closed, the surface of Bluetspur becomes covered in lightning storms and anybody who isn&#039;t an aberration that exits the domain both by above or below ground suddenly wakes ups in a familiar place with no memories of their time in Bluetspur.&lt;br /&gt;
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===Inza Magdova Kulchevitch===&lt;br /&gt;
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The current Darklord of Sithicus, replacing Lord Soth. She was born in Gundarak, on the night Duke Gundar was assassinated, and two years later, her caravan wandered into Sithicus, where they were trapped, although her mother Magda managed to bargain for protection with Soth.&lt;br /&gt;
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Inza&#039;s dark mindset showed from a very early age. Even as a child she loved thieving and manipulating the giorgio of Sithicus, and for the most part stood aside from her tribe. Her only friend was Piotr, a boy 1 year her senior, and this wasn&#039;t such a good thing as Inza pushed him to join her in both emnity to the giorgios and bullying a boy named Nikolas for his kindness towards non-Vistani. Their friendship eventually came to an end when Inza allowed Nikolas to be brutally beaten and pinned the blame on Piotr. Inza also hated animals, since they were not fooled by her facade of innocence, and would torture and kill them on the sly. None of this disturbing behavior ever reached Magda, who doted on her daughter, but by adulthood her rampant kleptomania and unlikeable personality had alienated most of the other Vistani.&lt;br /&gt;
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Inza became Darklord of Sithicus after betraying her mother and caravan to Malocchio Aderre, breaking the caravan&#039;s oath to Lord Soth in the process. She attempted to usurp Soth&#039;s power, but was foiled and as the surviving members of her caravan hunted her down, she leapt into a chasm to escape. The darkness within the chasm surrounded and embraced her, turning her into the new Darklord.&lt;br /&gt;
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As Darklord, Inza exists as a force of corruption. Her curse is twofold- first, her form has become a mass of shadow, and she has to concentrate to look human. Second, she stole, manipulated, and was a general bitch because of her philosophy that everyone was as evil as her at heart. The presence of true heroes in her domain (to say nothing of the redeemed spirit of Lord Soth himself) has shaken her to the core, and despite all her efforts to stomp out the forces of good in her domain, they still exist as thorns in her side.&lt;br /&gt;
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===Ivana Bortisi===&lt;br /&gt;
&lt;br /&gt;
Darklord of Borca, and a reference to the titular character of &#039;&#039;Rappaccini&#039;s Daughter&#039;&#039;. Ivana inherited the domain by poisoning her lover for cheating with her mother Camille (who she also poisoned). Thus, Ivana inherited Camille&#039;s domain, along with immunity and power over poison. This, of course, came with a curse- Ivana cannot turn her lethally poisonous touch &#039;&#039;off&#039;&#039;, and thus will never be able to take a lover. &lt;br /&gt;
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Ivana is best known for the creation of Ermordenung, humans infused with poison to make them super-assassins. The first of these was Nostalia Romaine, Ivana&#039;s childhood friend and the one to actually do the dirty work of killing Camille.&lt;br /&gt;
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5e retcons her a bit, though not nearly as much as Borca&#039;s other Darklord. While the whole thing with her mother seducing her lover did still happen, there&#039;s no mention of her poisoning her lover and it&#039;s not the only reason she kills her mother. Rather, she murdered her brothers and mother in an attempt to force her father to name her his heir. When he still refused to do so, insisting that her cousin Ivan Dilisnya would be his sole inheritor instead, she murdered him and all of their servants with poison gas. She&#039;s still terrified of the possibility of her father&#039;s will being found, as that would mean that the business she&#039;s worked so hard to grow would go to her childish and depraved cousin.&lt;br /&gt;
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Her poisonous touch is gone, with her curse now being the more mundane and psychological torments of boredom due to feeling like no one around her is her intellectual peer, and the fact that she is never given the respect she feels she is owed, always being doubted, second-guessed, and looked down upon just like her father did.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-007.ivana-boritsi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Ivan Dilisnya===&lt;br /&gt;
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Co-Darklord of Borca, and former darklord of Dorvinia. He&#039;s a cousin to Ivana Bortisi, and shares many similarities with her, most notably his love of poisoning people who draw his ire. After he poisoned his sister (who he lusted after) and her husband, he became a Darklord. His curse is simple but effective; his greatest pleasure aside from killing was fine food and drink, so he lost his sense of taste, rendering all the luxury around him hollow and unenjoyable.&lt;br /&gt;
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His similar nature and modus operandi to his cousin caused their domains to fuse together under the name of Borca during the Grand Conjunction. Both he and Ivana are immune to poison and can create any toxin they can imagine, but Ivana has one more gift- agelessness. Ivan is desperate to learn the secret to her immortality, and refuses to believe she has no idea how she came by the gift (the Dark Powers granted it). Unlike Ivana, Ivan doesn&#039;t create Ermordenung, but he does have one nasty trick up his sleeve: Borrowed Time, a poison that only he can create. It stays in one&#039;s bloodstream for life and causes lethal convulsions every sunset unless you&#039;ve ingested the antidote, &#039;Mercy&#039;, which is also something only Ivan can create, that day. Most of his minions are thus held hostage, knowing that Ivan holds the key to each day of their lives.&lt;br /&gt;
&lt;br /&gt;
5e retcons him heavily; while he&#039;s still the cousin of Ivana and co-darklord of Borca who envies his cousin&#039;s immortality, that&#039;s pretty much all that stays the same. Ivan was groomed from a young age to be the head of a noble family, but despite all the opportunity in the world he instead took to wallowing in childish depravity, his family ignoring and enabling his worst and strangest impulses as they hoped he would grow out of it. He of course did not grow out of it, only becoming more violent and immature as he aged. On the same night that Ivana Boritsi poisoned her family, Ivan learned of his parents’ intention to send his beloved sister Kristina to a prestigious boarding school, and murdered his entire family for it.&lt;br /&gt;
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He now resides in the Dilisnya family estate, a twisted funhouse that he lures people to to torment. Those unable to escape are eventually forced to don the colorful uniforms of the Dilisnya household staff and become Ivan’s new servants. He rarely leaves the estate, instead communicating through letters and acting through his &amp;quot;toys,&amp;quot; animate creatures of clockwork or cloth provided to him by the Dark Powers. &lt;br /&gt;
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Like Ivana, Ivan&#039;s curse is a more mundane and psychological one than it was in earlier editions. He was given everything, destroyed it all, and doesn’t know how to live. He endlessly creates fawning, fake family from clockwork creations to distract him from his solitude. He both resents Ivana, his closest relative, and views her as his only peer and a potential replacement for his sister, but Ivana hates him and avoids him at all costs.&lt;br /&gt;
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===Jaqueline Reiner===&lt;br /&gt;
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Darklord of Richemulot. Appropriately to the name, she&#039;s a natural wererat, born to a wererat branch of the Reiner family. The Reiners followed their patriarch Claude into the mists, where he reigned as Richemulot&#039;s original Darklord, but eventually Jaqueline had enough of his abuse and killed him, taking on his title of Darklord in the process. And while that title came with neat perks like control over Richemulot, it also came with a pair of curses. &lt;br /&gt;
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First, Jaqueline suffers from intense monophobia. She hates nothing worse than being alone, but her entire family is made up of evil wererats whom she &#039;&#039;also&#039;&#039; really hates, so being in their company is not that much better. Second, while Jaqueline falls in love easily, she will involuntarily shift into rat form whenever she&#039;s alone with someone she truly loves. And while that love is as genuine as anything Jaqueline has experienced, she can never muster up the trust that her lover will accept her as a wererat, and she almost invariably then kills him. She might make a good pair with Urik von Kharkov, but Darklords can never leave their domains and it&#039;s uncertain if she knows about him.&lt;br /&gt;
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5e replaced her with the very-slightly-differently-named Jacqueline Reiner, details about which can be found in her own section below.&lt;br /&gt;
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===King Crocodile===&lt;br /&gt;
Yes, Ravenloft even has Darklords that are talking animals! No, you cannot [[Furry|play as one yourself]]. &lt;br /&gt;
&lt;br /&gt;
King Crocodile is the savage and bestial Darklord of the equally savage and bestial Wildlands, which is based on Rudyard Kipling&#039;s &#039;&#039;Just-So Stories&#039;&#039; and &#039;&#039;The Jungle Book&#039;&#039;. This talking crocodile was so bloodthirsty and ferocious to his fellow talking animals in the jungle, they begged the hairless apes (i.e. humans) to come and kill him, but instead of holding up their end of the bargain, the hairless apes just started destroying the jungle for resources and colonizing it. This drove the other talking animals into pleading for King Crocodile to kill the hairless apes, and he agreed on the condition that the other animals all loan him their powers, which they did with the exception of the Python (the &amp;quot;wisest of the animals&amp;quot;) and the Fly (whom King Crocodile thought was too insignificant to matter). &lt;br /&gt;
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King Crocodile did slake his bloodthirsty appetite on the hairless apes and drove them out, but instead of returning the other animals&#039; powers when he was finished as he had promised, he instead returned to his old ways of gorging himself on the animal population even more wantonly and gluttonously than before. It was at this point that the Python told King Crocodile a prophecy, which was that King Crocodile would either be killed by one of the hairless apes or by something he thought was pathetic and beneath him. With this done, the Python and his fellow snakes left King Crocodile&#039;s jungle to its fate at the hands of Ravenloft&#039;s Dark Powers, who quickly claimed the land as their own. &lt;br /&gt;
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True to the Python&#039;s words, King Crocodile is slowly dying of the sleeping sickness spread by the flies, and the only thing that might help him are the hairless apes. But he is unable to keep himself from attacking any who might cure his affliction, and might attack them even if they do help him. The other talking animals still live in fear of King Crocodile and will implore any player characters they meet to dispose of him, but the cycle of betrayal in this land is only doomed to repeat itself. As a result, even if the player characters succeed in killing King Crocodile none of the talking animals will honour their words and the other crocodiles will fight to the death to assume King Crocodile&#039;s crown (and his cursed fate), as &amp;quot;&#039;&#039;gratitude is not a quality well-known in the jungle.&#039;&#039;&amp;quot;&lt;br /&gt;
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===Kas===&lt;br /&gt;
Darklord of Tovag.  The infamous vampire who betrayed [[Vecna]] and cut off his hand and eye.  Was drawn into the mists at the same time as Vecna and the two of them were at constant war with each other until Vecna escaped.  It is confirmed in 5th edition that Kas is still in the Demiplane of Dread and also is unaware that Vecna is gone.  He repeatedly sends out armies to attack Vecna which never return, leaving him increasingly frustrated.&lt;br /&gt;
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In the [[World Axis]] cosmology from 4th edition, he&#039;s not a Darklord, but he &#039;&#039;does&#039;&#039; hang out in the Domain of Dread called Monadhan; because he&#039;s figured out how to freely leave the domain whenever he wishes, he&#039;s turned it into his own personal base under the nose of its [[dracolich]] Darklord.&lt;br /&gt;
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===Lemot Sediam Juste===&lt;br /&gt;
Darklord of Scaena, one of the few Domains capable of traveling through the mists. Scaena is a theater house, and one that Juste worked at as a playwright prior to his becoming a Darklord. Juste was a well-known and talented writer of comedies and dramas, but this never satisfied him, as he wished to write tragedies. Unfortunately for him, his [[Grimdark]] always came out as grimderp, and the actors invariably played his tragic works as farces, since they weren&#039;t good for much else. Driven to a deep bitterness by his failure to fulfill his obsession with tragedy, he wrote one last play- this one designed to be a real-life tragedy that killed all of his actors, and when the audience booed this one too, he locked up the house and burned it down with them inside.&lt;br /&gt;
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Now, as a Darklord, Lemot has ultimate control of his theater, allowing him to trap people in his plays and alter reality for these press-ganged performers, but all this is undercut because he can&#039;t believe any of it; for his Darklord curse, the Dark Powers have taken away his suspension of disbelief, forcing him to always see actors, props, and scenery for what they truly are instead of what he wants them to be. &lt;br /&gt;
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===Lord Wilfred Godefroy===&lt;br /&gt;
Darklord of Mordent (the same place from the old Ravenloft II module). A nobleman who murdered his wife when she was unable to produce a son for him as an heir and then murdered his daughter for trying to stop him, and then framed their deaths as an accident. Their ghosts came back to haunt him for a year until he killed himself to make it stop, and when Azalin and Strahd inadvertently drew Mordent into the mists Godefroy (now a ghost himself) became its darklord. His curse is to be continually tormented by the ghosts of his wife and daughter just as he was in life, who tear him apart every night as they curse him for murdering them. &lt;br /&gt;
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While he was formerly known to be rather passive as a Darklord, in recent times he has taken to enslaving other ghosts to do his bidding. In particular, he&#039;s had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
LORD WILFRED GODEFROY.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Maharaja Arijani===&lt;br /&gt;
[[Rakshasa]] darklord of Sri Raji, Arijani attained his position after betraying both his kind and his father, Ravana (or rather, the Avatar of Ravana), having received the scorn of the rakshasa for most of his life. Although Ravana is a deity venerated by the rakshasa, Arijani&#039;s mother was Mahiji, then high priest of the hated goddess Kali and a leader of the Dark Sisters. To compound things, the Avatar of Kali delivered Arijanni to a home of low caste rank. He lived as a pariah shunned by his fellow rakshasa and languished in a position of low social importance. This alienated Arijani from his own kind, such that he arranged the death of many rakshasa in the conflict with humans. Gradually, Arijani&#039;s manipulations became so great that the people of Bahru began hunting their former hunters.&lt;br /&gt;
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Arijani&#039;s depredations climaxed with rakshasa retaliatory siege against Bahru. Although the city fell, the cost was massive casualties on both sides and the city left in ruins. Angered and disgusted by Arijani&#039;s actions, Ravana sent his avatar to dispatch his prodigal son. However, Arijani conspired with Mahiji and lured the avatar into a trap. Thus rendered helpless, Ravana offered Arijani a wish in return for his release. Ravana accepted the offer, wishing to become immune to the attacks of rakshasas. The wish was granted, but Arijani slew the avatar anyway. Such was the level of his treachery that the Mists brought Sri Raji into the Demiplane of Dread.&lt;br /&gt;
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The Maharaja&#039;s curse is that, although he is a talented illusionist, Arijani cannot disguise himself in a pleasing form, as most rakshasa do. Instead, he can only assume despicable aspects, such as that of the viewer&#039;s worst enemy. Maharaja Arijani resides in Mahakala, in Bahru. There, he is served by the Dark Sisters, whom through him, must provide to Kali daily human sacrifice. &lt;br /&gt;
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Beyond the threat of an all weretiger cult called &amp;quot;The Stalkers&amp;quot; that were huge fans of his dad trying to kill him, Arijani&#039;s greatest fear is the very weapon he used to kill the avatar with, knowing full well it&#039;s somewhere in the jungle and very likely to be used on him just like Ravana.&lt;br /&gt;
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===Maligno===&lt;br /&gt;
Darklord of Odiare, and originally from Gothic Earth&#039;s version of Italy. In the same vein as Pinocchio, he was originally a marionette brought to life through his toymaker &amp;quot;father&amp;quot; Giuseppe&#039;s wishes for a son. Though beloved by the children of Odiare, the adults of the village did not consider him to be a &amp;quot;real&amp;quot; boy. He soon grew bitter over the discovery that he wasn&#039;t truly alive, and after terrorizing Guiseppe into making more [[carrionette]]s like himself he had them kill every adult at one of his performances. It was this act that drew Odiare into the Mists as an Island of Terror. &lt;br /&gt;
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Later on, he planned to have the carrionettes steal the bodies of every surviving adult there so they would be forced to love him, but due to the intervention of the PCs in the module &amp;quot;The Created&amp;quot; he was forced to simply kill the adults off instead. The children now adore him only out of fear, and as they grow older they wonder when Maligno will come for them as well. &lt;br /&gt;
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Maligno&#039;s curse is that he can never be human as he craves, as he alone among the carrionettes is unable to steal the bodies of others. Furthermore, he cannot kill Guiseppe because any injury he suffers is inflicted on Maligno himself. Instead, the old toymaker was driven insane and now exists solely to create more toys for his &amp;quot;son&amp;quot; to command. Should Maligno&#039;s body be totally destroyed, Guiseppe is compelled to rebuild it, with the foul puppet&#039;s spirit claiming the new body as its own.&lt;br /&gt;
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In 5e, Maligno was originally called &#039;&#039;Figlio&#039;&#039;, which at least is an actual Italian name and not literally calling him &amp;quot;Evil&amp;quot; from the start.&lt;br /&gt;
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===Marquis Stezen d&#039;Polarno===&lt;br /&gt;
Darklord of Ghastria. As Strahd is for Dracula, Dr. Mordenheim for Dr. Frankenstein, and Tristren/Malken for Dr. Jekyll/Mr. Hyde, so is Stezen to Dorian Grey, of &#039;&#039;The Picture of Dorian Grey&#039;&#039;. But unlike Dorian, Stezen was a piece of work before his cursed painting came into play. As a noble in an unknown land, he enjoyed sowing chaos and rebellion and assassinated many people, but his charismatic nature meant that he hung on to a good reputation. But after one particular attempted coup went too far, his king had enough. Consulting with his mistress, a master of dark arts, he laid a curse upon d&#039;Polarno that would do the Dark Powers proud; trapping a good chunk of Stezen&#039;s soul in a painting, he robbed him of all his charisma, vibrance, and capacity for enjoyment. &lt;br /&gt;
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In retaliation, Stezen poisoned the king and his family, which drew the land into the mists. But he wasn&#039;t yet its Darklord. That happened when he realized that, once per season, he could temporarily reclaim his soul from the painting- at the cost of up to 50 other souls, each granting him one hour of rejuvenation. Now, once per season, he&#039;ll invite every stranger in Ghastria to a party (he&#039;ll grab some peasants if not enough foreigners answer). The party is for him, and him alone. With the exception of a few guests that he debauches himself with/upon, all guests are exposed to the painting, giving him up to 50 hours of being able to enjoy himself again before he returns to his normal drab state. While this is when he&#039;s at his most dangerous, it&#039;s also when he&#039;s most vulnerable- when his soul is still in the painting, he&#039;s essentially immortal, but when he&#039;s whole, he is as vulnerable as any other (And &#039;&#039;unlike&#039;&#039; the original Dorian, killing the painting won&#039;t work until Stezen is dead). &lt;br /&gt;
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===Prince Ladislav Mircea===&lt;br /&gt;
Darklord of Sanguinia. Ladislav&#039;s story is a ripoff of the Edgar Allan Poe classic &#039;&#039;The Masque of the Red Death&#039;&#039;, with the prince abandoning his people to a lethal plague, and retreating to a closed castle with his friends. And like in the original story, the plague entered the castle anyway. When Ladislav caught the plague, he turned to alchemy in a desperate attempt to cure himself. This failed and he died, only to rise as a Vrykolaka (usually mindless plague-carrier vampires that feed on bodily humors) and become Darklord of Sanguinia. He still experiments with alchemy to cure himself of his undeath, but this is unlikely to ever succeed.&lt;br /&gt;
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===Sisters Mindefisk===&lt;br /&gt;
The three [[Hag]] co-Darklords of Tepest, and based the &amp;quot;the three wicked witches&amp;quot; from folkloric stories. Three sisters who were left as babies for a humble farm wife who wished for daughters, but from their birth displayed mysterious traits. Most notably, after their mother died from the strain of caring for the three sickly girls (or possibly because they drained her life), their father (who had often voiced his dislike of &amp;quot;weakling daughters&amp;quot;) tried to leave the three 2-year olds for dead repeatedly, but they always came back. Eventually he let them stay  as long as they cooked for  him and his sons. Growing up dissatisfied with their surroundings, they took to seducing, murdering, and eating travelers to build up a stockpile of money so they could ultimately leave the farm. This worked until one final traveler tried to turn them against each other, only to be murdered so none of the sisters could claim him as theirs. This was what ultimately led to their being taken into the Mists and stuck in the depths of a forest full of [[goblin]]s and witch-burning, faerie-chasing bumpkins. They still lure in any unwary travelers to their cottage, taking advantage of the locals&#039; blaming the goblins for their victims&#039; deaths, but otherwise have little influence on their domain. &lt;br /&gt;
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The sisters consist of Laveeda, an Annis Hag, Leticia, a Sea Hag, and Lorinda, a Green Hag. Though they can shapeshift, they are cursed to always see themselves and each other as their true forms no matter which shape they take.&lt;br /&gt;
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====Mother Lorina====&lt;br /&gt;
In the 5e version of Tepest, only Lorinda is the darklord, having imprisoned her sisters when they refused to let her make and rear a child despite how badly she wanted to be a mom. Which ignores the complete and utter lack of maternal feelings they had in past editions, but whatever. She desperately yearns to have a family, but is thwarted by both her own inherently controlling, murderous nature, her inability to trust that her offspring genuinely love her (and the subsequent smothering, demanding, overbearing way that this makes her act), and the curse that any child she magics up for herself is a short-lived, ravenous monster; she can only make [[hexblood]]s for other people.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-031.mother-lorinda.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Sodo===&lt;br /&gt;
Darklord of Paridon. A low-ranked dread [[Doppelganger]] who resented being born into a lowly clan and thus being prevented from rising through the ranks by merit. After acquiring a magical Hat of Disguise, he fulfilled this previously-thwarted ambition by killing the elders who ruled over the clans and impersonating them, while also offing anyone else who questioned him. For managing the impressive feat of committing a betrayal egregious even by doppelganger standards, he was claimed by the Mists and given Darklordship of Paridon, and nailed with three separate curses: inability to control his shapeshifting, a healing touch (which wouldn&#039;t be much of a curse to anyone else, [[Dark Eldar|but Sodo&#039;s a sadist]] and this along with the previous curse renders him unable to effectively torture people), and an extra dose of paranoia for flavor.&lt;br /&gt;
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===Thakok-An===&lt;br /&gt;
Darklord of Kalidnay, formerly from Athas. She was a templar of Kalidnay&#039;s sorceror-king, Kalid-Ma. To help him ascend to dragonhood, she sacrificed her family for the ascension ritual- an act which, ironically, would ruin it, as the Dark Powers took notice and drew Kalidnay into Ravenloft, in one of the few occasions in which being in the Demiplane of Dread was an improvement for most people. But not for Thakok-An nor Kalid-Ma, as the failed ritual put Kalid-Ma into a coma. Thakok-An remains active, ruling the realm as a theocracy of Kalid-Ma, despite said lord being comatose and all her efforts being for naught.&lt;br /&gt;
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===Tsien Chiang===&lt;br /&gt;
Originally from the continent of Kara-Tur on the world of Toril, Tsien Chiang was beautiful and powerful wizard, who hated all men due to her father&#039;s dismissal of her abilities. After killing him and disabling her relatives, she seized control of her family lands. She used her charm and position to marry a total of four men, each of whom fathered a child with her before she killed him and moved on to the next. Three of the daughters so produced were evil, with the fourth, Nightingale, being truly good-hearted and adored by the gods. Tsien Chang would go on to commit various evil acts, including the desecration of four sacred bells and four sacred trees, but her mistreatment of Nightingale is what ultimately led to her being taken by the mists. On the fourth time that Nightingale objected to her family&#039;s atrocities, Tsien Chang decided to do far worse than merely beat her as they had the last three times, and she and her evil daughters were taken by the mists as the torture began. Tsien Chiang imprisoned the living remains of Nightingale in the Tower of Broken Promises as the Mists tore I&#039;Cath from Kara-Tur forever.&lt;br /&gt;
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If you&#039;re wondering why the number four is mentioned so much, it&#039;s because it&#039;s homophonous with &amp;quot;death&amp;quot; in most Chinese languages and is considered bad luck in many east-Asian cultures.&lt;br /&gt;
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Her 5e incarnation gives her such a radically different backstory that pretty much the only things that remain are the four daughters and a magic bell.&lt;br /&gt;
&lt;br /&gt;
When Tsien Chiang was a child, her home was destroyed by invaders, forcing her to flee into frozen mountains where she expected to die. Luckily for her, she was found and taken in by a gold dragon who took pity on her, and she served him as an attendant in thanks for saving her life. While serving the dragon, she learned much of magic and medicine, growing to become an accomplished wizard. The dragon refused to teach her any truly dangerous or powerful magic though, knowing that she would only use it for revenge. In her studies, she learned of the Nightingale bell, an artifact that could make its ringer’s dreams come true -- but creating the bell required the scale of a gold dragon. Knowing her mentor would never provide a scale she attempted to drug him so she could steal a scale while he slept, but got the mixture wrong and not only killed him, but caused his entire hoard to be destroyed, with all that remained being a single scale. Chiang crafted the bell and took it to her home, where she used it to wish away the invaders, which instantly vanished. In awe and gratitude, the people elevated her to royalty and she became their queen.&lt;br /&gt;
&lt;br /&gt;
She ruled well for years, enacting vast reforms and strict but sensible laws in pursuit of creating the perfect empire. She had a family, taking particular pride in her four beloved daughters. Though her kingdom was prosperous, her people eventually began to chafe under her strict laws and demanding orders and revolted. Chiang was swift and merciless in her attempts to quell the rebellion, but her ruthlessness only caused the resistance against her to grow. When she ordered her armies to kill the families of all insurrectionists, assassins struck Tsien Chiang’s palace and killed her family. Distraught, Chiang climbed to the highest tower of her palace, looked out over her burning dreams, and struck the Nightingale Bell. Rather than granting her vengeful wish, the bell cracked and spilled a golden mist across the land. When the mist cleared, Tsien Chiang’s perfect city was gone, replaced by the unreal prison-city of I’Cath.&lt;br /&gt;
&lt;br /&gt;
I&#039;Cath is a city divided in two: The true I&#039;Cath of the waking world, and Tsien Chiang&#039;s impossible, perfect dream. In the waking world the city is a silent and chaotic labyrinth composed of surreal, knotted streets and citizens trapped in eternal slumber. In the dream the city is vibrant and living, a place of ultimate beauty and efficiency where all things move according to Tsien Chiang&#039;s design, and a nightmare of constant drudgery for her people. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This renews the magic of her dream world and keeps her citizens asleep, but it also calls forth a legion of jiangshi, which emerge from their tombs to reshape the waking city’s mazelike streets in a fruitless attempt to match Tsien Chiang’s perfectionist vision.&lt;br /&gt;
&lt;br /&gt;
Her curse is that while the dream is near-perfection in her eyes, that only makes the imperfections of the waking world all the more obvious and inescapable. No matter how many times she tries to bring the same order and beauty she sees in her dream to the waking world, I&#039;Cath&#039;s streets grow only more twisted and labyrinthine. She spends as much time as she can with the dream-versions of her daughters though she knows they aren&#039;t real, and in the waking world she actively avoids the twisted reflections of her daughters that wander the true I&#039;Cath&#039;s streets.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-018.tsien-chiang.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tristen ApBlanc===&lt;br /&gt;
Darklord of Forlorn. A Vampyre (living vampire) born when his dad was turned into a vampire but refused to leave his wife, which resulted in their son being born a vampyre. Tristen&#039;s parents were killed by fearful peasantfolk, but not before his mom gave him to the druid Rual to be raised. By all accounts, Rual was a pretty good foster mom, but when he was fifteen years old, Rual caught him drinking the blood of a deer. Believing she had betrayed him when he saw her talking to other druids, he attacked her- only to get his ass impaled by a blessed deer antler she was carrying, and when he drank her blood, he was both poisoned and partially cured of his vampyrism by the holy water she&#039;d just drank. As she died, Rual cursed Tristen to be trapped in the sacred grove where he killed her, and to (agonizingly) die and become a ghost each night, and rise as a vampyre each morning. This makes him one of the few Darklords to receive most of his curse prior to Darklordship, as Forlorn was only pulled into Ravenloft centuries later, when Tristen engineered a bloody civil war to take control of the land.&lt;br /&gt;
&lt;br /&gt;
As it is now, Forlorn really lives down to its name; there&#039;s little there except savage goblyns, a few beleagured Druids, and Castle Tristenoira, where Tristen is stuck, along with the ghosts of his family. The castle is split between three separate time periods that adventurers can shift between, thought to be because of all the ghostly shenanigans. Because there&#039;s really not much to do in Forlorn besides exploring Castle Tristenoira and trying not to get eaten by goblyns, it has no real political importance and is ignored by basically everyone, despite being most likely the second-oldest domain after Barovia.&lt;br /&gt;
&lt;br /&gt;
He gets some very minor retcons in 5e, but since he only gets a single paragraph there&#039;s not much in the way of details. Seemingly the only changes are that he&#039;s now a dhampir (which is really more-or-less the same thing as a vampyre) and that he was taken by the mists almost immediately after killing the druids.&lt;br /&gt;
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===Vlad Drakov===&lt;br /&gt;
Darklord of Falkovnia. He was originally the leader of a mercenary band called the Talons of the Hawk in [[Dragonlance|Krynn]]. For their wanton brutality and bloodlust, they were taken into Ravenloft and claimed Falkovia for themselves (after a failed invasion of Darkon that was repulsed by Azalin&#039;s undead). [[Berserk|If this seems familiar]] then good, you&#039;re paying attention.&lt;br /&gt;
&lt;br /&gt;
This rivalry with Azalin has since become part of Drakov&#039;s curse, though he seems unaware of it. While four other countries (that have themselves agreed to an alliance should Falkovnia ever attack one of them) surround him, Drakov considers them &amp;quot;women and fops&amp;quot; not worth the effort of invasion, obsesses over an enemy he has no way of defeating, and is forever unable to gain the approval and respect of the great military leaders that he has sought all his life. And even if he did somehow conquer Darkon, [[fail|no Darklord can ever leave his own realm]] so he would never actually get to conquer it himself. Another factor in his defeats is that his way of doing war is distinctly and doggedly medieval (no gunpowder, no magic), so on the rare occasions he decides to try his luck at conquering other neighbouring domains than Darkon (all of which are at a higher technological level than Falkovnia) his forces almost always get shot to pieces by firearms or, more rarely, blown to pieces with magic. Oddly enough, his realm may in fact be, on the whole, a net &#039;&#039;benefit&#039;&#039; to the other domains of the Core, as his penchant for overworking his peasantry/slaves (when he&#039;s not busy having them impaled for his entertainment, of course) means that his realm produces large amounts of grain and foodstuffs which he sells for funds to equip and train his forces, unintentionally making Falkovnia &amp;quot;the breadbasket of the Core.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition, Drakov may be unique as the one of the most &amp;quot;conventional&amp;quot; Darklords in Ravenloft in the sense that he is statted like a run-of-the-mill fighter-class BBEG, and much like this archetype he has no magical abilities aside from a few magical weapons and armour at his disposal, coupled with no ability to cheat death, and no supernatural ability to close his domain&#039;s borders (all of which are in line with his disdain for magic and the supernatural), except for a good amount of inherent magic resistance that will also work against beneficial spells (so if he&#039;s ever in a tight enough bind to require magical healing, he&#039;s screwed). However, PCs and DMs shouldn&#039;t mistake his one-dimensional combat abilities as a sign that Falkovnia would be easy to liberate from his iron-fisted rule via a [[Raven Guard|simple decapitation raid]]; the totalitarian and thoroughly abusive nature of his rule means that those he trusts enough to carry out his orders are all likely evil enough and think enough like him to instantly assume his mantle of Darklord should Drakov ever be killed, just like similar totalitarian regimes in real life can survive the deaths of multiple successive leaders. Truly liberating Falkovnia in a thematically appropriate way would require the PCs to either engineer a full-scale revolution, or otherwise ensure the complete destruction of his regime, much like truly destroying a cancerous tumour in real life requires removing or destroying every last cancer cell. And all of this says nothing about which neighbouring realm would end up absorbing Falkovnia on the off-chance it ever gets truly liberated, though at this point even Azalin would be a better ruler than Drakov given that the lich dispenses harsh but fair justice and otherwise leaves his subjects alone to continue his arcane pursuits.&lt;br /&gt;
&lt;br /&gt;
Since the developers found him redundant, 5e&#039;s Drakov is revamped as &#039;&#039;Vladeska&#039;&#039; Drakov, with an all-new backstory, and Falkovnia is instead reskinned with a zombie apocalypse vibe.&lt;br /&gt;
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===Yagno Petrovna===&lt;br /&gt;
Darklord of G&#039;Henna. The Petrovna family was one of those taken by the Mists when Barovia was absorbed into Ravenloft, and although they avoided Strahd&#039;s attention by hiding away in the mountains this in turn led to inbreeding. As Yagno grew up, it became clear to all that he was insane- he conversed with imaginary people and cowered from beasts that weren&#039;t there. One day, he was locked out of his family&#039;s home and had to take shelter in a cave for the night. When he woke up, he saw the name &amp;quot;[[Zhakata]]&amp;quot; scrawled on a wall. &lt;br /&gt;
&lt;br /&gt;
Yagno concluded that Zhakata was the name of the god that had protected him when he slept that night and created a shrine to his savior. (In reality, the name was written by his brother as a prank and meant absolutely nothing.) At first he merely sacrificed animals to Zhakata, but then he moved on to sacrificing people. When he was caught trying to offer his sister&#039;s newborn baby to Zhakata, he was chased out of Barovia by his family. The Mists welcomed him to the domain of G&#039;henna, where he became the Darklord.&lt;br /&gt;
&lt;br /&gt;
Yagno is cursed to constantly suffer doubts about whether or not Zhakata is real. No matter how many sacrifices he makes or how many people he commands to starve themselves in the name of Zhakata, he can never quite get rid of his nagging disbelief and the worry that all his devotion has been directed towards a lie. This eventually led Yagno to call upon a wizard who claimed he could summon Zhakata; as he could not summon a nonexistent god, a nalfeshnee by the name of Malistroi answered the summons instead and told Yagno that Zhakata was just a figment of his imagination. The Darklord immediately flew into a rage and killed the wizard, while Malistroi later escaped to ravage G&#039;Henna. Since then, he has merely redoubled his fanaticism in a futile attempt to dispel his doubts.&lt;br /&gt;
&lt;br /&gt;
==Former Darklords==&lt;br /&gt;
You remember that section where the permanent death of Darklords is discussed? Well, it&#039;s actually happened in the past, though never yet to a band of plucky adventurers, and the results usually haven&#039;t been good. These Darklords for whatever reason no longer rule their domain, usually because some asshole killed them and was promptly saddled with their domain as the new Darklord.&lt;br /&gt;
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===Bakholis===&lt;br /&gt;
Former Darklord of Invidia, and formerly a tyrannical king whose kingdom was claimed by the mists when he was spurned by a woman named Marta, and in return had her lover killed and eaten in front of her and Marta herself raped to death by his soldiers. As she died, Marta cursed him to be the beast he was inside and never be free of the blood of loved ones on his hands, which manifested as turning him into a werewolf. Unlike most Darklords, Bakholis said &#039;fuck this&#039; to angst and [[Dark Eldar|embraced his curse]], descending to ever-greater depths of savagery until, to everyone&#039;s relief, the half-Vistani Gabrielle Aderre showed up and promptly murdered his ass, succeeding him as Darklord of Invidia.&lt;br /&gt;
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===Camille Boritsi===&lt;br /&gt;
The mother of Ivana Boritsi and the first Darklord of Borca, who earned her position by poisoning her husband and his lover. She was cursed to be betrayed by any man she trusted, which left her with serious issues relating to men and a blindspot towards scheming women, which ultimately proved her downfall when her daughter Ivana turned the poison tables by killing &#039;&#039;her&#039;&#039; for sleeping with Ivana&#039;s lover. She was succeeded as Darklord by her daughter and murderer, Ivana Boritsi.&lt;br /&gt;
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===Claude Reiner===&lt;br /&gt;
The first darklord of Richemulot. The patriarch of a family of wererats who lead his family into the mists to escape hunters, gaining his domain when his monstrous cruelty caught the attention of the Dark Powers. He was eventually killed when his granddaughter Jaqueline had enough of his abuse, making her the new Darklord of Richemulot.&lt;br /&gt;
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===Duke Nharov Gundar===&lt;br /&gt;
Former Darklord of Gundarak, prior to being betrayed and usurped by Daclaud Heinfroth, who would later gain his own, separate domain. As Darklord of Gundarak, he enforced the worship of the malevolent trickster-god [[Erlin]] and taxed basically everything he could think of (with a special emphasis on the birth of girls), but little else is known of his rule. During the Grand Conjunction, Gundarak was absorbed by Barovia and Invidia. &lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of Nharov Gundar. He was a vampire, and though Heinfroth had staked him, he remained alive, but dormant. His skeletal remains somehow found their way to the traveling curio show of Professor Arcanus, where some complete berk went and yanked the stake out. This brought him back to life, though his time spent as a skeleton has reduced him to a near-bestial state, only vaguely remembering Heinfroth&#039;s betrayal.&lt;br /&gt;
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===Lord Soth===&lt;br /&gt;
{{main|Lord Soth}}&lt;br /&gt;
The infamous Death Knight of Krynn was for a time the Darklord of Sithicus. More details can be found on his page, but suffice to say that the Dark Powers grew tired of him, and he was succeeded as Darklord by the [[Vistani]] Inza Kulchevitch.&lt;br /&gt;
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===Nathan Timothy===&lt;br /&gt;
Darklord of Arkendale. There are more details on him in the section for his more important son Alfred, but suffice to say that Nathan was possessed of a deep-seated wanderlust, which the Dark Powers curtailed by cursing him such that he couldn&#039;t leave the river Musarde, lest he be crippled by land sickness. Nathan rolled with the curse and adapted so well to being a boatman that he outright lost his Darklordship during the Grand Conjunction. He&#039;s still confined to river waters, but Arkendale has been absorbed into Alfred&#039;s domain of Verbrek. &lt;br /&gt;
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===Vecna===&lt;br /&gt;
{{main|Vecna}}&lt;br /&gt;
Yes, THAT Vecna, the Maimed God; the guy whose eye and hand are still around for PCs to mess (and &#039;&#039;be&#039;&#039; messed) with.&lt;br /&gt;
&lt;br /&gt;
The whole tale of Vecna&#039;s ascension to godhood is complicated, but at one point where he was &#039;merely&#039; a demigod, he and Kas were pulled into the Mists after a bunch of meddlesome adventurers thwarted one of his plans. Not one to be contained for long, Vecna has the dubious honor of being the only Darklord to force his way out of the Demi-Plane of Dread after being drawn in by the Mists. On top of that, he managed to get himself &#039;promoted&#039; to full-fledged minor God in the process, which is how he got the Dark Powers to kick him out due to their ban on allowing gods to influence Ravenloft. (The full story is recounted in the modules &#039;&#039;Vecna Lives!&#039;&#039;, &#039;&#039;Vecna Reborn&#039;&#039; and &#039;&#039;Die Vecna Die!&#039;&#039;.)&lt;br /&gt;
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==Netbook Darklords==&lt;br /&gt;
These darklords represent the rulers of fan-made domains from [[netbook]]s such as the [[Books of S]], the [[Undead Sea Scrolls]], [[Quoth the Raven]], and other projects from the [[Fraternity of Shadows]].&lt;br /&gt;
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===Ahasveros===&lt;br /&gt;
Darklord of Incitatus. Once, Ahasveros (male human) was the greatest scientist of his civilization, until the day his homeland was drawn into a great war against a rival nation. He invented the Adamas theory, a device that could be used to generate a mighty tidal wave to devaste the enemy&#039;s fleets and harbors.&lt;br /&gt;
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But that wasn&#039;t enough for Ahasveros; he became obsessed with improving the device, banishing his assistants when they protested the potential dangers of doing so, cutting off all contact with those who might challenge his beliefs, and reducing the time he spent running his calculations.&lt;br /&gt;
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The result was, when the device was used, Ahasveros lost control of it and the tidal wave annihilated &#039;&#039;his&#039;&#039; homeland as well, drowning him in the tower from whence he&#039;d launched it.&lt;br /&gt;
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Ever since then, the bussengeist he became has lingered in his tower, unable to decide whose fault the mess was, alternating between blaming his associates and himself. Honestly, he&#039;s not much of a darklord, and this is reflected by how empty and meaningless Incitatus is. He currently occupies a limbo; too dull to be truly absorbed into the [[Demiplane of Dread]], but still too evil and in denial of what he did to be released, either.&lt;br /&gt;
&lt;br /&gt;
Ahasveros&#039; existence is completely tied to the remnants of the Adamas machine. Only by destroying it, which will unshackle his spirit, and performing a brief rite to the long-forgotten sea god of ruined Misenos, which requires lighting the lanterns in the temple and praying for both Misenos and Ahasveros, will his torment end.&lt;br /&gt;
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If Ahasveros wishes to seal his domain&#039;s borders, those attempting to cross it are overwhelmed by misery and the urge to seek comfort, which only those outside of the border can give them.&lt;br /&gt;
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===Anibal Coronado===&lt;br /&gt;
Darklord of Cumbre de Oro. Arguably the oldest darklord of the Holy Imperial Colonies domains, Anibal Coronado was a infamous mercenary captain who had made a name for himself in the civil wars of the Holy Empire some 170 years ago, amassing a reputation that he parlayed into becoming a famous explorer. After building his reputation there, to the point that the name &amp;quot;Coronado&amp;quot; became synonymous with exotic lands, strange adventures, and foreign wealth, he attempted the most infamous expedition ever: to become the first man to successfully explore beyond the Sierra Acora mountains.&lt;br /&gt;
&lt;br /&gt;
Pevious expeditions had all launched in early spring, hoping to cross during midsummer and then return before winter snows closed the passes. They had all failed, as the mountain passes didn&#039;t clear up &#039;&#039;until&#039;&#039; midsummer. Coronado proposed instead that he launch his expedition in midsummer, cross the mountains, winter in the lands beyond the Sierra Acora, and then return in the midsummer of the following year.&lt;br /&gt;
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Long story short, it worked! Coronado became the first man to discover the realms that would become known as Mictlan, but he never would return to claim that prize. In one of his meetings with the natives of this strange tropical rainforest realm, he learned of a mysterious city of gold hidden in the mountains from a chieftain named Jucataan. Coronado&#039;s avarice was immediately enflamed with discussions of this city, said to hold wealth beyond that of the Holy Empire itself, and when chief Jucataan warned that the city was taboo and his tribe would prevent any attempt to pursue it, that avarice turned murderous.&lt;br /&gt;
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Arranging things with his men, Coronado held a banquet in which he invited Chief Jucataan and all the men of his tribe. There, after he got the chief drunk enough to reveal the way to the city of gold, he and his men massacred them all. Once that was done, they set off in pursuit of what they had come to call &amp;quot;Cumbre de Oro&amp;quot;; &amp;quot;Gold Peak&amp;quot;.&lt;br /&gt;
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The expedition swiftly turned into a disaster. Their supplies hadn&#039;t been chosen with the tropical rainforest climate in mind, and quickly spoiled. They had no idea what foods were edible or how to find fresh drinking water. Tropical diseases swept through the men. All the while, Coronado drove them on with images of the fabulous wealth they would attain. But when these dreams became insufficient and murmurs of mutiny began circulating, Corando turned on his own men: selecting those he believed to be the ringleaders, he invited them to &amp;quot;discuss&amp;quot; the matter, only to poison their wine. Once they were dead, he paraded their corpses before the survivors, screaming blasphemies and promising the same fate to any who dared rebel, before forcing the terrorized, defeated men to cannibalize their former comrades.&lt;br /&gt;
&lt;br /&gt;
With his men now utterly will-broken, and steadily losing what was left of his mind to sheer avarice, Coranado plunged on into the jungle, his men dropping like flies as he searched and searched. Finally, with only Coranado and two of his original 56 men still alive, they found it: Cumbre de Oro. It was everything that Jucataan had described as being and more. Now totally insane, Coranado turned on his exhausted companions and killed them, before plunging into the city to begin plundering.&lt;br /&gt;
&lt;br /&gt;
That was when he discovered why the natives had left the golden city to the wilderness: it was a necropolis, its people having died and then become [[undead]]. The [[mummy]] of Emperor Maxaantii rose from his tomb at the central step pyramid and attempted to detain Coranado, who fought back with literal lunatic strength. He struck down the mummified emperor and fled with a bag of gold and jewels, but as he did, Maxaantii cursed Coranado that he would never succeed in leaving the city with his treasure. Sure enough, weakened by his trials, the excitement of finding the city, the stress of combat and the effort of hauling his heavy load, the feverish and dehydrated explorer collapsed at the city&#039;s outskirts. He could hear a brook just out sight, and if he&#039;d abandoned the treasure to drag himself to the cool, clear water, he probably would have reached it... instead, he refused to let go of his ill-gotten gains, exhausting what little left of his strength in an effort to drag it with him as he crawled along.&lt;br /&gt;
&lt;br /&gt;
As he lay dying, the sounds of the brook still echoing in his ears, Coronado cursed all the gods for taunting him by giving him such wealth only to then take it from him at the last moment. With the last of his strength, he raged and wept, begging any power that would listen to give him one last chance to make the treasures of Cumbre de Oro his.&lt;br /&gt;
&lt;br /&gt;
As Coronado died, head pillowed on the treasure he had given his life to win, the valley was wrenched into the Demiplane of Dread, floating on its own in the mists as an Island of Terror until its former resting place followed it as the land of Mictlan, whereupon it fused back together. Coranado rose from his grave, found his men returned to him as [[avaricio]]s, and began his stint as darklord.&lt;br /&gt;
&lt;br /&gt;
A casual observer might take Anibal Coronado in his present state for a living man, albeit horribly emaciated and clearly disased, with yellowed skin drawn tightly against the bone and yellowed, bloodshot irises. He still wears the ancient, tattered clothing and armor he wore as a living man. Under the AD&amp;amp;D mechanics, he&#039;s a unique corporeal undead, similar in many ways to a [[Death Knight]]; in addition to retaining his skills as a 14th level [[Figher]] and wielding the dread blade Corrupcion (+2 longsword that inflicts magical disease), he has 75% magic resistance, a 10% chance to reflect spells cast against him back on their casters, immunity to mundane weapons, a 5ft aura of fear, the ability to cast Detect Magic and Detect Invisibility at will, to cast Dispel Magic, Harm and Wall of Thorns 2/day, and both Creeping Doom and Symbol of Discord 1/day. If defeated in combat, he dissolves into mist; he will reform 1d4+1 days later, but during that time, he cannot close Cumbre de Oro&#039;s borders and his avaricios will ignore intruders unless personally disturbed. There is no known way to permanently destroy him.&lt;br /&gt;
&lt;br /&gt;
Coranado is consumed by his paranoid terror that somebody will steal &amp;quot;his&amp;quot; treasure, and so he prowls the city endlessly on a hunt for intruders. His curse is simple and effective: he physically can&#039;t touch the treasures of Cumbre de Oro, and neither can his Avaricios. Add to it that their relatively weak abilities against non-living foes makes them little threat to Maxaantii and his forces, which include both undead and stone [[golem]]s, and all Coranado can really do is drift from cache to catch and vent his paranoid wrath on any living intruders he catches. As a part of this curse, his ability to close the domain borders is limited; when he does so, his avaricios move to begin patrolling the border of the city, attacking anything they see in an effort to kill or capture them. If travelers can break past these patrols, the avaricios cannot pursue them any further than 3 miles beyond the city&#039;s edge - of course, fleeing from pursuing undead through dense jungle that doesn&#039;t impede &#039;&#039;their&#039;&#039; movement isn&#039;t exactly a picnic stroll!&lt;br /&gt;
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===Captain Anton Dusard===&lt;br /&gt;
Darklord of Locknar Cove. Born impoverished and raised in the slums of a busy port, Anton Dusard learned to treasure gold over everything, especially human life. At age 16, he betrayed his parents to their creditors and used the bounty to invest in a merchant ship. He then proceeded to take sole captaincy of the vessel through murder and extortion. When war came to his native kingdom, he avoided financial ruin by becoming a privateer. Though he amassed a significant fortune, his avarice was insatiable; when his patron monarch demanded taxes on Anton&#039;s looted plunder, the privateer went renegade rather than part with so much as a single coin, bombarding and looting his own homeport before sailing away to become a feared pirate.&lt;br /&gt;
&lt;br /&gt;
Establishing a hidden stronghold in the set of islands known as the Dismal Four, specifically on Locknar Cove, he continued to prey on merchant ships and amassed an enormous fortune. So much so that his own men began to dream of stealing it for themselves. One misty night, as Dusard&#039;s ship the Grasping Claw sailed into Locknar Cove, they mutineed. Though Dusard fought like a demon, he was outnumbered with few supportors; in a final act of spite, he ignited the ship&#039;s powder magazine and blasted them all to splinters.&lt;br /&gt;
&lt;br /&gt;
The explosion flung his maimed body into the cold, black sea, where the dying man floated. He clung to life long enough to see a single lifeboat sail past, bearing with it the crew&#039;s sole survivor. That sight snapped Dusard&#039;s mind, and he called upon every ounce of his being, swearing to keep his treasure from beyond the grave. As he slowly sank into the waves, the mists closed in.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Dusard has lurked in the depths of his fortified, trap-laden labyrinth on Locknar Cove, a [[ghost]] [[pirate]] jealously guarding his treasure. His curse is simple: the absolute terror of knowing he can &#039;&#039;never&#039;&#039; end his vigilance. To heighten his fears, he instinctively knows when somebody else in Locknar Trove is aware of his treasure&#039;s existence, although not who they are or where they are. Furthermore, the sole survivor of his crew, William Copperplate, still lives an unnaturally preserved life, and wants Dusard&#039;s treasure for himself, and is eager to manipulate others into doing the dirty work for him. As for the crew who died when the Grasping Claw blew up? They rise from their watery graves as ghosts once a year, and immediately launch an attack on the island, hoping to plunder the horde they gave their lives to try and win. Although Dusard can banish them with a touch, their efforts stoke his terror. Furthermore, the ghostly crew is also instantly returned to undeath and given a chance to assault his hoard whenever Dusard uses his &amp;quot;horrifying appearance&amp;quot; ghostly power, and so he is loathe to use it.&lt;br /&gt;
&lt;br /&gt;
When he wills the closure of the cove, the seas become dangerously turbulent and choked in an impenetrable mist, whilst the forests of the western border become twisted walls of gnarled wood and the roads twist back on themselves, so every step only leads a traveler back to Ruttledge village.&lt;br /&gt;
&lt;br /&gt;
If defeated, Dusard will reform in a single night. Only by plundering the entirety of his hoard, down to the last coin, will he be banished to the afterlife forever.&lt;br /&gt;
&lt;br /&gt;
===Benada Nameless===&lt;br /&gt;
Darklord of Vin&#039;Ejal. Conceived when the Eye of Toldun, the fake prophet of a phony goddess called Appissa (actually a powerful half-breed [[yuan-ti]] [[psion]] magically held in stasis), used a potion given to him by his goddess to drug and rape a woman named Dillura Ogfenhauer, Benada&#039;s mother despised her daughter from the moment she was born. Only Benada&#039;s uncle, Dillura&#039;s 12-year-old brother Ekkim, cared for her, and he raised her throughout her life, even taking her off with him to be his squire when he went to war after discovering her nature as a [[psion]]icist [[weresnake]]. Even when they returned, however, Dillura wanted nothing to do with her bastard daughter.&lt;br /&gt;
&lt;br /&gt;
Finally, the enraged Benada sought to confront her mother one evening, only to track her to the Shrine of the Eye. When she saw Dillura embracing the Eye, she realized that this man was her father. Filled with hatred, she grabbed a bone knife and fatally stabbed her mother, before psionically torturing her father to death. As she turned to leave, she found herself confronted by her uncle Ekkim, who had seen everything. Realizing she couldn&#039;t let him live now, a weeping Benada killed the only person to ever show her love, transporting Vin&#039;Ejal to the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
Benada&#039;s curse seems to be an insatiable hunger that only human flesh can sate; she only gives in to its demands once per month, however, as she fears depleting her domain&#039;s population. If she wishes to close the domain, the waters around Vin&#039;Ejal decrease in temperature to the point that would-be swimmers will freeze solid, whilst hail begins savagely pelting down from above.&lt;br /&gt;
&lt;br /&gt;
===Baroness Ilsabet Obour===&lt;br /&gt;
Darklord of Kislova. This female human [[alchemist]] was born the youngest daughter and favored child of Baron Janosk Obour of Kislova, and remained loyal and obedient to him even as he descended into brutal tyranny and made a failed attempt to conquer a neighboring barony, only to be crushed, captured and executed. Before he died, Janosk commanded each of his three children to take steps to both preserve their family and avenge the loss of their power.&lt;br /&gt;
&lt;br /&gt;
Of the three, Ilsabet was the most loyal to her father, honing her alchemical skills and delving into dark alchemical practices, focusing on hideous poisons and the creation of alchemical undead. She crippled and maimed many prisoners who had dared to rebel against her father&#039;s rule before his conquest by Baron Peto, created a unique strain of alchemical vampires, fatally poisoned her elder siblings for perceived disloyalty to their father&#039;s dying wishes, and finally married Baron Peto herself and bore him a son in order to gain the opportunity to poison him with a paralytic venom. It was only as she administered what she intended to be the final, fatal dose, killing her mentor (and true love) to do so, that the Mists finally claimed her.&lt;br /&gt;
&lt;br /&gt;
Ilsabet currently suffers two curses. Her most direct darklord-related curse is that her desire for power and revenge are thwarted; though her husband, Baron Peto, remains incurably paralyzed, he also remains unkillable - no matter what she does, he always returns to life. As a result, she remains forever his regent, rather than the true Baroness of Kislova, which she regards as unacceptable; she yearns to resume the interrupted reign of her own family. Secondly, Ilsabet has become a vampire-like creature that feeds on pain, and must have one person killed every day in order to survive.&lt;br /&gt;
&lt;br /&gt;
Unlike many Darklords, Ilsabet has no particular powers of supernatural survival. If you can beat an 11th level [[wizard]] protected by her guard of alchemical vampires, you can kill her.&lt;br /&gt;
&lt;br /&gt;
When Ilsabet closes the borders, a poisonous green mist surrounds Kislova, inflicting irresistable damage per round until the would-be escapee returns to Kislova.&lt;br /&gt;
&lt;br /&gt;
===Bethany Stone===&lt;br /&gt;
Darklord of Stonewall. A sad, broken, bitter woman, Bethany was born the daughter of a family of puritans, self-righteous and obsessed with sin. When her father discovered the child Bethany, a cheerful, whimsical young girl, had dreams of leaving the family home to become a dollmaker, he destroyed the dolls she had painstakingly constructed over years of work and beat her within an inch of her life. Later, when she came of age, he arranged her marriage to a man of high standing.&lt;br /&gt;
&lt;br /&gt;
After long years of often-lonely marriage, pregnant with her sixth child, Bethany&#039;s father and husband were caught in a terrible accident, with the former dying and the latter being left in a coma. That was hardship enough, but as she cared for her husband, Bethany discovered his diary, in which he revealed he had only wed her to cover up his &amp;quot;sinful&amp;quot; nature as a homosexual. Enraged, Bethany began tampering with her husband&#039;s medicine to ensure he remained comatose, and then launched her own moral crusade, something aided by the fact she established her charismatic but broken-willed son Clarence as the town&#039;s minister.&lt;br /&gt;
&lt;br /&gt;
When the Salem Witch trials broke out, Bethany eagerly spread their madness to Stonewall. But the tenth victim was the friend of Bethany&#039;s youngest daughter, Katherine, who unearthed evidence that this was really a way for Bethany to resolve a land-dispute between their families in the Stone&#039;s favor. When Katherine tried to intervene, she called out her mother for the cold, twisted monster that she was. Bethany promptly stabbed Katherine in the heart, and that was when the Mists took the town.&lt;br /&gt;
&lt;br /&gt;
Bethany Stone is now a [[harpy]], although she has limited shapeshifting abilities that let her masquerade as a human. Her curse is that she will be forever doomed to lose her children before they are fully ready, whether by death, betrayal or abandonment. Though she doesn&#039;t know it yet, as part of this curse, she will become spontaneously pregnant and give birth to a human child every 5 years. Both of her arms are permanently blood-red from the elbow down, although she considers it a sign of her righteousness and so doesn&#039;t hide it.&lt;br /&gt;
&lt;br /&gt;
The borders of Stonewall are permanently closed; unless the departee has the approval of either Bethany or Clarence to leave, they will be struck by lightning bolts until they turn back. It&#039;s unknown if lightning immunity will nullify this border, but it&#039;s not explicitly countered.&lt;br /&gt;
&lt;br /&gt;
Nothing explicitly says that Bethany cannot just be killed in a fight (and, frankly, Stonewall is described as the kind of place where wiping out everybody is actually the heroic thing to do), but she &#039;&#039;does&#039;&#039; have an explicit method of redemption. If the party can find one of the dolls she made as a child, as one survived her father&#039;s wrath, and present it to her, she will break down in tears. If consoled and successfully reminded of her long-lost dreams, the rest of the town will break down weeping with her, and then Stonewall will slide out of the Mists and back to the prime material. On the other hand, if they fail, then she&#039;ll destroy the doll herself and become even more fanatical.&lt;br /&gt;
&lt;br /&gt;
===Caleb Wicks===&lt;br /&gt;
Darklord of Wayward on the Bone Sands. Even at the age of 10, Caleb was a fearless, stubborn, trouble-making brat. The only thing able to scare him into obedience were stories of a local boogeyman: Black Hat the Swordslinger.&lt;br /&gt;
&lt;br /&gt;
Caleb&#039;s transformation from mere brat to full-blown Darklord came when his family were hired by the lord of the distant Hangingshire, which required a long trek that passed through a desert region known as the Bone Sands. During this leg of the journey, Caleb&#039;s family were seperated from the caravan and veered their wagon over a tall, steep dune as a result of a sudden sandstorm. The wagon was destroyed, their horses killed, and Caleb&#039;s elder brother Horatio was severely injured. Though they initially settled in to wait for the caravan to send a rescue party after them, their food swiftly ran out and they realized they would have to try and walk out of the desert on foot... a journey that Horatio couldn&#039;t make.&lt;br /&gt;
&lt;br /&gt;
The senior Wicks came to a grim realization: Horatio wasn&#039;t going to live much longer anyway, so when he died, the family would eat his body for sustenane before making their trek towards safety. They were content to wait... but Caleb found out about their plans, and taunted his brother with this fact; when Horatio began to scream and cry, Caleb panicked and stabbed him to death with a cooking knife. Caleb&#039;s parents were horrified, but ultimately decided there was nothing left to do. They ate their dead son, and then broke camp the next morning.&lt;br /&gt;
&lt;br /&gt;
As they were traveling, Caleb found himself separated from his family by another sandstorm, wandering on his own for days before he stumbled across a small town called &amp;quot;Wayward&amp;quot;. Mad with hunger, he murdered the first townsman who tried to offer him help, devouring as much of the man&#039;s flesh as he could before fleeing into the night. The next morning, he revealed himself to the horrified townsfolk and claimed that he had witnessed Black Hat kill and eat the man. Unable to believe a youngster like Caleb could be responsible for so monstrous a crime, the townsfolk believed him, and opened their homes to the young cannibal.&lt;br /&gt;
&lt;br /&gt;
Caleb became a beloved fixture of the community... and then, the neighboring [[gnome]] community of Rumbleton was destroyed in an earthquake that crushed the subterranean village like an egg. They begged Wayward for shelter whilst they tried to rebuild, and the humans took them in. But rebuilding a new gnomish settlement wasn&#039;t easy, as Rumbleton had already been built in what was considered the most stable, accessible ground for miles around. With little choice, the gnomes began to put down roots in Wayward.&lt;br /&gt;
&lt;br /&gt;
Which was a problem: Wayward already had troubles supporting its own population before the gnomes came in, and now things were worse than ever. The population increase led to a famine, known as &amp;quot;The Lean Times&amp;quot; by the locals, and tensions began to grow between humans and gnomes... tensions only fanned by Caleb, who began advocating the humans of Wayward should eat the baby gnomes born after the refugees settled in their village. Whilst initially this proposal was rejected, the gnomes took affront when they learned of its proposal at all, and relations only continued to deteriorate... especially because Caleb was continuing to egg things on, pushing his cannibalistic plan in secret.&lt;br /&gt;
&lt;br /&gt;
Finally, it all came to a head; on the first night of the full moon, the Waywarders, driven mad with hunger, descended on the gnome shantytown and abducted as many gnomish children as they could, cannibalizing them in a disgusting, bloody orgy. Over the next two days they massacred the surviving gnomes and ate them as well, then they ate the few Waywarders who had protested &amp;quot;The Feast&amp;quot;, as it was dubbed. And on that final full moon night, as the cannibal villagers slept off their full bellies, Wayward on the Bone Sands was pulled into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Caleb and the other villagers are now [[quevari]]. They spend most of their time in an enchanted slumber, only waking when visitors come to town. Like all quevari, they are peaceful and innocent-seeming during the day, but revert to bloodthirsty cannibals at night, as the first three nights after outsiders arrive are all full moons - after those three nights, they fall back into slumber until disturbed again. It&#039;s unclear what happens if a survivor somehow avoids being killed on that third night. &lt;br /&gt;
&lt;br /&gt;
Wayward itself has a couple of curses. Firstly, there are no children here; all of their youths were left behind when the village was pulled into the Misty Realms, and none of the women ever fall pregnant, save when Caleb is killed (we&#039;ll get to that). Secondly, all food and drink in the domain is inherently inedible - even foods brought in from outside instantly spoil, although the look and smell perfectly fine. Finally, none of the villagers will ever age beyond the day they were when they committed their sins.&lt;br /&gt;
&lt;br /&gt;
Caleb himself is a 5th level [[quevari]] [[thief]] who wields an enchanted knife +3 of bleeding. He can Charm Person 1/day by speaking to them, and still carries the Triangle of the Feast - the triangular dinner bell he played before the cannibalism of the gnomes. This can function as a Chime of Hunger that only affects non-Waywarders 3/day, and can also summon 2d6 Waywarders to his aid at will. The other quevari only openly recognize him as their lord and master during the night, but still are fiercely protective of him during the day. He can potentially be driven away in fear by forcefully invoking Black Hat - this requires something like disguising yourself &#039;&#039;as&#039;&#039; the boogeyman or telling a Black Hat story, simply saying the name won&#039;t scare him.&lt;br /&gt;
&lt;br /&gt;
If killed, one of the Wayward women will find herself pregnant within a week, and give birth to Caleb&#039;s reincarnation a month later. Caleb will resume his true form as an elven year old a month after being born. The only way to kill Caleb for good is to wipe out the entire town of Wayward, which frankly you should be wanting to do anyway.&lt;br /&gt;
&lt;br /&gt;
Caleb can close the borders by summoning tornadoes that lash all around the domain&#039;s periphery, kicking up lethal sandstorms and making it impossible to flee.&lt;br /&gt;
&lt;br /&gt;
===Cassandre Desesprits===&lt;br /&gt;
Darklord of Miseria. Born to a humble farmer&#039;s family, Cassandre was gifted with the ability to see and communicate with the spirits of the dead, which also made her a very effective seer. When this was revealed to her village, she became an immediate celebrity, and this situation - never permitted time to herself or any true friends, but also showered in displays of good will and thanks - twisted her heart. She became completely self-centered, egotistical and immoral, regarding all others as nothing more than things to use for her own amusement and gratification.&lt;br /&gt;
&lt;br /&gt;
When a war broke out amongst the local villages over the ability to use her seer powers, Cassandre exploited this to become a veritable queen, feeding just the right predictions to all factions to keep the war dragging on perpetually for over two years, wallowing in opulence whilst others bled, died and starved over her. Inevitably, the war drew to its climax, with both factions preparing to launch a decisive blow with a super-spell; Cassandre manipulated them into both acting at the exact same time, figuring that this would cause the spells to negate each other and stalemate, thus preserving the war and her power. Instead, they magnified each other, resulting in the annihilation of the warring armies and Cassandre being literally blown into Miseria.&lt;br /&gt;
&lt;br /&gt;
Cassandre&#039;s curse is, fundamentally, that she will never again enjoy the lifestyle she once enjoyed. Although surrounded by people who genuinely like and care for her rather than her gifts, she pines for the days when people doted upon her every wish and resents being forced to work for a living as a barmaid. Her [[diviner]] powers have dwindled and become almost useless, but her spiritual powers have expanded; she now commands incorporeal [[undead]] with the proficiency of a master [[necromancer]], and her life is supplement with the years drained by her [[ghost]]ly minions. None of her schemes to regain her &amp;quot;royal&amp;quot; status will ever work, and so she seems doomed to an eternity as a beloved but otherwise unremarkable barmaid.&lt;br /&gt;
&lt;br /&gt;
When she closes the borders, Miseria is surrounded by thick red fog that causes those who try to leave to age and eventually crumble to dust, whereupon they become ghosts under her command.&lt;br /&gt;
&lt;br /&gt;
If slain, Cassandre becomes a ghost herself, but then resurrects 2d4 days later. Only if she is confronted in ghost form by an exorcist of the local deity Saint-Ambroise who can denounce her for her crimes in life will she be banished from the world of the living forever.&lt;br /&gt;
&lt;br /&gt;
===Coyote===&lt;br /&gt;
Darklord of Yatehcaa. Once, this animal god aided the First Man in protecting his American Aboriginal-flavored world from powerful monsters. But his greed, malice and cruelty led to him committing many dark acts, and so the gods declared him unfit to remain amongst their ranks. First Man took back Coyote&#039;s cloak of stars, condemning him to stay forever on the world and be vulnerable to the monsters he had once battled. But Coyote showed no regret, no compassion, no willingness to learn from his mistakes or to try and make amends, and so he found himself trapped in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Ever since, he has continued his old ways, playing cruel, malicious tricks on the people of Yatehcaa, all the while trying to distract himself from how afraid he is that some day, he might be caught and killed by &amp;quot;The Dark Watchers&amp;quot;, the antediluvian monsters whom he once battled alongside First Man.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing protects Coyote from death, but between his lack of shame and utter cowardice combined with his powerful magical abilities, actually killing him in a fight is easier said than done.&lt;br /&gt;
&lt;br /&gt;
===Dr. Dorothy Hemphyll===&lt;br /&gt;
Darklord of Immerabt. This female human alchemist could in many ways be considered a mirror to Dr. Mordenheim of Lamordia. Like him, she was born a scientific prodigy who had neither time nor patience for religions and matters of faith. When she was twelve, Dorothy&#039;s mother died in childbirth giving birth to a son, something Dorothy blamed upon both the local priest - for he had both refused to allow Dorothy to be present at the birth, despite her knowledge of herbs and medicines, for her lack of faith, and proven unable to save Lady Hemphyll&#039;s life with his limited divine magic - and her father, for he had listened to the priest.&lt;br /&gt;
&lt;br /&gt;
This became the cornerstone of Dorothy&#039;s growing loathing for religion, something that grew ever stronger as she aged. She went abroad to study medical sciencies, [[transmuter|transmutation magic]] and [[alchemist|philosophical alchemy]], always seeking to refine her medical skills. She also visited the dark, seedy corners of society: brothels, dog-fighting arenas, drug-fueled parties and other such realms that further convinced her of the absence of divine intervention.&lt;br /&gt;
&lt;br /&gt;
The kicker was when she met and fell in love with another medical student of noble ancestry; Hermann Leawly. Despite her feelings, she refused to marry him, for that would require submitting to a religious ceremony she wanted nothing to do with. But he bent under the pressure from his traditional family and returned to their home, something that enraged Dorothy, who now derided him as a weakling.&lt;br /&gt;
&lt;br /&gt;
After a long, bloody war, a terrible plague gripped her homeland, and Dorothy came up with an idea for a new method to care for the terminally ill. She purchased an abandoned penitentiary on a small rocky island and converted it into a sickbay, hiring the best healers she could find (so long as they weren&#039;t divine spellcasters). One of those she hired was Hermann. She became ever-more obsessive, pushing her followers brutally, and gaining the first attention of the [[Dark Powers]]. When she perfected her prototype life support mechanisms and began abducting the terminally ill from her hospice to install them in the devices, trapping them at the brink of life and death in a state of constant, unrelenting pain, they grew anticipatory. But it wasn&#039;t until she got drunk at a party celebrating her newly produced plague vaccine, and revealed to Hermann her monstrous experiments, injecting him with concentrated plague serum and deliberately waiting for him to reach the still-incurable terminal stage of the disease before strapping him into one of her hideous living death machines that they seized her and transformed goal island into Immerabt.&lt;br /&gt;
&lt;br /&gt;
Dorothy&#039;s curse is three-fold, and could be a considered a blend of Mordenheim&#039;s and Azalin&#039;s. Though she is well-aware of the fact that the local industries of Immerabt are poisoning the population, her attempts to plan and execute social projects to counter the pollution invariably fail due to being rejected or ignored. Secondly, she is kept so busy working her daily job that she cannot devote the time to furthering her understandings of magic and alchemy, preventing her from attaining the greater power she needs to pursue her goal of the ultimate curatives. Finally, she is unable to invent a vaccine to cure those suffering from the terminal effects of the plague, which means she cannot cure Hermann, who remains bound and suffering in his life-support in the depths of her sanitarium.&lt;br /&gt;
&lt;br /&gt;
Unlike many darklords, Dorothy has no inherent abilities that make her unkillable, although her disease-bearing touch and biomechanical golem guards make her a force to be reckoned with in combat. She can regenerate, but she&#039;s vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
If she wishes to close the borders of Immerabt, violent storms with strong winds and heavy rain surround the archipelago, whilst the waters boil with mutated [[shark]]s and other aquatic predators.&lt;br /&gt;
&lt;br /&gt;
===Elizabeth Michelle Cole III===&lt;br /&gt;
Darklord of Hibernate. This female human [[vampire]] was born to the noble family of the Coles in the land of Hybernaya on Boram&#039;ith. Despite her aristocratic lineage, she did not believe in the inherent superiority of her bloodline, and fell in love with a peasant boy, whom her parents had executed on trumped-up charges. This engendered a deep hatred for her parents in Elizabeth&#039;s heart, and at the age of 28, she left home to &amp;quot;think about things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In her wanderings, she met and fell in love with a man named Alexander Berzinski, a [[vampire]] who converted her into one as well. They traveled together for seven years before parting, whereupon Elizaeth returned home, murdered her parents, and ruled  their lands with an iron first for a decade.&lt;br /&gt;
&lt;br /&gt;
During this time, she became a high priestess of [[Thanatos]], and attempted to lure a prophesied warrior known as &amp;quot;The Son of the Black Moon&amp;quot; into Thanatos&#039; service. A task she delighted in, for she fell in love with him when she met him - a one-sided love, for he was devoted to his [[half-elf]] girlfriend. When he died escaping from his contract with the dark god, Elizabeth had him resurrected and attempted to lure him through a portal to the [[Lower Planes]], only to find herself alone in Darkon. Here, she fell afoul of the Kargat and fled to the Sea of Sorrows, only to find herself bound to the newly formed isle of Hibernate when she set foot there.&lt;br /&gt;
&lt;br /&gt;
She has risen to power as the madame of the most well-respected brothel in Hibernate, leading a force of twenty eight call girls, all of whom she has turned into [[vampire]]s. Her curse is that she yearns to find the Son of the Black Moon and claim him for herself, but he has never materialized in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Elizabeth is unaffected by Hibernatian holy symbols, due to the combined facts that they represent a non-existant god and the lack of true faith endemic in Hibernate&#039;s people, but can be slain by a pine wood stake, or paralyzed with any other kind of stake. If Elizabeth is killed, one of her vampire prostitutes will fall into a month-long coma, during which she will physically and mentally be subsumed and transformed into a new incarnation of Elizabeth. It&#039;s unclear how this can be prevented.&lt;br /&gt;
&lt;br /&gt;
When she wishes to close the domain, Hibernate&#039;s borders are choked by a thick fog that is impossible to navigate; those who try only find themselves circling back to Hibernate, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
The [[Undead Sea Scrolls]] 2002 version of Elizabeth emphasizes her fundamental selfishness and cruelty, and also notes that her Undying Soul will allow her to possess any woman in Hibernate should all of her prostitutes be killed.&lt;br /&gt;
&lt;br /&gt;
===Gatwe and Mr. Klein===&lt;br /&gt;
The domain of Nzari is home to two darklords, struggling for dominance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gatwe&#039;&#039;&#039; is the original Darklord; an Mwele man who was forever questioning the traditions of his people even from a youth and who burned to hold power. He apprenticed himself to the tribal shaman, whom he perceived held the true power, but his ambitions remained unchecked. When the most beautiful woman in the village chose to marry a respected hunter, that was the last straw; he forsook all the traditional limits on the shaman and began practicing sorcery. He used curses to sicken and kill those he hated, and goad the tribe into war, slowly building an empire from the scattered tribes of the Mwele. When suspicion began to fall upon him, he murdered his own family to try and throw it off, assuming the form of a leopard to plant a curse-bundle that would kill them all slowly and painfully. When he began to resume his human form, that was when the [[Dark Powers]] struck, trapping him in a twisted [[Broken One|nightmarish conglomerate form]], incapable of wielding his former magic, and launching Nzari into the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Klein&#039;&#039;&#039; came to Nzari after its appearance in the [[Demiplane of Dread]]. A fanatical devotee of [[Ezra]], he yearned to be a missionary, but found that goal stymied during the initial rush to explore the Sea of Sorrows; the merchants who controlled the expedition wanted profits, not proselytizing. Only when Nzari was discovered, with its savage cannibal tribes and vast wealth of ivory, did Mr. Klein finally find his desire within his grasp. He founded the Dementlieur Exploration Company, and led its first expedition to Nzari. The Mwele naturally resisted this foreign invasion, but Klein had the zeal of a fanatic and pressed on, resorting to ever-more brutal tactics as months of battle and disease took its toll on his followers. Eventually, he caught the attention of Gatwe, but managed to fight the feared &amp;quot;leopard-devil&amp;quot; off - an act that won him inroads amongst the Mwele. His followers swelled in numbers, and he seemed to make real progress in &amp;quot;civilizing&amp;quot; Nzari... until he realized that his followers were not worshipping Ezra, but Klein himself, and that those he conquered were merely paying lip service to his commands. Furious, he resorted to to ever-more draconian methods to &amp;quot;stamp out the heathenism&amp;quot;, but succeeded only in pushing the Mwele to rebel. Klein counter-attacked viciously with his own forces, and responded by flaying every last one of them alive before he had them beheaded, their bodies cast into the river, and their heads impaled on stakes around his house.&lt;br /&gt;
&lt;br /&gt;
In the face of such brutality, the Dark Powers aren&#039;t sure &#039;&#039;which&#039;&#039; of the two better deserves the title of Darklord.&lt;br /&gt;
&lt;br /&gt;
Gatwe&#039;s curse is simple: he is forever cut off from the adoration and power he changes. No Mwele will have anything to do with one so obviously marked as a sorcerer, and he cannot change or disguise his form regardless of what artifice he tries. Mr. Klein, on the other hand, is cursed that when he sleeps, he sees the world through Gatwe&#039;s eyes, experiencing the broken one&#039;s life as he lives it. Both, ironically, share the curse of wanting to change the Mwele culture, but being completely incapable of doing so.&lt;br /&gt;
&lt;br /&gt;
The two Darklords &#039;&#039;despise&#039;&#039; each other. Gatwe has become convinced that if he can kill Klein, his full powers will be restored to him. Klein, on the other hand, believes that Gatwe is a literal demon, a symbol of the savagery hidden in humanity&#039;s heart, and that only by &amp;quot;civilizing&amp;quot; the Mwele will the nightmarish dream-visions cease.&lt;br /&gt;
&lt;br /&gt;
Unusually for co-darklords, they can both close Nzari&#039;s borders; Gatwe surrounds the domain an impenetrable thicket of vegetation, whilst those trying to flee against Klein&#039;s wishes find themselves lost in thick fog and eventually attacked by an endless hail of arrows.&lt;br /&gt;
&lt;br /&gt;
Both darklords also have their own unique forms of immortality. If Gatwe is killed, one of the leopards of Nzari will become his reincarnation a day later. Klein, on the other hand, is simply impervious to all attacks not dealt with an ivory weapon (a &#039;&#039;blessed&#039;&#039; ivory weapon deals double damage!) and will not return if slain.&lt;br /&gt;
&lt;br /&gt;
===Geren Horstadt===&lt;br /&gt;
Darklord of Seradan.  Born the favored son of a minor noble family, Geren was a bullying braggart in private, but a charming and idolized peer in public. All that changed when, at the age of 17, he was struck by a strange wasting disease that crippled him irreversibly; he lost use of his legs, his muscles withered, and all his senses faded. Though his family bankrupted themselves to try and cure him, nothing worked. He spent fifteen years in his own personal hell, watching and envying those with normal lives, and resenting his family despite the love and care they still showered him with.&lt;br /&gt;
&lt;br /&gt;
His true descent into damnation came when one of his brothers brought down a trunk full of books from the attack, and Geren learned one of his great-grandfathers had been a powerful [[wizard]] - one with considerable experience in summoning beings from the [[Lower Planes]]. When his family refused to hire a wizard to tutor Geren in magic, he decided to try summoning a [[fiend]] on his own. He called forth a [[yugoloth]], who was so surprised by the venomous manner in which Geren pleaded his case that he offered Geren a trade: the souls of Geren&#039;s families in exchange for the ability to &amp;quot;help Geren feel what others feel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It was a bargain Geren made without hesitation. He hired an [[assassin]] to kill every last member of his family, other than his mother. In exchange, the yugoloth gifted him with the ability to possess others, which allowed him to vicariously experience life as a normal person again. He slowly began to rebuild the family&#039;s fortunes by using possessed thralls to commit acts of murder and theft... then the townsfolk began to suspect his mother was involved, and she in turn wondered if Geren was responsible. When she confronted him, however, Geren petuantly seized control of her mind and made her kill herself. But some of the townsfolk had just arrived to question her again, and they discovered her slumping over the infamous and now-hated cripple. Realizing that Geren had been responsible, they beat him with clubs and then dragged him into the streets, where the mob lynched him; hanging him from a tree and beating him to death as they burned his family&#039;s home and himself. &lt;br /&gt;
&lt;br /&gt;
Such was Geren&#039;s rage at this fate that he returned from the grave as a powerful haunt - a [[Ravenloft]] strain of [[ghost]]. With his possession abilities enhanced, he used them to massacre the entire population of the village... which was when the Mists rolled in and claimed him for Seradan.&lt;br /&gt;
&lt;br /&gt;
Geren&#039;s darklord status brings with it a cocktail of curses. The standard Darklord curse of being unable to leave his domain chafes him particularly, being that he yearns to explore and experience the world. Making matters worse is that he is now trapped in a realm of dullards, so docile, unimaginative and unfeeling that possessing them is little better than staying a ghost. For further insult, Geren can now only possess hosts for short periods of time, or else they die of a supernaturally induced fever, forcing him to largely avoid using his possession abilities.&lt;br /&gt;
&lt;br /&gt;
Geren always reforms one week after being destroyed. Only if he is allowed to kill Wilhelm Braugh, the only survivor of Geren&#039;s hometown and the inspector who gave him over to the mob, will he cease to exist, having decided that there is nothing left to live for. If he closes the borders, supernatural exhaustion claims any who try to leave the domain, sapping their strength until they are left helpless.&lt;br /&gt;
&lt;br /&gt;
===Jarl Gravstein Hansen===&lt;br /&gt;
Darklord of the Northlands. This male human was born to the Gand tribe, son of the man who had founded the trade guild known as the Key, which was bringing much-needed prosperity to the realm. He railed against the tradition by which the Gand and Kosti tribes alternated ownership of the capital city of Miklaheim every five years, and was determined to keep ownership of the city for himself.&lt;br /&gt;
&lt;br /&gt;
To do so, he launched a brutal campaign against the Gand tribe, taxing his own people into famine and ruin to do so. When they were devastated, he turned his back on the traditional religion of the seidmen, secretly siphoning away funds from the church who thought he was supporting them. Finally, he began taxing the trade guild to borderline ruin itself. Through his short-sighted greed and selfishness, the realm was drawn into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Secretly, Gravstein yearns to be respected and loved, but he cannot attain it - only if he returns all the land of the Gand to them will this curse be broken, which mechanically manifests as an automatic failure on any Charisma check other than Intimidation. He doesn&#039;t have any magical powers to preserve his life, but whoever takes up the mantle of leadership should he die will be cursed in the same manner.&lt;br /&gt;
&lt;br /&gt;
Closing the borders results in a vast army of warrior spirits descending from the heavens and physically blocking passage.&lt;br /&gt;
&lt;br /&gt;
===The Barons Gustav===&lt;br /&gt;
Darklords of Gustavstan.&lt;br /&gt;
&lt;br /&gt;
Baron Gustav the Elder is a male human ghost who once ruled a small kingdom in his homeland. Though he had intended to pass his holdings on to his younger brother Klaus, the younger sibling had no interest in ruling, so the elderly Gustav took a wife and fathered a son, Gustav the Younger. Then, when his son was fifteen, Gustav the Elder stepped on a snake in his garden and was fatally bitten.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger (male human [[Fighter]]) was inconsolable, his mind fracturing under the sudden death of his beloved father. In his grief, he refused to take up the throne, forcing his uncle Klaus to become Baron in his place - as well as to wed Ingrid, Gustav the Elder&#039;s widow and Gustav the Younger&#039;s mother, to secure the Younger&#039;s inheritance. Unfortunately, this gesture was misunderstood by &#039;&#039;both&#039;&#039; Gustavs; the Younger began to despise his uncle and mother for their apparent disloyalty, whilst the Elder&#039;s restless spirit also became incensed at Klaus&#039;s apparent betrayal. He seized upon the idea of exploiting his son&#039;s fractured mind to both weaponize him against Klaus and to make him vulnerable, so the Elder could live again by stealing his son&#039;s body.&lt;br /&gt;
&lt;br /&gt;
This domain is basically [[grimdark]] Hamlet, in case it&#039;s not obvious already.&lt;br /&gt;
&lt;br /&gt;
So Gustav the Elder manifests to his son, lies that he was murdered by Klaus, and convinces his half-crazed son that Klaus wants to steal the throne for himself. Klaus the Younger swallows this bullshit hook, line and sinker, and pretending to be even madder than he actually was, he began preparing to kill his uncle and his mother both - ignoring that Gustav the Elder wanted Ingrid spared, having figured that once he stole his son&#039;s body, [[/d/|he could reclaim her as his wife]].&lt;br /&gt;
&lt;br /&gt;
This led to Gustav the Younger murdering the father of Elaine, the woman he loved, and driving her so insane that she ended up committing suicide by throwing herself off the battlements of the castle - which didn&#039;t do Gustav Junior&#039;s sanity any great shakes. Instead, it provoked him into finally battling his uncle, killing Klaus and his mother in the process. Which was when Gustav the Eldler showed up and, horrified at his wife&#039;s death, he revealed the truth about how he&#039;d played his son for a fool. Enraged, the son attacked his father&#039;s ghost, and that was when Gustavstan was snatched up by the mists.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger now burns with the urge to hunt his father&#039;s spirit down and destroy him, a task not helped by his paranoia. Every night, he is haunted by the angry ghosts of Elaine and Klaus, who spend the night cursing him out for their murders.&lt;br /&gt;
&lt;br /&gt;
Gustav the Elder now spends his days haunting the local insane asylum, where Ingrid - who actually survived her son&#039;s attack, but was left a raving madwoman - is now kept. At night, he strives to manipulate others into killing his son.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be permanently destroyed by violence; they regenerate and revive from destruction. Only by killing Ingrid will their resurrective regeneration cease... but doing this will cause the killer to immediately suffer a failed [[Powers Check]], whilst those who watch get to roll one. &lt;br /&gt;
&lt;br /&gt;
===Hakaan na Uruk===&lt;br /&gt;
Darklord of Saarkaath. This male [[half-orc]] was born to an unknown human slave and her orcish master in the [[orc]] stronghold known as the Dark Fork Holding. When Hakaan was young, the Holding was put to the torch by a [[paladin]] order called the Storm Templars; whilst the orcish women and children fled, Hakaan was left behind, and rescued by a paladin named Leith Kelbar. As Hakaan favored his human heritage in appearance, Leith took the child in and informally adopted him.&lt;br /&gt;
&lt;br /&gt;
Officially, Hakaan was just Leith&#039;s &amp;quot;dog robber&amp;quot;, a menial worker, but Leith showed the boy an undemonstrative but very real affection and even trained him in weapon&#039;s use and other page skills. This in turn engendered a hero&#039;s worship attitude in the young half-orc.When Hakaan entered puberty and his orcish heritage became more appropriate, the other knights of the Storm Templars began encouraging Leith to abandon the half-orc and take a human servant instead. The stubborn and idiosyncratic paladin flatly refused them, and instead made Hakaan his squire at the age of 14. The half-orc&#039;s respect for his adoptive father only increased at this decision, and he began to dream of becoming a full-fledged Storm Templar himself, determined to prove his worth despite his heritage.&lt;br /&gt;
&lt;br /&gt;
The orc/human war was still raging at this point, and soon after becoming Leith&#039;s squire, Hakaan saw his father killed during a climatic battle at Shadow Mountain. Leith&#039;s dying wish was for Hakaann to take his [[Holy Avenger]] and his armor back to the Storm Templars. The half-orc fought heroically and made the 400 mile trip back to the central temple of the Storm Templars. To his dismay, he found himself coldly received and sharply censured for daring to carry Leiber&#039;s weapons and armor as a mere squire; many of the Templars even pushed for him to be expelled from the order entirely. But his actions and skills did win him the support of a few key members of the order, and so a compromise was offered: Hakaan could &amp;quot;prove himself&amp;quot; by beginning his squire&#039;s training over from the beginning, with vague promises of a future &amp;quot;consideration&amp;quot; for full knighthood.&lt;br /&gt;
&lt;br /&gt;
The young half-orc was outraged and indignant, feeling he had proved his worth through his skills already. He left the order and sought membership in another elite martial unit... however, none would take a half-orc. Only a mercenary force allowed him membership, and whilst initially distressed by their monetary emphasis and neutral (at best) morality, he soon adjusted. In fact, by the time he was 30, he was the Captain-General of his own mercenary army! But he never forgot the way that the Storm Templars and the other elite forces of the human military had rejected him, and a bitter enmity grew in his heart. Things finally came to a boil when the human kingdom declared war on the southern [[hobgoblin]]s; not only was Hakaan&#039;s army hired to work alongside an offensive led by the Storm Templars, but despite his vital role, he was not invited to the meetings held by the various generals of the royal army and the order.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. Hakaan began secretly communicating with the hobgoblin armies, and through his treachery the human forces suffered reverse after reverse. At the final climatic battle, the humans&#039; last gamble, Hakaan deliberately &amp;quot;misunderstood&amp;quot; a signal to reinforce the Storm Templars and fell back, allowing his former order to be annihilated and delivering a crushing defeat to the forces of humanity. He promptly surrendered to the hobgoblins and offered them the services of his forces; those mercenaries who refused to follow him were promised safe passage to the lines, but instead were betrayed and given over to the &amp;quot;correction officers&amp;quot; of the hobgoblin forces.&lt;br /&gt;
&lt;br /&gt;
Fighting at the side of the hobgoblins, Hakaan&#039;s forces swelled with the addition of several hundred orcish conscripts, all eager to serve &amp;quot;under one of their own&amp;quot;. Howerver, he soon fell out with the hobgoblins and tried to betray them as well, but they were better prepared than the human forces and Hakaan found himself forced to flee with less than a thousand surviving troops into the mountains, pursued the whole way by [[hobgoblin]]s, [[goblin]]s and [[worg]]s.&lt;br /&gt;
&lt;br /&gt;
He escaped by fleeing into a thick mountain fog, only to emerge in a strange mountainous region completely alien to him and his followers, and magically prevented from finding their way back to more familiar ground. Discovering a massive complex of tunnels and caverns within the mountains, at the encouragement of his orcish followers, Hakaan settled into the caves and began operating like a typical orc warchief, sending his forces out to raid the surface villages for supplies, slaves and concubines; many of those slaves or their ill-favored human-looking halfbreed children subsequently escaped to the surface, and thus the domain of Saarkaath was born.&lt;br /&gt;
&lt;br /&gt;
A hundred years have passed, but Hakaan&#039;s aging has been slowed, and so he only appears to be fifty... of course, even a very-well preserved fifty is still a pretty significant age for a half-orc! In mockery of Hakaan&#039;s life-long loathing of his orcish heritage only to willingly stoop to the worst behaviors associated with orcdom, his orcish traits have been exaggerated over the years, and so he now not only looks like a pureblooded [[orc]], but he suffers even worse sensitivity to sunlight than a true orc would - combined with his curse-spawned intense agoraphobia, and Hakaan can no longer bring himself to visit the surface. Hakaan attempts to hide from his self-loathing by celebrating the orcishness of his people, surrounding himself with those who most strongly favor their orc heritage and punishing the least orcy-looking denizens of Saarkath, but truthfully it still rankles him. Combined with his inability to leave Saarkaath to take revenge on his ancient human and hobgoblin foes, and his &amp;quot;kingdom&amp;quot; is a glorified prison whose bars he can never deny.&lt;br /&gt;
&lt;br /&gt;
Hakaan is amongst the most vulnerable of all darklords; aside from the hitpoints of being a 12th level [[fighter]] as well as owning a +2 greatsword and a Ring of Regeneration, he has no magical protections of any sort to preserve his life. If you can kill him, he&#039;ll stay dead. Amongst his more unusual abilities, he can fly into a berserker rage similar to a [[barbarian]], and detect [[paladin]]s with perfect accuracy.&lt;br /&gt;
&lt;br /&gt;
When Hakaan closes Saarkaath&#039;s borders, a forest of magical spears and swords appears at the border; those who try to force through will suffer 1d10 damage per round, which can only be restored by magical healing - and, of course, those who try to fly over will instead just drop straight onto them.&lt;br /&gt;
&lt;br /&gt;
===Henry Arlington===&lt;br /&gt;
Darklord of Arlington Farm. Henry Arlington was a farmer who obsessed about success. Inheriting his farm after the tragic death of his parents in a house fire, he killed his own elder brothers in a duel to secure his inheritance. He proved to be a demanding, overbearing farmer, and obsessed with successful crops; when an unexpected New Year&#039;s late frost resulted in damage to a significant portion of the crops, Henry flew into a rage, even though he had more than enough funds to weather this less-than-perfect year. In his rage, he murdered one of his farmhands, concealing the crime by cutting up his body and hiding it amongst the scarecrows on the property. That year, the farm bloomed with a record-breaking bounty.&lt;br /&gt;
&lt;br /&gt;
The next year saw a similar pattern: the crops failed early in the year, but when Henry killed (in this case a stray dog), they suddenly reversed fortune and flourished. Henry became convinced that his farm would reward him with bounty only in exchange for blood sacrifices, and he began a yearly ritual of murdering some human victim and stuffing their dismembered body into the scarecrows. Over a decade of this grisly work, he soon had no farmhands left to sacrifice, and so instead he slaughtered his entire family for the sake of his farm.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. The grisly, corpse-stuffed scarecrows came to life and burned down all his crops, then dragged Henry out into the field and mutilated him, turning him into a fleshy scarecrow like themselves. That was when the Mists swallowed the farm.&lt;br /&gt;
&lt;br /&gt;
In the present, Henry still tends to his farm as an animate corpse [[scarecrow]], only to find his labors undone whatever he achieves. In addition, every harvest moon, he finds himself human once more - and subsequently butchered by his vengeful scarecrow &amp;quot;workers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Henry can close the border for up to an hour at a time by summoning a vast murder of crows that attack whoever tries to leave. After an hour, however, Henry is exhausted and must rest for 3 rounds before he can resummon the swarm. If slain, Henry remains dead until the next full moon or blue moon, whereupon he will possess one of the scarecrows in his domain and return to life. Theoretically, he can be destroyed forever by destroying all of the scarecrows.&lt;br /&gt;
&lt;br /&gt;
===Hercules===&lt;br /&gt;
Darklord of Olympus. Born the son of the High Priest of [[Zeus]] in a theocratic nation ruled over by a collective of seven temples to the Greek Gods - Zeus, [[Athena]], [[Aphrodite]], [[Hermes]], [[Ares]], [[Apollo]] and [[Hades]], the man now known only as Hercules earned great fame in his youth by speaking up against the brutal repression of the priest-lords and championing the rights of the oppressed commoners. Although originally he sought peace, the overwhelming corruption opposing him led him first to delving into the murky depths of politics, and finally into leading a full-blown revolution.&lt;br /&gt;
&lt;br /&gt;
This angered the realm&#039;s rulers, the conclave of High Priests known as the Council of Seven, who came up with three plans to ruin Hercules. The High Priest of Zeus sent his son cursed gauntlets that would drive him into bloodthirsty rages under false pretence of truce. The High Priestess of Athena sought to summon a daemonic entity that would grant the Council magical powers that would allow them to crush the rebels and prove themselves the true &amp;quot;Voices of the Gods&amp;quot;. Finally, the High Priestess of Aphrodite arranged for one of her serving girls to be sent to seduce Hercules, with the ultimate plan of disgracing him by tempting him into committing the blasphemous act of making love in the holy ground of the temple of Zeus.&lt;br /&gt;
&lt;br /&gt;
They couldn&#039;t have expected that Dejanira, the girl chosen by the Voice of Aphrodite, would fall in love with Hercules and reveal the ploy to him. Any more than she could have expected for him to revile her as a traitorous seductress, but hide his loathing and use her to deliver a strike against the Council as they performed the summoning ritual. At the height of battle and ritual both, Hercules turned on Dejanira and stabbed her to death before throwing her into the center of the Council, then beating his father to death as he was paralyzed by the sudden influx of magical energies from the rite.&lt;br /&gt;
&lt;br /&gt;
The Seven Voices of the Gods were transformed into quasi-daemons in their own right, and Hercules became the Darklord of the realm now called simply &amp;quot;Olympus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hercules is cursed both with the erratic and dangerous rages from his braces, and in that he is haunted by the terrifying spectre of Dejanira, who still loves him even in death. Worse still, his reputation continually sours due to his berserk rages.&lt;br /&gt;
&lt;br /&gt;
The only way to kill Hercules for good is to force him, the six &amp;quot;Living Gods&amp;quot; of Olympus and the Forsaken One (the half-daemonic ghost of the High Priest of Zeus) to meet in the abandoned temple of Zeus and perform the fiend summoning ritual again. Only if Hercules allows himself to be sacrificed as part of the ritual will his curse be ended - which will also strip the Living Gods of their powers and make them mortal as well.&lt;br /&gt;
&lt;br /&gt;
If Hercules wishes to seal the borders of Olympus, a titanic lightning storm envelops the domain, striking down any who attempt to escape.&lt;br /&gt;
&lt;br /&gt;
===Heresa Heri, The Vulture King===&lt;br /&gt;
Darklord of Tsuu-Y-Teke. Long ago, Heresa Heri was one of the great animal lords, powerful spirits subordinate to the greater animal gods, but he betrayed his master&#039;s wishes after being named ruler over the skies: when given the ability to create permanent light from enchanted crystals, rather than sharing this light with the world, he selfishly kept them for himself, turning them into a shining feathered headdress. But his treachery was uncovered by a human hero-shaman named Kanaciwe, who captured Heresa Heri and tore out the golden and silver feathers, turning them into the sun, moon and stars. But the appearance of the sun dazed Kanaciwe, allowing Heresa Heri to break free of the shaman&#039;s grip and kill him.&lt;br /&gt;
&lt;br /&gt;
This act enraged his rival, the newly empowered Haloe-Tsuu (Sun Puma), who cursed Heresa Heri; never again would he be allowed to face the sunlight, or else it would destroy him. Though the Vulture King fled into the deepest cave, he was mortally wounded, and summoned his underlings to ceremonially preserve his body and spirit. As he died, he cursed all those who had robbed him of &amp;quot;his&amp;quot; treasure, from the humans whose shaman had taken his headdress of shining light to the skies themselves for being home to the sun and moon. Thus was the domain of Tsuu-Y-Teke born.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Vulture King is a white-feathered giant vulture with a dark red bonnet of dried blood on his head, sickly yellow eyes that glow in the dark, and a jagged, uneven beak that gives him the appearance of fanged teeth. He is an [[undead]] creature with powers similar to those of a [[mummy]], althoug he looks like a living bird.&lt;br /&gt;
&lt;br /&gt;
As Darklord, Heresa Heri is trapped in his cavern lair except during True Night, the one period of darkness that comes to Tsuu-Y-Teke once per month. He has become obsessed with the idea that if he can amass a sufficient number of gems, he can reimprison the light and restore the endless Night that the world once knew... but he knows that to do so, he needs the &#039;&#039;exact&#039;&#039; number of gems as there are stars in the sky, and he no longer remembers how many that is!&lt;br /&gt;
&lt;br /&gt;
In combat, Heresa Heri is a powerhouse and all but impossible to destroy without the use of sunlight or powerful magical light. Even then, if destroyed, his spirit will possess any giant vulture within a 13 mile radius, which will transform into the Vulture King 1 week later.&lt;br /&gt;
&lt;br /&gt;
When the Vulture King seeks to seal Tsuu-Y-Teke, then impenetrable magical darkness gathers on the borders; those who try to escape instead get lost in the utter blackness and stumble right back out into the domain.&lt;br /&gt;
&lt;br /&gt;
===Commander Hernando Mouriros===&lt;br /&gt;
Darklord of Mictlan. Born into poverty, Hernando Mouriros was the son of a simple laborer; a brutal drunkard who savagely beat his wife and children. Hernando&#039;s mother died birthing Hernando&#039;s younger sister when he was ten, and six months later, his father took another wife, which pushed the embittered youth over the edge. Only the city guard&#039;s intervention kept Hernando from being beaten to death by his father, and he repaid their mercy by throwing himself into their ranks.&lt;br /&gt;
&lt;br /&gt;
Despite his background, Hernando&#039;s rise was meteoric, and he soon graduated from the city guard to the Imperial Army, and from there worked his way up the ranks to captain. When the Holy Empire launched its great crusade, Hernando flung himself into the slaughter, eager to showcase his loyalty and win wealth and power for himself. He became renowned for his uncompromising nature, devious tactics, draconian authority over his men, and utter lack of mercy towards the &amp;quot;pagans&amp;quot; he battled.&lt;br /&gt;
&lt;br /&gt;
After ten years of crusading, he was called back to the Empire and charged with leading the first expedition to conquer the newly discovered jungle realms beyond the Sierra Acora mountains. Hernando was honored - and the discovery of the distinctly [[Aztec]]-like native cultures, with their bloody [[theocracy]], only fueled his desire to succeed. When the first natives they met offered them peaceful greetings and a tribute of gold and gems, Hernando took the offerings and then launched an attack anyway, slaughtering the natives down to the last child - the act that finally earned him his position as Darklord.&lt;br /&gt;
&lt;br /&gt;
The curse of Hernando Mouriros is similar to Vlad Drakov&#039;s: he yearns to conquer Mictlan and bring it to heel, but he is handicapped from doing so. Not only are his forces outnumbered and demoralized, but the agonizing immortality that allows them to defeat superior numbers carries its own curse; one soldier randomly dies permanently whenever Mouriros&#039; forces conquer a city, and so their numbers shrink as he gains closer to achieving his goal. Whilst he doesn&#039;t lose his own forces if an allied force of natives conquers a city, the natives have no real respect for Hernando and constantly betray him for no reason he can determine. His own self-discipline and authoritarian control, once his greatest strengths, have become crippling weaknesses; he can&#039;t adapt to the ever-shifting chaos of life in Mictlan. The random nightmares he has of being a hapless child at his brutish father&#039;s nonexistent mercy merely adds insult to injury.&lt;br /&gt;
&lt;br /&gt;
A rarity amongst Darklords, Hernando &#039;&#039;isn&#039;t&#039;&#039; protected from death, unlike his men. But, if he were to be killed, then his body would burst into enchanted, inextinguishable flames that would ignite anything they touch (although these secondary fires could be extingiuished normally). It&#039;s unclear how long Hernando&#039;s corpse would burn for, but the wildfires it would cause would almost certainly lay waste to vast swaths of Mictlan in the process.&lt;br /&gt;
&lt;br /&gt;
If Hernando dies, the most likely candidate to replace him as Darklord is the cruel, unhinged high priest of [[Huitzilopochtli]], Cuxi Yapanaque.&lt;br /&gt;
&lt;br /&gt;
===Isabel de Sargas===&lt;br /&gt;
Darlord of San Bartolome. From her earliest days, Isabel de Sargas was a natural charmer, able to get anything she wanted... until the day she met a [[monk]] named Fernando in Porta Coeli. He refused to bend to her charms, and had no desire for anything she could offer him; all he cared about was attaining self-perfection, so that his soul could become an Njelx - the local term for [[angel]]s. Intrigue at his defiance soon grew into an all-consuming obsession; Isabel became convinced that she was in love with Fernando, and determined to make him reciprocate.&lt;br /&gt;
&lt;br /&gt;
Finally, she decided that the only way to make Fernando come to her was to become an Njelx herself. Soon after, the dark Njelx Ezimel began to whisper in her dreams, offering to make her dream come true; Isabel resisted at first, but ultimately succumbed. Months later, the ritual was cast and Isabel became a beautiful winged woman; under the light of the moon, she flew to Fernando&#039;s room and told him that she had been an Njelx all along, one sent to test him and determine if his soul was worthy of similar ascension. She claimed he had passed this test, and also won her love, and so they would be together forever in Coeli. Fernando was delighted, and finally yielded to her embrace...&lt;br /&gt;
&lt;br /&gt;
And that was when the sun rose. A strange feeling of lightness, of somehow being detached from her body, came over Isabel, and she saw horror in Fernando&#039;s eyes. Looking about, her eyes fell on a mirror, where she saw the truth; she was no Njelx, but a bat-winged horror, with razor-clawed fingers and the legs of some monstrous flying beast - she had become a [[harpy]]. And she wasn&#039;t tenderly embracing Fernando, but instead ripping him apart with her bare hands.&lt;br /&gt;
&lt;br /&gt;
As she was snatched back to reality, the mists swallowed her and brought her to the demiplane of dread.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Isabel has hated the churce of San Bartolome. Though she can assume the semblance of her old form, the illusion doesn&#039;t last for long and can be forcibly dispelled by the light of both sunrise and sunset - she knows that if her true form were revealed, she would be hunted as a monster. As such, she can no longer exploit her charms to enthrall men, and has been forced into a bitter, self-loathing life as a social recluse. She likes to creep about the city at night and attack couples out of her rage and jealousy. By day, she opoerates a small fishing boat, desperately hoping to accrue the finds to try and overthrow the reigning theocracy, a task she will never complete.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isabel, when she completed her dark pact, her soul was physically removed and now lies hidden somewhere in Nove Circulae, the realm of Ezimel and his fellow fallen Njelx. Unless her soul is returned to her, rendering her mortal, Isabel is unkillable; when slain, she returns to life within a tenday.&lt;br /&gt;
&lt;br /&gt;
If Isabel chooses to close her domain&#039;s borders, then a great storm lashes the seas surrounding the island, rendering it impossible to sail or fly through.&lt;br /&gt;
&lt;br /&gt;
===Jack Karn===&lt;br /&gt;
Darklord of Farelle. Originally, the entity now called Jack Karn was a jackal from the Wildlands who hated that his people were content to be scavengers rather than hunters, a fact that saw them labeled as cowards by the beasts of the Wildlands. He convinced other Wildlands jackals to follow him, and began to incite conflict between the other animals of the Wildlands; when the two groups were fighting, he and his followers would attack their dens and drag away their children as food. This filled The Jackal Who Would Not Be A Coward with great pride - and ever-greater bloodlust. But eventually his tricks were discovered, and the vengeful animals turned upon the jackals of the Wildlands, slaughtering them and driving the survivors into the swamp of King Crocodile. When one of the elder jackals denounced him for bringing ruin upon their race, the murderous jackal attacked this elder - but was instead driven away by the other survivors, who savaged him with their fangs.&lt;br /&gt;
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The murderous jackal escaped, pausing only to watch as his few surviving packmates were devoured to the last by King Crocodile, and then trotted off into the mists, vowing to find a new pack and teach them his vicious ways. Instead, he found himself in a strange land; a snow-bound conifer forest, where he fell afoul of a common leg trap. He would have died, had not the original Jack Karn, a kindly human tinker, stumbled across him.&lt;br /&gt;
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Jack Karn, a peaceful soul who loved nature, instantly felt sympathy for the jackal, and tried to help him. The murderous jackal repaid his efforts by trying to kill him, failing only because of his wounded leg. Undaunted, Jack beat the jackal senseless with a length of iron, then used this as an opportunity to chain the jackal up, muzzle him, and tend his wounds. For weeks, he took the jackal along his cart, trying to befriend the creature and convince him that, together, they could help battle man&#039;s despoilment of nature. The jackal would not listen, full of bloodlust and egotism, and instead made himself a veritable devil; though Jack showed the jackal nothing but kindness and patience no matter how frustrated he grew, the jackal cursed him endlessly and terrorized the people who came to Jack&#039;s cart for their tinker needs.&lt;br /&gt;
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Starving, Jack&#039;s patience finally gave out as he accepted that he alone could not hope to redeem the murderous jackal. So he set out in search of [[Vistani]], reasoning that they would be both willing and able to keep the jackal alive but prevent it from harming others. He soon stumbled across a clan of the Naiat tasque, who accepted the jackal for their menagerie and invited Jack to spend the night at their fire, impressed by his patience and kindness. As they supped, however, the jackal used his magical abilities to compel the Vistani&#039;s dogs to free him, and then began attacking the clan&#039;s children. However, the startled Vistani swiftly regained the upper hand, and the jackal was about to flee... when he caught Jack&#039;s scent.&lt;br /&gt;
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Unwilling to temper his bloodlust with sense, the jackal attacked the tinker and fatally mauled him, giving the Vistani the chance to catch him. As he lay dying, the original Jack uttered a dying curse, condemning the jackal for his arrogance and declaring that he would become the thing that both the jackal and Jack despised most before that same thing would destroy the jackal. The Vistani&#039;s raunie stepped forth and added her own mystical might to the curse, guaranteeing it would take root, and commanded her people to release the jackal to suffer this curse.&lt;br /&gt;
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Fleeing into the mists, the jackal became a [[jackalwere]], trapped almost permanently in human form - which the people of Farelle recognize as &amp;quot;Jack Farn&amp;quot;. He can only resume jackal form for a few minutes at a time before he is ultimately compelled to return to human form; he can take hybrid form for ten times the duration of jackal form, but he finds this form a hideous abomination and refuses to use it unless compelled to do so. A secondary curse is that he cannot harm humans or even human-like monsters unless they attack him in anger first; so long as they are not the aggressors, he suffers crippling nausea should he try to raise a hand against them. Further compounding his curse, whilst he has total control over all canines in Farelle, they are all ordinary animals, not the intelligent animals of the Wildlands, so he finds himself as effectively the only &amp;quot;thinking&amp;quot; animal amongst a bunch of idiots.&lt;br /&gt;
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The Jackal Who Would Not Be A Coward cannot close the borders in a conventional manner, but instead commands the canines of the realm to swarm to Farelle&#039;s edges and attack whoever tries to escape. Theoretically, nothing prevents you from fighting or magicing your way through them. Also, these closed borders only keep people &#039;&#039;in&#039;&#039;; to the jackal&#039;s rage, they ignore people entering the domain, no matter how viciously he punishes them for doing so.&lt;br /&gt;
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The curse of the original Jack Karn keeps his namesake from knowing true death; if slain, he revives a week later. However, Farelle is doomed to experience an ultimate ecological collapse, having changed from a bountiful wilderness with a few scattered hunter-gatherer tribes to a widely agricultural community centered around two massive villages of an Early Medieval level or higher in only 250 years. When the swelling tides of rampant humanity finally cause a total ecological upset of Farell, only then will the cursed jackal die, the victim of a species he has spent the last few centuries belittling.&lt;br /&gt;
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Given &amp;quot;Jack Karn&#039;s&amp;quot; curse, it&#039;s actually best not to attack him. If he is attacked, and thus given the ability to respond in kind, the he is immune to all weapons that do not represent &amp;quot;civilized man&amp;quot; - unarmed strikes, natural weapons, clubs, arrows and any other &amp;quot;Savage&amp;quot; cultural tier weapon do nothing to him, whilst those that appear from Bronze Age or higher cultural tiers are fully effective.&lt;br /&gt;
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===Captain Jacobi Robertsonn===&lt;br /&gt;
Darklord of Whal. Born a fisherman&#039;s son on an unnamed world, Jacobi grew up in seas that were plentiful with a father who loved him and loved his life on the sea. Then, when Jacobi was young, he and his father were caught in a terrible storm whilst fishing, during which the youth spotted a giant whale - a &#039;&#039;leviathan&#039;&#039; - playing in the rough surf. Play that ended with the breaching whale crashing right on top of the small fishing boat; Jacobi awoke washed ashore, scarred, surrounded by debris, and with his father missing.&lt;br /&gt;
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Years later, Jacobi was commanding a trading galleon called the Sailor&#039;s Blessing with his beloved only son Abram when the ship was caught in a tropical storm. On the fourth day, the ship hit something in the water and began to sink, and during the scramble to escape, Abram was swept over the side and vanished. Spotting a leviathan in the storm, Jacobi blamed his son&#039;s apparent death on the creature, and in fact convinced himself it was the same whale that had killed his father. &lt;br /&gt;
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Returning to port, he purchased a new ship, the Retribution, and became a whaler, venting his wrath on whales indiscriminately for the next decade. He was beginning to lose all hope of ever attaining vengeance when he finally encountered the biggest whale he&#039;d ever seen - what he was sure was the leviathan that had killed his father and son. He personally led the hunt and harpooned the beast, only for it turn and smash his boat to pieces. Driven by rage, the wounded Jacobi hauled himself onto the beast by climbing the rope of the embedded harpoon; even as the surviving crew fled, he stabbed the whale over and over again, all the while cursing it, himself and his crew with all his soul... until everything went black.&lt;br /&gt;
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Then he awoke and found himself on a strange, yet vaguely familiar, island; the land of Whal. A place of whalers who, to his surprise, deferred to him with their problems. He has since figured out he rules Whal, but is cursed to never leave it.&lt;br /&gt;
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As a Darklord, Jacobi&#039;s curse is that he has become a rare oceanic [[therianthrope]]: a [[wereorca]]. He has distinctly mixed feelings about this form; he  acknowledges the appropriateness of it, but he loathes being associated with a whale. He&#039;s also been cursed to suffer from intense sea-sickness if he ever sets foot upon a water-borne vessel, so whilst he does enjoy the freedom offered by his alterante form, the fact he can only hunt as an orca means he misses the thrill of commanding his own ship. Whilst normally he has control over this changes, he is forced to assume orca form on the days of his father&#039;s and son&#039;s deaths, days that are also marked by intense storms.&lt;br /&gt;
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Perhaps his true curse, however, is that despite his obsession with killing the leviathan he blames for ruining his life, the creature never appears in the waters off of Whal.&lt;br /&gt;
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When Jacobi closes his borders, the sea parts down to the sea floor, creating a 300ft wide chasm between the two bodies of water. Flight is, of course, impossible. Nothing explicitly prevents you from walking across the chasm and then using water-breathing magic to escape through the water on the other side, though.&lt;br /&gt;
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Jacobi has no life-preserving powers outside of his immunity to any weapon that isn&#039;t +1 or made from whalebone. He is a 16th level [[Avenger]], however, which combined with the aquatic capabilities of his form makes him more dangerous than you&#039;d think.&lt;br /&gt;
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===Jinx===&lt;br /&gt;
Darklord of the Lost Wizard&#039;s Tower. This male black cat was once the [[familiar]] of a [[transmuter]] named Margaret Landsdale, a caring and heroic individual, but a slightly neglectful owner, and also too hubristic for her own good. Jinx&#039;s journey into damnation began when she decided to use the cat as the test subject for an experiment in increasing the intelligence of animals.&lt;br /&gt;
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It worked... but it also made Jinx smart enough to realize just how much more there was to Margaret&#039;s life than him. He became convinced that she had chosen him as her test subject because she simply didn&#039;t &#039;&#039;care&#039;&#039; if he lived or died, developing a burning resentment for it. Worse, he became mentally human enough to become convinced that he was in love with Margaret, and to be consumed with jealousy that she had other interests in her life.&lt;br /&gt;
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When the region where they lived was attacked by [[barbarian]]s, Jinx went out of his way to assist Margaret, hoping to prove his worth in the hopes that she would come to reciprocate his jealous, obsessive love. She did not. Instead, she fell in love with a young warrior under her command. When she announced their upcoming marriage, he devised and enacted a plan to lead the man Margaret had fallen for to his death in battle. With no spellcasters in the region powerful enough to revive the fallen, Jinx was sure that this would be the end of his &amp;quot;competition&amp;quot;.&lt;br /&gt;
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To Jinx&#039;s fury, the death of her betrothed only filled Margaret with rage and suicidal grief. She prepared a super-powerful alchemical explosive, and made a personal assault on the horde&#039;s camp. Blind with fury, she waded through the ranks of the enemy, surviving many attacks only because Jinx fought like a hellcat to save her - to the familiar&#039;s growing rage as he realized she didn&#039;t even notice her efforts. Finally, Margaret planted the explosive, only to be attacked by the horde&#039;s leader. Though she defeated him, she was badly hurt in the process, leaving her helpless in the face of the coming explosion.&lt;br /&gt;
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Jinx tried to pull her to safety, but was too weak to do so. Margaret told him to flee to safety, and expressed her happiness that in dying, she would meet her beloved fiancee in the afterlife. At that, the cat flew into a rage and revealed how &#039;&#039;he&#039;&#039; had arranged the warrior&#039;s death, blaming his actions on Margaret&#039;s decision to give him the curse of reason. Finally, he vowed that Margaret would neither see Jinx&#039;s death nor her beloved, raking her eyes with his claws and then fleeing his master, whose screams of pain were swiftly cut off by the explosion.&lt;br /&gt;
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Unrepentant, yet fearful, Jinx fled all the way back to the tower where he and Margaret once lived, only to find it mysteriously deserted. He has remained there ever since.&lt;br /&gt;
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Jinx waits endlessly now for people to visit the lost tower, hoping to claim a new master. His first preference is a female [[wizard]], then a female [[sorcerer]], then a female [[bard]] or any other arcane spellcasting clas, and then finally a male arcanist. He will do whatever he can to first persuade them to accept his presence, and then separate his chosen master from their former companions. His curse, of course, is that he will always destroy any relationship he establishes - if nothing else, he will end up killing the would-be master when they fail to meet his standards for loving and doting upon him. He prefers to use his retained spells ability, which allows him to cast Flesh to Stone one per day, to &amp;quot;immortalize&amp;quot; failed masters by petrifying them.&lt;br /&gt;
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Jinx has no specific powers keeping him alive, so if you can kill the little beast, he&#039;s done for. He can&#039;t even close the borders properly, but instead just summons the Mists; those who flee will find themselves emerging from the mist elsewhere in the [[Demiplane of Dread]].&lt;br /&gt;
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===Warden Jonar Tamh===&lt;br /&gt;
Darklord of Karss. This [[Harmonium]]-sworn male [[aasimar]] [[Fighter]] joined the Harmonium at a young age, and very quickly moved up the ranks, attaining the position of Mover One at the age of 25. When he was selected to lead the experimental Great Prison of Ortho, a reformation-focused alternative to the [[Mercykiller]]-run prison of [[Sigil]], he saw it as a great honor... until it became apparent that the majority of the cynical Sigil-originated prisoners were unwilling to cooperate with the project.&lt;br /&gt;
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Fearful for his reputation, Jonar Tamh resorted to increasingly brutal and draconian punishments, covering up the ongoing breakdown from his superiors and replacing subordinates who dared to question him. Growing convinced that some force - the [[Mercykiller]]s, the [[Revolutionary League]], or the agents of evil - was sabotaging the Great Prison, he descended ever-deeper into brutality. Finally, his best friend, the deputy warden Zet Keffen, tried to convince Jonar to return to the Great Prison&#039;s original premise; when Jonar refused, he declared he would bring this matter to the Factol of the Harmonium.&lt;br /&gt;
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Jonar panicked and killed Zet right then and there, covering it up by blaming the murder on two particularly troublesome prisoners and executing them for it.&lt;br /&gt;
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But Jonar couldn&#039;t cover it up forever. Hearing that his superiors were on their way to investigate the prison, and also that there were plans for a mass uprisiong, Jonar gathered 28 of the most outspoken and problematic inmates and hanged them all, one by one. As the last expired, a great hurricane arose from nowhere, forcing the Harmonium guards indoors. When the storm ended, the Great Prison now sat on the barren island of Karss.&lt;br /&gt;
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Jonar Tamh suffers two major curses. Firstly, although he now has the ability to mentally control large numbers of people at once, he experiences all of the pain and misery of those he is controlling. Secondly, the vengeful spirit of Zet has become bound to Jonar&#039;s sword; if Jonar inflicts 12 or more damage with it against a single foe, Zet gains the abilities of a rank 2 ghost for one hour, allowing him to attack his former best friend.&lt;br /&gt;
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The aasimar darklord cannot close the borders of Karss.&lt;br /&gt;
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===Kasselheim Blightlyng===&lt;br /&gt;
Darklord of Vulnara. This [[gnome]] [[vampire]] had the misfortune to be born a gnome with no sense of humor. Whilst other gnomes were happily running round, playing stupid pranks and making silly illusions, Kasselheim was stuck fuming over how non-gnomish races didn&#039;t treat them with the slightest respect, all whilst the other gnomes reacted to his pleas for them to just try and be a little more serious by pranking him worse than ever. Eventually, he became a [[Transmuter]], bitterly thumbing his nose at a centuries old family radition, and withdrew to the deepest depths of their underground home. Then a few years later, a great flood washed through the gnome community and drove them up onto the surface, and the survivors counted Kasselheim as one of the dead.&lt;br /&gt;
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They didn&#039;t know that Kasselheim had severely blinded and deafened himself in an alchemical explosion during his period of isolation. Nor could they know that many of those presumed dead in the flood were actually kidnapped by Kasselheim, who began experimenting in dark magic to steal their senses for himself, ultimately transforming them into warped monsters called &amp;quot;tactyles&amp;quot;. But when they finally began moving back into the tunnels years later, they found out.&lt;br /&gt;
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They formed a great war party with the aid of [elf]], [[dwarf]] and [[human]] adventurers from communities who had also suffered Kasselheim&#039;s depredations, and tracked him down to his underground fortress... only to be all but wiped out. Even though former friends (well, &#039;&#039;they&#039;&#039; considered themselves to be his friends, at least) and family were amongst the party, Kasselheim killed or captured them all. The last survivor was one of his sisters, a [[cleric]] of the gnome gods who threw herself to her death over a cliff whilst cursing him. An earthquake, and Kasselheim was knocked unconscious, rising to discover he had become a unique form of gnomish [[vampire]].&lt;br /&gt;
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Kasselheim&#039;s curse is that he must &#039;&#039;constantly&#039;&#039; feed; his stolen senses of sight, hearing, scent and taste dwindle rapidly after feeding, until all that he has left is enough of a sense of touch to register pain. However, because of how fast his senses fade, and the isolated nature of his lair, he is effectively confined to a small part of his domain, and thus must go long, terrible intervals between feedings.&lt;br /&gt;
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Killing Kasselheim can be done in two ways. First, if he is exposed to sunlight, he becomes incorporeal; if he is kept from fleeing back to his lair for two hours whilst in this form, he dissipates into nothing. Secondly, one can complete a complicated ritual, slightly altered from the traditional gnomish vampire. To achieve his permanent destruction, Kasselheim must first be immobilized by staking him with a silver spike through the heart. Then his hands must be cut off and boiled in a volcanic hot spring for 24 hours, after which his eyes must be gouged out and replaced with precious gems (100gp value minimum for each eye). Finally, his inert body must be carried to some place where it can be exposed to direct sunlight for an hour - but this will revive him in his incorporeal form, so the would-be vampire killer will need to use some method to trap him in the light for the full hour.&lt;br /&gt;
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===The Lady of Ravens===&lt;br /&gt;
The Darklord of the Isle of Ravens occupies a strange and nebulous position between being a canonical darklord and a netbook darklord. Whilst she was first mentioned in the official [[splatbook]] &amp;quot;Domains of Dread&amp;quot;, the last [[TSR]]-produced iteration of the [[Ravenloft]] corebook released to revise the setting in the wake of the [[Grim Harvest]], all of her actual lore expansions have been through [[netbook]]s, starting with the [[Books of S|Book of Sacrifices]] - canon simply mentions she existed and left it at that.&lt;br /&gt;
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According to the Book of Sacrifices, the future Lady of Ravens was born the only child of a noble family who inhabited a massive, decaying castle in a remote corner of their world, scion to a once-great line fallen into steep degeneration through isolation and inbreeding. Her mother died before she could speak, and her father might as well have been dead, spending all his time either deep in a narcotic-induced stupor or drifting through his castle in the same vapid indifference as the ancestral ghosts. With servants who were forbidden by social codes to casually speak to her, she grew up alone and largely in silence, so isolated that she took the fairytales, myths and legends in her castle library to be unvarnished truth. Naturally aloof and disdainful, her circumstances merely shaped her belief that all others were beneath her, strengthening social awkwardness into full-blown narcissism and borderline solipsism.&lt;br /&gt;
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The only friends she had, for the other children of the castle disliked her and avoided her when they could, were the ravens who inhabited the 400ft tall Tower of Flint, a spire constructed entirely of flint that was the central structure of the castle. Like all her family, the girl could talk to birds, and she fixated upon them as the only other &amp;quot;real&amp;quot; things in her life, spending much of her time telling them stories from the castle&#039;s library and hearing their stories in turn.&lt;br /&gt;
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As she aged, the girl developed [[Sorcerer (Dungeons &amp;amp; Dragons)|innate magical powers]] to summon, control, transform, create and destroy, which only furthered her budding solipsism. She became convinced that she deserved to have anything she desired, and that she should always be the best at anything she cared for. At the age of eleven, she used the ravens to murder a serving girl by causing her to fall from a high parapet as she was engaging in one of the climbing games so popular amongst the children of the castle, all because she&#039;d overheard the girl&#039;s beauty being compared favorably to her own. This was but the first of several &amp;quot;accidents&amp;quot; to bedevil the servants, and it soon became understood that any criticism of its future mistress was best kept to one&#039;s self, which only heightened her isolation.&lt;br /&gt;
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In her late teens, the girl&#039;s father died and she retired to the Tower of Flints, rarely emerging. But one day, on one of her rare excursions into the rest of the castle, she saw one of the serving boys, who had grown into the most desirable man of her generation in the castle - handsome, graceful, cheerful and well-spoken. She fell instantly in love, and began to leave the Tower more frequently, hoping to catch glimpses of him and sometimes covertly following him. Naturally, she never once gave thought to the idea that he might not reciprocate her feelings. Soon afterwards, the outside world finally came to the castle in the form of a draft; the heiress&#039;s &amp;quot;lover&amp;quot; was amongst the young men who were taken away to fight in a foreign war, and so she spent two years pining for his return, tormenting herself with dreams. When he came home safe and sound, she was ecstatic, refusing to eat or sleep for three days prior to his arrival.&lt;br /&gt;
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...Naturally, she was less than thrilled when the first thing he did upon his return to the castle was seek out one of the serving girls and carry her off to a secluded spot, where they exchanged vows of undying love and discussed their plans to wed.&lt;br /&gt;
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Enraged, the narcissistic sorceress fled to the Tower of Flints and whipped up the ravens into a murderous frenzy before setting them upon the young lovers. She watched them die a horrible death at the beaks and claws of her avian friends, then retreated into the tower&#039;s depths to weep over how she had been &amp;quot;betrayed&amp;quot;.&lt;br /&gt;
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When she emerged days later, she found the entire castle gone! She now occupied the lone Tower of Flints, which sat upon a lonely island. She could no longer speak to the ravens, although she could now see through their eyes and speak through their mouths, and strangest of all... she couldn&#039;t remember her name or the name of her family.&lt;br /&gt;
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Ever since then, the Lady of Ravens has been left in total isolation. She desperately wants to regain her friendship with the ravens, but can&#039;t do so; she is convinced that the cause is because she doesn&#039;t remember her name, and so she often sends &amp;quot;agents&amp;quot; (people who dared to land on her island) to search for her name. As a result of these unwilling emissaries, typically magically compelled to obey her, she has amassed quite a library of tomes, parchments and papers on the Demiplane of Dread, especially its folklore and its noble families. Regarding all other beings as nothing more than tools or nuisances, depending on the context, she is more alone than she has ever been in her life.&lt;br /&gt;
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Those who dare to face the Lady of Ravens are in for a massive struggle. She&#039;s an 18th level [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorceress]], but she can also polymorph anybody she can see into a raven 1/day, and turn people into ravens with her touch. When she wishes to close the borders, her ravens flock out over the sea and attack anyone who tries to pass, which causes an irresistable 5d4 damage per round unless you turn back. If slain, she remains dead for 1 week, during which time her minions are uncontrolled and her borders unclosable, before a random raven will transform into her. Theoretically, you could kill her for good by wiping out all of the ravens on the island, as fans have theorized is the case with Harkon Lukas.&lt;br /&gt;
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===General Martin Jose Maconda===&lt;br /&gt;
Darklord of Maconda. This charismatic male human was, from his earliest days, both adept at manipulating others with his natural charm and good looks, prone to surprising moments of generosity, and feared for his grudge-holding, horrifying fits of temper, and trait for cold-blooded manipulation. It came a great surprise to him when he discovered that there were people he could not dominate at will - and worse still, his mixed heritage would forever prevent him from joining the upepr echelon of Manzanillan society.&lt;br /&gt;
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Thus, out of a mixture of pride and genuine interest, he became involved in the growing revolutionary movement, and ultimately he became the leader of the guerilla forces fighting against the brutal suppressionist forces of Don Santiago de Quijada y Alvarez. When Maconda&#039;s beloved wife Isabel died in her childbed as a result of of Don Santiago&#039;s cruelty, Maconda went in search of the fearsome Warlok of the Peak, determined to have the power to triumph over his enemies.&lt;br /&gt;
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And he returned with that power. Only to find, to Maconda&#039;s fury, that Don Santiago had died of fever in his sickbed mere hours before the last Royalist troops were defeated. Enraged, he ordered the Royalists massacred, cutting down a priest who dared argue against this behavior, and once the bloodshed was over, he left Resistencia for the mainland of Libertad, vowing never to return - a vow the [[Dark Powers]] were happy to fulfill for him.&lt;br /&gt;
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A year later, he became the president of the Republic, and he soon established himself as a brutal tyrant as bad as the royalists he had overthrown.&lt;br /&gt;
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The Warlock of the Peak transformed Maconda into a powerful [[wereanaconda]], and despite the many powers his state gives him, Maconda loathes this form, in part because he believes Isabel would be disgusted by it, and also in part because he is compellede to transform into a giant anaconda and feed on human flesh on the night of the new moon. Unusually, he cannot create other wereanacondas with his biter, but those who drink or touch his blood, even if they are spattered with it in combat, risk being turn into either were-fer-de-lanes or were-bushmasters, species of [[weresnake]] (treat as Neutral Evil [[werecobra]]s) native to Libertad and compelled to be loyal to him.&lt;br /&gt;
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Maconda&#039;s curse is that he desperately yearns to be loved and adored, but his insistence upon doing so by repressing and removing all opposition or dissent merely stokes the hatred and fear of those he rules over.&lt;br /&gt;
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He can be wounded by weapons made of silver or the wood of the caobo tree, and is sickened by both the smell and taste of guavas. If defeated in battle, Maconda doesn&#039;t die but instead assumes anaconda form and slithers off into the jungle, unable to regain his human form until the next new moon. There is no known way to permanently destroy him.&lt;br /&gt;
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Maconda can close the domain borders of his island by causing the jungles and seas to become engulfed in massive swarms of lethally poisonous snakes.&lt;br /&gt;
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===Arcapatos Miguel Agustin===&lt;br /&gt;
Darklord of Igid Rabi-i. Born to nobility, Miguel harbored a fascination with the exotic and the unique from his earliest day, and his ascendence into the hierachy of the Matherion priesthood of the holy empire was, personally, motivated primarily by the chance to ever expand his collection of exotic goods.&lt;br /&gt;
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The ultimate birth of Igid Rabi-I began when a native fishing family called the Bacani discovered a strange cloth floating in the ocean, bearing a design that they instantly recognized as their people&#039;s now-outlawed elder goddess Angarab, the Great Mother Goddess. They took this relic into their home and began to worship it. News of their discovery inevitably reached Arcapatos Agustin&#039;s ears; when he came to look upon the relic, however, he was convinced that it was in fact a depiction of his own Matherion in a lesser-known aspect; the Holy Mother. Religious zeal, glory hunger and collector&#039;s lust all awoke in Miguel&#039;s heart, and he immediately tried to buy the cloth from the Bacani. But they wouldn&#039;t sell at any price.&lt;br /&gt;
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Enraged, the Arcapatos returned to his post in Tagudin and summoned his Council, who agreed that such an obvious sacred relic must be the property of the Matherion church, and so bargaining was undertaken. But after weeks of steadfast refusal, with the Bacani vowing they would rather die than give up the sacred cloth, the Arcapatos&#039; rage grew too great to contain any longer. Whilst publically presenting himself as patient and uinderstanding, he vowed that he would have the relic, no matter the cost.&lt;br /&gt;
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Soon after, as a typhoon approached one night, a band of seven [[assassin]]-priests crept into the Bacani house. Minutes later, the entire family was dead, down to the smallest child. No sooner had they breathed their last than Arcapatos Agustin began ringing the great bells of the Vestibulo, sounding the call for worship. This was greatly confusing to all the peoples of Igid Rabi-i, both natives and migrant Turonites alike; it was the middle of the &#039;&#039;night&#039;&#039;, for Matherion&#039;s sake, &#039;&#039;and&#039;&#039; there was a typhoon blowing in as well! But obediently they came to the church, and watched as a band of seven priests triumphantly barged through the Vestibulo&#039;s main entrance and approached the triumphant Arcapatos Agustin, bearing with them the sacred cloth. As the realization sank in for the people that the Arcapatos would do anything to get what he wanted, Miguel began the ritual of celebration. &lt;br /&gt;
&lt;br /&gt;
The typhoon surged for three days. When it was over, Igid Rabi-I was now part of the Demiplane of Dread. The sun, moon and stars had all dimmed, and monsters began to creep from the shadows. And in his personal collection, Miguel saw the Cloth of Matherion vanish in a cloud of frankincense smoke, and silently vowed that he would never rest until it was recovered.&lt;br /&gt;
&lt;br /&gt;
Arcapatos Augistin has ceased to age since that fatal night, but rarely leaves the Vestibulo, instead forever focusing on chasing down rumors of the Cloth of Matherion&#039;s re-emergence amongst the people of Igid Rabi-i. Though his assassins constantly hunt it down, it magically disappears from their grasp whenever they obtain it, no matter how bloodily they do so.&lt;br /&gt;
&lt;br /&gt;
In combat, Miguel is one of the rare darklords with no special life-preserving powers. He&#039;s a 14th level [[Cleric]] who broadcasts a 20ft aura of fear, he&#039;s immune to all Charm spells, and his touch and weapon attacks can both render victims insensate for 2 rounds if they fail a save vs. poison, but aside from that, if you can kill him, he&#039;ll stay dead.&lt;br /&gt;
&lt;br /&gt;
Like [[Strahd von Zarovich]], Augustin has borders around both his capital city of Tagudin and around Igid Rabi-i itself. If he wishes to seal the former, the city is blanketed in an aura of fear that compels everyone to flee inside and stay there until he relents. If he wishes to seal the latter, a dense wall of frankinense smoke envelops the domain; anyone who tries to breach it instead falls unconscious a turn later, and then reawakens back inside Igid Rabi-i.&lt;br /&gt;
&lt;br /&gt;
===Miles Havelocke===&lt;br /&gt;
Darklord of the Eternal Torture. Born in a coastal city, Miles was pressganged at the age of 15, which ruined his life; he suffered from incurable seasickness, for which his fellows tormented him mercilessly and the bullying captain only made it worse by assigning him to the worst tasks possible for somebody with his condition, ordering him severely beaten when, inevitably, he threw up. With no aptitude for mathematics, Miles couldn&#039;t master the art of navigation, and so couldn&#039;t hope to progress to the higher ranks of the navy.&lt;br /&gt;
&lt;br /&gt;
Twenty years of this treatment turned Miles into a bitter, miserable bully who loathed the sea and used what little authority he could get to exact vengeance upon those few below him on the ship&#039;s pecking order. Why he never simply fled during his first shore leave, nobody knows.&lt;br /&gt;
&lt;br /&gt;
Eventually, Miles&#039; captain was chosen to make a voyage into the uncharted western ocean, to Miles&#039; dismay. But when the captain continued in pressing on in pursuit of ever-richer islands to the west, it led to the ship becoming lost in the waters and supplies running low. Miles seized this opportunity for revenge and began spreading rumors about the ship&#039;s officers hoarding food for themselves, ultimately leading a successful mutiny. When his ineptitude at seamanship led to them being becalmed, he led his mutineers to cannibalize the captured officers, gleefully rubbing their faces in their past abuse of him and coming to relish human flesh.&lt;br /&gt;
&lt;br /&gt;
And then, as this supply of food began to run low, they finally spotted land... but, as they rowed frantcially to reach it, the Mists arose and swallowed the ship. When they cleared, the mutineers found themselves in the middle of a sea in the [[Demiplane of Dread]]. Overwhelmed by misery, they sat down and waited for death... and then, a fortnight later, they arose as [[ghoul]]s under the command of Miles Havelock, a Ghoul Lord, and began searching for food and land.&lt;br /&gt;
&lt;br /&gt;
Miles Havelock suffers multiple curses. Firstly, he can never reach land, no matter how desperately he tries - at best, he can get a brief glimpse of the coast before the Mists immediately rise and teleport his ship elsewhere. Secondly, his seasickness has not only survived undeath, but intensified; he is &#039;&#039;&#039;perpetually&#039;&#039;&#039; seasick and also starving hungry, and these twin pains are why he has rechristened his ship &amp;quot;The Eternal Torture&amp;quot;. If destroyed, his essence will inhabit the body of a living prisoner in the ship&#039;s hold and consume them from the inside out; the only way to end his curse is to kill him, rescue all of the prisoners, and sink the Eternal Torture, then make for land at full speed.&lt;br /&gt;
&lt;br /&gt;
===Rafe Ungard===&lt;br /&gt;
Darklord of Callista. This male [[Half-Vistani]] [[Bard]] used his natural charm (and a complexion that allowed him to hide his hated Vistani blood) to swindle innocent women into marriage scams, start feuds amongst noble families for his own amusement, and delve into increasingly cruel and lethal manipulation. The backstory of poor Susannah Joson from [[Children of the Night]]: [[Ghost]]s is but one example of his misdeeds. When a party of [[adventurer]]s tried to bring him to justice, he continually slipped away, leaving the bodies of victims in his wake to torment them, and ultimately murdered his pursuers by burning down the inn they were staying in as they slept, which is when the Mists took him.&lt;br /&gt;
&lt;br /&gt;
Rafe now possesses a strange form of immortality; he will &#039;&#039;always&#039;&#039; die once per day, no matter what steps he takes to try and avoid it, only to spontaneously return to life the next day. There is no known method to stop him from returning.&lt;br /&gt;
&lt;br /&gt;
When he closes the domain, Callista&#039;s borders become a ring of boiling geysers that will kill anyone who passes through them, and which extend as high into the sky as needed to reach anyone trying to fly through.&lt;br /&gt;
&lt;br /&gt;
===Don Santiago de Quijada y Alvarez===&lt;br /&gt;
Darklord of Resistencia. Born the son of a once-great noble family in the Holy Republic of Aragona, Santiago&#039;s family had fallen in stature to such a degree that the impoverished patricians had mortaged their lands to the hilt and lived a life barely above that of their peasant tenats. They scrimped and saved to send Santiago to court, but the Don of Quijada found himself a laughing stock, regarded as little better than a jumped up hayseed peasant. This only fueled a lifelong hatred for those lacking in noble blood.&lt;br /&gt;
&lt;br /&gt;
Desperate to try and reclaim the respect he had been taught from birth his family name deserved, Santiago bought a commission in the army. He proved little better here than he had in the court; poor of health, average at best with the sword, and no genius in the command of men or the intricacies of tactics and strategy. His only saving grace was his thoroughness and dedication... but even this went sour, breeding in him an obsession with discipline, cleanliness and presentation, and a love of punishment so extreme that even the Aragonan army considered him a draconian tyrant. &lt;br /&gt;
&lt;br /&gt;
Though Santiago managed to win a few fairly creditable actions early in his career, his faults quickly stole away what his successes had won him, sending him into a self-inflicted downward spiral of ever-worsening behavior and failures as a result. He was appointed as the governor a rebellious backwater province, and only made things worse as he extended the same tyrannical, brutal law he held over his military forces to the population.&lt;br /&gt;
&lt;br /&gt;
Then he was offered the chance to take up governship in a minor overseas colony called Neuva Aragona, which was also currently rebelling. Despite recognizing that this was intended to be a sentence of exile, Santiago accepted, dreaming of reversing his fortunes. Instead, he proved the absolute &#039;&#039;worst&#039;&#039; choice for the role; a born-and-bred monarchist with no sympathy for the lot of the peasants, he ignored the legitimate grievances of the rebels and remained fundamentally convinced that the isle of Manzanilla - renamed &amp;quot;Resistencia&amp;quot; by the rebels - was home to a silent majority of good, loyal followers of the kings. Ignoring all opportunities efor a diplomatic solution, he launched into his trademark brutality, which only fueled the rebellious sentiment of the natives.&lt;br /&gt;
&lt;br /&gt;
Among his many atrocities, he took captive the pregnant wife of the rebel leader Martin Jose Maconda, one Isabel de Maconda. Simultaneously smitten with her and repulsed by her loyalty to the rebel&#039;s cause, he alternatively cajoled her and brutalized her, culminating in his ordering that she would be permitted no midwife when she went into labor. The birth went bad, and both mother and child died.&lt;br /&gt;
&lt;br /&gt;
All his atrocities were for nothing, ineptitude and his habit of overworking his never-great health led to him dying in his sickbed, on the very day the last of his depleted forced were overwhelmed and Neuva Aragona formally seceded independence. But even as he died, he cursed that the rebels must be defeated at any cost.&lt;br /&gt;
&lt;br /&gt;
Santiago now exists as a ghost, cursed to forever mentally relieve every battle he lost on Resistencia and see with perfect clarity how he could have won. And, of course, he&#039;s also cursed that no matter how he schemes and plots, on those rare moments he tears himself away from his biter memories and dreams of glory to actually try and do something, his plans to re-conquer Manzanilla are doomed to fail.&lt;br /&gt;
&lt;br /&gt;
If defeated in battle, Santiago reforms in his burial chamber below Castillo Ascension, although he remains trapped there until the next full moon. The only way he can be destroyed is if his personal sword is stolen from this chamber and used to deliver the death blow in combat.&lt;br /&gt;
&lt;br /&gt;
When he closes the borders, the sea surrounding Resistencia takes on an eerie, unnatural calm; sailing ships cannot move, and rowers will find that they simply can&#039;t get more than a half-mile away from the coast.&lt;br /&gt;
&lt;br /&gt;
===Sean Mako &amp;amp; Alice/Alison Marjory===&lt;br /&gt;
Darklords of Carcharodon Isle. Sort of a combination of Ladyhawke and the Little Mermaid. Over a century ago, a male human fisherman named Sean Marko lived in the village of Mistlington. One day, he discovered an injured [[merfolk|mermaid]] washed up on the isle&#039;s northwest shore, unconscious and bleeding from several wounds, including a severed left hand. Unable to turn away from someone in need, he brought her to his home and nursed her back to health. The mermaid, whose name translated into Common as &amp;quot;Alice&amp;quot;, explained that she was the only survivor of a tribe that had been slaughtered by [[sahuagin]].&lt;br /&gt;
&lt;br /&gt;
The two fell in love, much to the displeasure of the locals; the fishermen thought Sean was foolish for pining over a mermaid, and their wives were jealous of Alice&#039;s beauty, leading to them slandering her and Sean&#039;s relationship as &amp;quot;unnatural&amp;quot;. Ultimately, a bunch of the village&#039;s men took it upon themselves to &amp;quot;repatriate&amp;quot; Alice; they came to Sean&#039;s house in the night, bludgeoned him unconscious, and carried Alice away. When Sean regained consciousness, he rowed desperately to catch up to them, but by the time he did so, they&#039;d thrown the still-bound mermaid overboard.&lt;br /&gt;
&lt;br /&gt;
Enraged, Sean snatched up a boathook and attacked the men who had assaulted him and the woman he loved, butchering them. When the carnage was over, he dove into the water after Alice, and then begged the full moon above for a fins and a tail so he might never be separated from his love.&lt;br /&gt;
&lt;br /&gt;
Naturally, the [[Dark Powers]] chose to be dicks about granting this wish...&lt;br /&gt;
&lt;br /&gt;
Both Sean and the revived Alice, now a human calling herself Alison Marjory, have become maledictive [[therianthrope]]s. &lt;br /&gt;
&lt;br /&gt;
Sean is a giant [[wereshark]] who spends most of the month as an intelligent megalodon, unaware that he &#039;&#039;can&#039;&#039; transform and remembering nothing of his human life; only during the nights of the full moon and those nights directly before and after it does he return to his human form... which remembers everything he did as a giant killer shark. Because of his curse-spawned ignorance, the only way that shark!Sean can transform is if he is magically compelled to do so, such as by an Amulet of the Beast. He spends his days asleep and his nights hunting for food.&lt;br /&gt;
&lt;br /&gt;
In contrast, Alison is a [[seawolf]] who spends most of the month as a human, but assumes her seawolf form on the nights before, during and after the full moon - the same nights when Sean regains his humanity. Like Sean, as a seawolf, she is completely ignorant of her human life. She keeps to herself, for the people of the isle still distrust and dislike her, gladly telling the nastiest stories they can think of about her to anyone who&#039;ll listen.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be slain permanently through violence; they fully heal and return to life 1 round after being defeated. They also can&#039;t close the domain&#039;s borders, although since the only local vessels are small fishing boats that are no match for a giant shark or a massive seafaring wolf, they don&#039;t need to do much more than patrol the borders themselves.&lt;br /&gt;
&lt;br /&gt;
Curing them simply requires breaking the curse by getting them to touch as humans, but doing so is tough; aside from the fact that they alternate human and monster forms, neither is aware of the fact that the other survives. Whichever of them is in beast form also refuses to get within 10 feet of the other one. They also won&#039;t willingly get within 5 feet of an Amulet of the Beast. So players are going to have to get creative to break their curse.&lt;br /&gt;
&lt;br /&gt;
===Serenissa D&#039;Aubliet===&lt;br /&gt;
Darklord of Romagna. Serenissa (female human spectre) was born an orphan; her father, a miller&#039;s son, was killed soon after her conception, and her peasant girl mother died in birthing her. She was taken in the local lord to serve as companion to his two daughters, but their initial friendship soured as they came of age and Serenissa realized the social gap between them. At the age of twelve, she was sent to the family of a neighboring lord to become a nursemaid to that lord&#039;s newly born twin children; Serenissa doted upon the children, and happily threw herself into their care.&lt;br /&gt;
&lt;br /&gt;
However, she also became increasingly obsessed with fanciful daydreams about her origins, fixating on the belief that she was actually of noble birth and that her parents were both alive and desperately seeking her. She loved to tell these stories to her two charges... until the eve of their fourth birthdays, when, at the top of the Eagle&#039;s Tower, the two young children scolded her for lying and corrected her that she was nothing more than the bastard daughter of a simpleton and a millerboy, both of whom had died. Mad with rage, especially when the twins revealed that everyone in the castle claimed that this was so, she pushed them off of the tower to their deaths.&lt;br /&gt;
&lt;br /&gt;
Her skill at lying allowed her to escape being blamed for what she described as a terrible accident. For two weeks she festered on the idea that people were &amp;quot;slandering her&amp;quot; behind her back, and finally, two months after the day she had murdered the twins, she set a fire in the Great Hall that night, killing everyone in the castle.&lt;br /&gt;
&lt;br /&gt;
Slinking away from the carnage, she made her way to the barony of Romagna, where she seduced her way into both a respectable position as lady&#039;s maid to the younger sister of Baron Etain and into the arms of Baron Etain himself. After several months of dalliance, he gifted her with a gemstone brooch... and then announced his upcoming marriage to the Lady Fialle, daughter of a neighboring lord, the very next day.&lt;br /&gt;
&lt;br /&gt;
This pushed Serenissa over the edge and soon thereafter, she drew Baron Etain to a high tower, where she grabbed him and leapt off the edge, intending that they die together so she would not live alone.&lt;br /&gt;
&lt;br /&gt;
But this time, with the interference of the [[Dark Powers]], her scheme failed. Serenissa hit the ground and was killed on impact, but her body cushioned Etain&#039;s fall, and so he lived. The madwoman&#039;s spirit rose from its grave as a ghost, trapped in an endless time loop; Romagna experiences only a single year, constantly recycling itself. It starts one week before the equinox Spring Festival, when Fialle arrives in Romagna for her upcoming wedding to Baron Etain. That week is spent in feasts and celebrations, capped off by a three-day non-stop revelry for the weding proper. Then, six months later, Fialle conceives Etain&#039;s child. And then, one week before the first anniversary of the wedding, time looks back and it is the week before the Spring Festival again.&lt;br /&gt;
&lt;br /&gt;
Furthering Serenissa&#039;s torment, she is completely incapable of physically interacting with the people of Romagna, although she can manipulate their emotions despite the fact they cannot see, hear or touch her. She uses her emotional control to turn them into her agents of retribution, although she can&#039;t turn them against Etain or Fialle. This ability is defined vaguely, because she herself hasn&#039;t really studied her full capabilities with it.&lt;br /&gt;
&lt;br /&gt;
Only visitors to Romagna are in true danger from Serenissa, because she is fully visible and audible to them, although still intangible. She invariably attempts to seduce the handsome male visitors to the domain, luring them away if they prove receptive to try and embrace them - doing so, however, results in her draining 1 level per 2 rounds, causing them to disintegrate... but if they break free, she attacks.&lt;br /&gt;
&lt;br /&gt;
Serenissa is vulnerable to holy water, +2 or stronger magic weapons, and functional weapons made of gold. She is impervious to holy symbols, but can be turned with symbols of true love and matrimony - for example, the wedding rings of people who are actually married. If destroyed, she can reform at Etain and Fialle&#039;s wedding. Exactly ho to destroy her permanently is left vague, with her entry in the Book of Sorrows concluding with this paragraph:&lt;br /&gt;
::&#039;&#039;Weapons forged from symbols of love (such as rings, charms, wooden wands, or ceremonial ropes used to bind a man and woman together at their wedding) may have greater effect, rendering her helpless or immobile. Her final death is likely to involve elements of her first experience; rejection, a long fall, and/or a noble lover. Heroes should beware, though—the dark powers may look with interest upon anyone who willingly transforms a symbol of love into a weapon of war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sir Trevor Godwyn &amp;quot;The Mirror Man&amp;quot;===&lt;br /&gt;
Darklord of Vultharesk. There are many crimes that can earn one the unwanted title of Darklord. The ranks of the tormented &amp;quot;rulers&amp;quot; of the [[Demiplane of Dread]] include murderers of all stripes, countless variations of cannibals and torturers and sadists, and more than a few implicit rapists. But Sir Godwyn belongs to a particularly small but repugnant group: the [[SJW|authoritarian moral guardians]].&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn was born on a realm far removed from the Mists, to what was basically a pastiche of the Victorian British Empire; a highly technological advanced nation that began a far-reaching campaign of imperialist expansion, justifying its efforts all the while as being &amp;quot;for the sake of the heathens&amp;quot; - in their propaganda, their efforts were to bring civilization and &amp;quot;proper&amp;quot; behavior to the unfortunates beyond their boundaries, by any means necessary.&lt;br /&gt;
&lt;br /&gt;
The damnation of Sir Godwyn began when he and his entire extended family were sent to a small mountain town called Vultharesk, which lay upon the very fringes of the empire&#039;s territory at the time. A true believer in the &amp;quot;noble cause&amp;quot;, Sir Godwyn was assigned as the town&#039;s military governor and took to his role with brutal dictatorship, demanding execution for not only the traditional capital offenses, but all manner of moral offenses, from adultery and worship of the proscribed non-Imperial deities down to lying. Ten years, Sir Godwyn held court, determined to civilize the people of Vultharesk even if it meant killing them all himself. And then he met Olyana Volienska: a beautiful native woman.&lt;br /&gt;
&lt;br /&gt;
Despite the fact they were both married, Sir Godwyn lusted after Olyana, and within weeks he succumbed to temptation and began an illicit affair with her - one that Olyana went along with in hopes of using this to seduce a better life for herself and her family. After only a handful of trysts, however, her husband suspected her of cheating on him, and managed to find her out. He didn&#039;t discover who Olyana&#039;s lover was, but he found enough to prove her guilt, and he dragged her to Sir Godwyn&#039;s court, demanding the &amp;quot;lord&#039;s justice&amp;quot;. Terrified that his hypocrisy might be revealed, Trevor Godwyn agreed immediately, and executed her on the spot.&lt;br /&gt;
&lt;br /&gt;
That evening, however, when Sir Godwyn glanced up at his mirror from his washbasin, he saw not his own reflection, but the shocked, accusing visage of Olyana. For months, every reflective surface in Sir Godwyn&#039;s view depicted Olyana&#039;s face, although only to him, and the haunting drove him increasingly mad. He became more vicious and brutal a ruler than ever before, executing dozens for imaginary transgressions and slaughtering Olyana&#039;s entire family in an effort to end the curse. Naturally, it failed.&lt;br /&gt;
&lt;br /&gt;
Six months after Olyana&#039;s execution, damnation finally claimed Trevor Godwyn. On an unusually foggy summer&#039;s eve, as mists poured in from the mountain&#039;s peak and smothered Vultharesk, Trevor snapped and demanded his wife come to his room and look into the mirror. But when she told him that she saw nothing but their reflections, as she had done a hundred times before, Trevor grabbed her and began ramming her face into the glass over and over again, shattering the mirror and fatally cutting her to pieces on the jagged glass, all the while screaming at her to open her eyes and &#039;&#039;look&#039;&#039;. And then, once he had smashed the mirror to pieces and dropped his wife&#039;s corpse on the floor, he realized that Olyana still stood in the now empty, jagged shard-lined framed. He had time for one final scream as she reached out, grabbed him by the throat, and pulled him into the mirror.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Trevor Godwyn has become the curse of Vultharesk. The citizens do not remember he once ruled over them, and his living relatives do not believe the &amp;quot;Mirror Man&amp;quot; is anything other than a phantom cooked up by their superstitious followers; they cannot see his face when it appears in the reflective surfaces of their domain, and he is either unable or unwilling to haunt them the way he does everybody else.&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn is now condemned to a life as a phantom inside of a hazy, mist-shrouded netherworld, only able to perceive the mortal world by peering through reflective surfaces, forever haunted by Olyana&#039;s sobs. To try and distract himself, he flits from reflection to reflection, looking for any who might dare to commit even the most mild of immoral acts. He punishes these individuals by afflicting them with a curse of misfortune for so long as they remain in Vultharesk - and if they ever get near a reflective surface large enough, Trevor Godwyn can step forth into the material world and attempt to banish them into the mirror world forever.&lt;br /&gt;
&lt;br /&gt;
When manifesting, Sir Trevor Godwyn is a unique kind of spectral undead. He appears as a tall man dressed in a black, high-collared and longtailed frock coat trimmed in silver, with matching leather boots and pants of midnight blue. His hair, hovering on the border between blond and white, is pulled back tightly into a tail; his eyes are an utterly empty shade of icy blue. Though traces of the handsome man he once was can still be seen in his sharp features, his face now appears to be that of a man dead by starvation; skin is pulled tight over his skull, as though most of the muscle and flesh were sucked out from beneath it. Unless he actively wills it into some other expression, the tightness of his skin constantly pulls his mouth into a rictus grin.&lt;br /&gt;
&lt;br /&gt;
Once he manifests, Sir Godwyn can be slain, but he can only be harmed by weapons that aren&#039;t reflective - anything made of metal will have no effect on him unless it has been dyed, blackened or otherwise made unreflective. There is no known means of killing him permanently; he will reform at the next full moon. One possibility might be exposing his history to the people of Vultharesk, robbing him of his twisted position as enforcer of morality.&lt;br /&gt;
&lt;br /&gt;
Fortunately for those who have angered Godwyn, he can only close Vultharesk&#039;s borders during the 12 hours he is permitted to remain in the material world after banishing a rule-breaker. When he does close the borders, they flood with mist, and any who try to flee the village instead find themselves spat back out at their initial entry point.&lt;br /&gt;
&lt;br /&gt;
===Urdogen &amp;quot;The Red&amp;quot;===&lt;br /&gt;
Darklord of The Raging Tears. Male Human Spectre. In life, Urdogen (who first appeared in the [[Forgotten Realms]] splat &amp;quot;Pirates of the Fallen Stars&amp;quot;) was basically Faerun&#039;s version of Blackbeard - if Blackbeard was a redhead. He terrorized the Inner Sea so badly that the nations of that region united to defeat his fleet, whereupon Urdogen fled and found himself spirited away by the Mists into the Sea of Sorrows... where he promptly hit a hidden reef and sank his ship, drowning.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Urdogen&#039;s ghostly vessel has sailed all the seas of the Misty Realm, cursed to never be able to come within sight of land and only able to rise from his watery grave during the nocturnal hours. Further stymying his desperate desire to reclaim his former reputation as a fearsome pirate lord, any who encounter Urdogen and live to tell the tale are cursed to forget his name.&lt;br /&gt;
&lt;br /&gt;
To put an end to Urdogen, the ruin of the Raging Tears must be hauled up from the seafloor and carried inland, where it must then be burned completely to ash in a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Urdogen&#039;s ghostly ship is actually able to return to the Inner Sea of Faerun on moonless, foggy nights in his homeworld, although he must return to the Misty Realms upon dawn.&lt;br /&gt;
&lt;br /&gt;
If Urdogen chooses to close the borders of his traveling domain, the waters around his ship become rough and infested with a feeding frenzy of sharks; those who try to fly away will instead find themselves sinking into the water.&lt;br /&gt;
&lt;br /&gt;
==5e Darklords==&lt;br /&gt;
As part of its general overhaul of the [[Demiplane of Dread]], 5th edition added a significant number of new darklords - some to replace former darklords, others ruling over brand new domains. Darklords who simply got retconned backstories and other traits have those details added to their entries above. Quite a few of these characters don&#039;t have much info on them due to being only mentioned in the &amp;quot;Other Domains of Dread&amp;quot; section of the book, most of which only have a single paragraph dedicated to their domain and darklord.&lt;br /&gt;
&lt;br /&gt;
One trait common to most 5e darklords is that the personalized domain border closures of the past are largely gone; there might be cosmetic tweaks or some extra mechanical effects, but in general most 5e Domains of Dread all function the same when a person tries to escape through a closed border.&lt;br /&gt;
&lt;br /&gt;
===Chakuna===&lt;br /&gt;
The replacement Darklord of Valachan, and one of the few 5e darklords to explicitly continue on in some fashion from the setting as it existed before. A female [[werepanther]], Chakuna belongs to a tribe of [[werecat]]s (specifically panthers and ocelots) called the Oselo, whom were hunted to the brink of extinction by Baron Urik von Kharkov, as he had come to fixate upon them as the most intriguing and challenging quarry. (Nevermind that Urik was originally &amp;quot;Blacula Strahd&amp;quot; with no real interest in &amp;quot;hunting the most dangerous game&amp;quot;.) To save her people, she went to the literal heart of the domain and performed an unholy rite, cutting out her own heart and offering it to the land as sacrifice in exchange for the power to defeat Urik. Long story short, it worked; she ripped out his heart, tore him to pieces, and buried his still-living and curse-spewing head in the ruins of his castle before building her own treetop hunting lodge atop the ruins. Which is actually kind of badass. But now the jungle has become hungrier than ever, and she must regularly sacrifice human hearts to the land to keep the plants and animals from slaughtering all the Valachani (shades of the Wildlands, there), which she obtains through the &amp;quot;Trials of the Heart&amp;quot; - ceremonially hunting down designated victims with the aid of trained [[Displacer Beast]]s. She won&#039;t touch a fellow Oselo, but everybody else is fair game.&lt;br /&gt;
&lt;br /&gt;
Chakuna can only be killed if her heart is found in the secret grove where she performed her dark rite and destroyed, but unless somebody assumes her mantle in the process, then the jungle will be free to kill everyone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-033.chakuna.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flimira Vhage===&lt;br /&gt;
Currently very little is known about Flimira Vhage other than that their domain is the office of a detective agency which is actually is an extension of their own broken mind.&lt;br /&gt;
&lt;br /&gt;
===Jacqueline Renier===&lt;br /&gt;
While this character is really just a reimagining of Jaqueline Renier, her marginally different name means she&#039;s technically a new character and gets her own section here. Plus, besides being a wererat, she has almost nothing in common with the original Jaqueline anyway.&lt;br /&gt;
&lt;br /&gt;
A century ago, Richemulot was a prosperous nation with a growing middle class. As the commoners began to gain more wealth and power, it caused the influence of the nobility to wane, a fact that Jacqueline Renier did not like. As her family seemed oblivious to the threat this posed, she began to look allies and heard of the True­blood Council, a secret society of Richemulot’s eldest and most esteemed families. She spent a fortune finding a way to attain membership to the council, but discovered they were not actually nobles, but wererats. That same night, she was inducted into their ranks.&lt;br /&gt;
&lt;br /&gt;
Renier swiftly accepted her new life as a wererat, her scorn for commoners expanding to include all non-wererats. Her first major act consisted of conferring the gift of lycanthropy upon her family. Only her twin, Louise, resisted, for which Jacqueline disfigured her and cast her out. Within the sewers of Pont-a-Museau, the wererats concocted a roiling pestilence known as the Gnawing Plague, which swept through the population. The disease wiped out the nation&#039;s rulers and all other nobles save for the Reniers, and eventually Jacqueline stood as the highest-born noble in the land, and the nation’s de facto leader.&lt;br /&gt;
&lt;br /&gt;
Though the people begged her to help them, she let them all die, deeming them unworthy due to their poverty and low birth. As the last human soul expired in Pont-a-Museau, the Mists rose, drawing Richemulot into the Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
Her curse is that despite all of the atrocities she committed to cling to power and influence, she is never able to really enjoy the benefits of her status. She has pretty much no free time since she needs to constantly keep working to managing her country and concoct new plagues to keep the people from getting uppity, and even if she had the time to enjoy any luxuries, most of the people who would be able to provide her with them have all died from the plague.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-029.jacqueline-renier.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inheritors of Darkon===&lt;br /&gt;
Similar to what happened during [[Grim Harvest]], Darkon currently has multiple Darklords while Azalin is missing. Specifically, there&#039;s only three of them this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Baron&amp;quot; Alcio Metus&#039;&#039;&#039; is a female vampire, and the sister of Baron Metus - the vampire who got [[Van Richten]] started on his monster-killing path. Having risen to rule the criminal underworld of the Jagged Coast region, driving out her former Kargat masters in the process, Alcio burns with the desire for revenge against Van Richten for killing her brother. Not helping is that she&#039;s occupied Van Richten&#039;s ancestral home of Richten House and found that Van Richten&#039;s wife Ingrid still lingers as a [[ghost]] - but one who refuses to help Alcio in her quest for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardinna Artazas&#039;&#039;&#039;, the thrice-reincarnated leader of an elfin mystery cult in Nevuchar Springs, has damned her soul in the name of good: desperate to preserve Darkon, she has striven to revive the spirit of Darcalus Rex, the king who reigned over Darkon prior to the coming of Azalin. Unfortunately, all she has called forth is a necrichor, and she must constantly weigh her belief that what she is doing serves &amp;quot;the greater good&amp;quot; against the very real demands that the undead tyrant makes for ever-greater magical reagents and sacrifices.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Madame Talisveri Eris&#039;&#039;&#039; is an elderly but vibrant and intelligent aristocrat who accidentally made herself permanently invisible whilst seeking to make herself look younger. She uses her invisibility to her advantage, having created an array of different identities that she assumes through costumes and cosmetics. She&#039;s currently built up a cult amongst the younger members of Il Aluk&#039;s nobility, offering them an elixir on the night of the new moon that makes them invisible until dawn and then sending them out to commit crimes and mayhem that advance her cause.&lt;br /&gt;
&lt;br /&gt;
Because none of them are true darklords yet, none of them have specific curses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-011.alcid.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Isolde &amp;amp; Nepenthe===&lt;br /&gt;
Like the original Isolde, the 5e Isolde is an [[eladrin]] [[paladin]], though this one was an [[adventurer]] who battled [[dragon]]s and [[demon]]s that threatened the [[Feywild]]. This unknowingly led her into the machinations of Zybilna, an evil [[archfey]] who had lost a number of [[fiend]]ish allies to Isolde and her companions. Zybilna called upon her remaining pacts to arrange for a powerful [[incubus]] called &amp;quot;The Caller&amp;quot; (5e&#039;s retconned version of the Gentleman Caller) to corrupt and slaughter Isolde&#039;s companions; once that was done, the archfey stepped in and exploited Isolde&#039;s vulnerable state to become her &amp;quot;new best friend&amp;quot;. She arranged for Isolde to become the guardian of a traveling fey carnival that also concealed a portal to Zybilna&#039;s realm... then, when Isolde began to tire of this role and their relationship grew strained, she secretly warped Isolde&#039;s mind with magic to ensure that Isolde would always prioritize the needs of the Carnival over her own wants. Even so, this wasn&#039;t enough to keep Isolde bound to Zybilna&#039;s reins. When Isolde encountered a traveling carnival from the [[Shadowfell]] managed by [[shadar-kai]], she made a pact with its twin managers to trade ownership of their carnivals, but only until next the two carnivals met. The shadar-kai agreed, and gave her the magical sword Nepenthe as symbol of her new status as owner and champion - but that wasn&#039;t enough for Zybilna. She used her magic to erase Isolde&#039;s memories of all things relating to Zybilna, and also sent fey creatures to forever follow and harass Isolde&#039;s new carnival.&lt;br /&gt;
&lt;br /&gt;
To make things worse, Nepenthe was a cursed blade; an intelligent Holy Avenger used to execute thousands of criminals, not all of whom were actually guilty, the blade had developed a deep craving for bloodshed in the name of justice. In Isolde, it found an easily manipulated host; it awoke her memories of the Caller, and stoked her desire for retribution. In many ways, it could be considered the &amp;quot;true&amp;quot; darklord of the Carnival, especially given how Isolde constantly struggles to resist its naked, insatiable need to kill.&lt;br /&gt;
&lt;br /&gt;
Isolde&#039;s curse, then, is to wrestle with both the imperatives of Zybilna and those of Nepenthe; she craves vengeance, but finds herself forever stymied by her need to tend to the ever-growing Carnival&#039;s need, as well as fearing that she may one day encounter the Carnival&#039;s true owners and be forced to relinquish it back to them. Explicitly, she could be saved if Nepenthe was taken from her, but its grip on her mind means she would refuse to abandon it.&lt;br /&gt;
&lt;br /&gt;
===Klorr===&lt;br /&gt;
Darklord of Klorr. We know nothing about this darklord, but the name is taken from a character who appeared in the original Red Box; a clockwork-obsessed [[planeswalker]] [[mage]] who was infuriated that he couldn&#039;t synchronize and control his heart the way he could his clockwork creations. He made assorted dark bargains and ultimately came to rest in the [[Demiplane of Dread]], where he produced four cursed timepieces: the Water Clock of Klorr, the Moondial of Klorr, the Hourglass of Klorr, and his final work: the Timepiece of Klorr. This cursed pocketwatch gave Klorr extended life and increased arcane power, but required him to regularly charge it with murder, an impulse he succumbed to. It ultimately killed him when he failed to sacrifice a life to it on time.&lt;br /&gt;
&lt;br /&gt;
The Timepiece of Klorr is given mechanical stats in the &amp;quot;Forbidden Lore&amp;quot; boxed set. Klorr&#039;s other works are statted in &amp;quot;Forged of Darknes&amp;quot;:&lt;br /&gt;
* The Water Clock lets the user transform into a water [[elemental]], but might kill them in the process and also might leave them permanently trapped in elemental form.&lt;br /&gt;
* The Moondial grants powers based on the phase of the moon, but slowly transforms the user into a light-averse monster.&lt;br /&gt;
* The Hourglass can grant the user Improved Haste for 1 hour, but will age them 1d10 years and might also leave them under the effects of Slow for 24 hours after being used.&lt;br /&gt;
&lt;br /&gt;
===The Last Passenger===&lt;br /&gt;
Darklord of The Mourning Rail.  Nothing is known about this Darklord other than they were a VIP that delayed a train escaping from The Mourning, and threw out a bunch of passengers to make room for their self and their retinue, dooming the train, and they are now an undead being of some kind trapped on the train with the rest of the undead passengers.&lt;br /&gt;
&lt;br /&gt;
===Myar Hiregaard===&lt;br /&gt;
Mentioned only in passing as the Darklord of the revised Nova Vaasa, she&#039;s basically a female Genghis Khan with a dash of Jekyll &amp;amp; Hyde; she was originally a female chieftain who united the nomadic plains-dwelling tribes of Nova Vaasa into a single culture, but she proved to be a terrible peacetime leader because she craved bloodshed and excitement. She tried to stave off her boredom with, quote, &amp;quot;brutal games&amp;quot; for a time, but ultimately she couldn&#039;t resist the thrill of war: she began fostering disputes amongst her vassal tribes so she had an excuse to lead her forces to crush both sides. This eventually got her claimed by the mists, and now she switches between two personas and possibly two bodies: as Mya Hiregaard, she rules with &amp;quot;strict fairness&amp;quot;, but when she gets too bloodlusty, she transforms into her alter-ego of Malken and &amp;quot;sows discord across the plains&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
...Whatever else you may think of it, at least it&#039;s more justified than Tristren &amp;quot;My dad got cursed and died, so I inherited his curse and became a Darklord without ever having to do anything to actually earn it&amp;quot; Hiregaard.&lt;br /&gt;
&lt;br /&gt;
===Pietra van Riese===&lt;br /&gt;
A gender-swapped version of Pieter van Riese and the darklord of the Sea of Sorrows. Not much is known about her due to being in the &amp;quot;Other Domains of Dread&amp;quot; section, and therefore only getting one paragraph to herself. She was a ruthless pirate with a fondness for keelhauling her victims, and now she&#039;s a ruthless &#039;&#039;zombie&#039;&#039; pirate who speaks through the mouths of her undead crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-036.pietra-van-riese.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ramya Vasavadan===&lt;br /&gt;
Darklord of Kalakeri. Ramya was hand-picked by her father, the last ruler of Kalkeri, to succeed him, but when he died, her brother Arijani contested her claim, leading to a brief civil war. Ramya would have killed Arijani then and there, but their sister Reeva counseled mercy, and Ramya conceded, not really wanting to kill her brother anyway. She enjoyed a brief period of unchallenged leadership, bringing a golden age to Kalakeri, but all the while Reeva was working behind her back to build up support for Arijani, culminating in her freeing Arijani and launching a second civil war. Enraged, Ramya suppressed the rebellion with brutal methods, executing captured rebel ranas and executing them in horrifically inventive methods that only made the people distrust her more and furthered the fighting. At the second war&#039;s climax, Arijani and Reeva sued for peace and Ramya agreed... only to be captured by her treacherous siblings and murdered. Before the court strangler garotted her in the central courtyard of her own palace, Ramya cursed her siblings as bloodthirsty beasts.&lt;br /&gt;
&lt;br /&gt;
Once it was done, Arijani and Reeva further disrespected their sister by throwing her body into the ocean... an act that resulted in a terrible monsoon lashing Kalakeri for weeks. And then, when it was done, Ramya rose from her watery grave and marched on her former siblings, followed by an ever-swelling army of undead soldiers made up of all her loyal warriors who had fought and died for her. This time, Ramya showed no mercy, capturing her siblings and having them crushed to death by undead elephants.&lt;br /&gt;
&lt;br /&gt;
...And then they came back as fiends - Arijani as a [[rakshasa]] and Reeva as an [[arcanaloth]] - and the civil war has raged ever since.&lt;br /&gt;
&lt;br /&gt;
This civil war is the primary curse that Ramya experiences, with three secondary elements. Firstly, despite knowing better, Ramya is the sentimental sort, and so &#039;&#039;always&#039;&#039; remains vulnerable to the lies and deceptions of her siblings, which prevents her from truly ending the war. Secondly, Ramya&#039;s direct control over the domain is tied to her being seated in the Sapphire Throne, the symbol of Kalakeri&#039;s ruler; if the rebels oust her from the Cerulean Citadel, then her dominion diminishes until she can reclaim it. The final curse she labors under is the fact that, despite being shrouded in an illusion of life, Ramya &#039;&#039;knows&#039;&#039; that she&#039;s actually [[undead]], and this is apparent in her reflection, so she bans mirrors from her presence.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-020.maharani-ramya-vasavadan.png&lt;br /&gt;
03-021.arijani-and-reeva.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saidra d&#039;Honaire===&lt;br /&gt;
The future darklord Saidra grew up on a tiny farm, raised by her widower father, who filled her head with stories of her noble bloodline - he claimed to be a duke that had been ousted from his rightful throne by a vicious younger brother. Life was hard, especially as Saidra&#039;s sincere belief in her father&#039;s stories meant she alienated her peers, and only got worse when Saidra&#039;s father married a prosperous merchant woman with two daughters from her previous marriage, all of whom tormented Saidra and forced her to work as their personal servant, ala Cinderella. One day, a nearby duke perished, and when Saidra wondered if it had been her father&#039;s evil little brother, she was forced to confront the cruel truth: her father&#039;s stories had all been a pack of lies, and he was nothing more than a common-born servant who had fled to save his neck after trying to nick silverware from the duke&#039;s kitchen.&lt;br /&gt;
&lt;br /&gt;
Saidra went to her mom&#039;s grave to beg her mother&#039;s spirit for help, which was when a &amp;quot;kind, grandmotherly figure&amp;quot; appeared and granted Saidra her wish, clothing her in a magnificent gown and fine jewelry before conjuring a stately carriage to carry her to the masquerade ball that was being held to celebrate the coronation of the new duke. We don&#039;t know who this figure was, but it&#039;s interesting to note that Saidra&#039;s version of Dementlieu contains a [[hag]] coven who basically love to pretend to be Fairy Godmother figures so they can mess with people. Anyway, off Saidra went to the ball, plotting to kill the new duke and claim his title. When she got there, she swiftly seduced the new duke, so successfully that she began contemplating if it mightn&#039;t be better to wed the duke instead. Things were going smashingly... until the clock chimed midnight and the whole party began dropping dead of a sudden, fast-acting plague, which rather put a downer on things. The kicker, for Saidra, was as she and the duke lay dying in each other&#039;s arms and he confessed that he &#039;&#039;wasn&#039;t&#039;&#039; noble-born, but instead a commoner who had been adopted by the previous duke. In fact, he was actually Saidra&#039;s long-lost brother.&lt;br /&gt;
&lt;br /&gt;
Enraged at this second &amp;quot;betrayal&amp;quot;, Saidra stabbed her brother in the heart with the last of her strength and then tried to stagger away from the corpse, only to collapse dead on the stairs leading into the palace.&lt;br /&gt;
&lt;br /&gt;
And then she woke up as a [[wraith]], the new spectral queen of Dementlieu, a shabby and impoverished town whose populace struggle to fake the appearance of being more important than they truly are, all the while risking Saidra&#039;s deadly wrath: she &#039;&#039;&#039;hates&#039;&#039;&#039; pompous fools who pretend to be what they aren&#039;t, aspire to higher station than they deserve, and fail to maintain the appearance of normalcy.&lt;br /&gt;
&lt;br /&gt;
...Well, yeah, she wouldn&#039;t be a &#039;&#039;darklord&#039;&#039; if she wasn&#039;t at least a little bit of a hypocrite, now would she?&lt;br /&gt;
&lt;br /&gt;
Saidra is a wraith who has the ability to launch free Disintegrates at anyone who reveals themselves to be lying about who they are in her presence - we don&#039;t know much more than that, mechanically. She lives in constant terror of being exposed as a fraud herself, and in fact she can only be killed permanently if she is revealed to be a fraud first. Related to that, she lives in terror that her hated stepmother and stepsisters are still alive somewhere in Dementlieu. Finally, almost tangentially, her status as a wraith means her beloved masquerade balls are a complete waste of time, as she can&#039;t enjoy any of the physical pleasures associated with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-013.duchess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sarthak===&lt;br /&gt;
Darklord of the Ashram of Niranjan, Sarthak is an evil bronze dragon who poses as a mystic named Niranjan. He send agents into the Mists bearing his philosophical writings, which promise escape, peace, and enlightenment to any who adopt their teachings. Anyone who comes to his monastery is told that they must divest themselves of worldly goods, which are added to Sarthak’s hidden hoard. Sarthak then helps his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication of what his curse might be, since he&#039;s in the &amp;quot;Other Domains of Dread&amp;quot; section of the book and as such only gets a single paragraph to himself.&lt;br /&gt;
&lt;br /&gt;
===Teresa Bleysmith===&lt;br /&gt;
&lt;br /&gt;
===Viktra Mordenheim===&lt;br /&gt;
Basically, she&#039;s Victor Mordenheim but a woman... what, that&#039;s not good enough? Alright...&lt;br /&gt;
&lt;br /&gt;
Viktra Mordenheim was born the daughter of a minor noble family, as well as a natural prodigy in medicine - she taught herself anatomy as a child, and by the time she was a teenager she held a doctorate &#039;&#039;and&#039;&#039; had been appointed as a preeminent researcher at a local university. For all her genius, however, Viktra was arrogant, not to mention completely lacking in empathy, compassion and moral qualms. To her, medicine was just a way to sate her burning curiosity about the secrets of life. Also, she hated magic, regarding it as as &amp;quot;stealing the powers of otherworldly beings and cheating the laws of nature&amp;quot;, and thus inferior to &#039;&#039;&#039;SCIENCE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the best Frankenstein tradition, she grew obsessed with the idea that she could not merely mend the sick, but actively create and even improve upon life. So she began hiring the services of bodysnatchers to provide her with fresh human cadavers for her research. This is how she met Elise; amazingly, the cold, aloof methodical surgeon and the beautiful but reckless and spontaneous body snatcher became infatuated with each other, and the two women&#039;s relationship swiftly changed from professional to personal. When Elise contracted an incurable wasting disease, Mordenheim became obsessed with saving her, and her experiments increased in numbers - she also began having living victims actively kidnapped for her experiments. Through countless murders, resurrections and remurders, Viktra honed her knowledege. Finally, as Elise fell into the deep sleep that marked the final stages of the disease, Viktra poured everything she had learned from a thousand deaths into saving a single life, crafting and installing the Unbreakable Heart: an artificial super-organ.&lt;br /&gt;
&lt;br /&gt;
But just as she was stitching the fabulous device into place, constables burst into her lab, accusing her of being behind the recent string of kidnappings and murders. In the struggle, the lab caught fire and flooded with acrid chemical smoke: Mordenheim&#039;s last vision was of Elise rising from her table, a golden light glowing in her chest where the Unbreakable Heart had been installed.&lt;br /&gt;
&lt;br /&gt;
When Mordenheim came to, she was in a strange, icy realm called &amp;quot;Lamordia&amp;quot;, where she was hailed as the greatest genius ever, but there was no sign of Elise.&lt;br /&gt;
&lt;br /&gt;
Viktra&#039;s torments largely center around Elise and the Unbreakable Heart; she can neither recreate the Heart on her own, but nor can she find Elise to study it again. Secondary to this curse is that she is showered with the love, respect and attention of Lamordia, whose people view her as a luminary savior; to Mordenheim, they are incomprehensible, and she loathes their constant distractions from her work.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DR. VIKTRA MORDENHEIM.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vladeska Drakov===&lt;br /&gt;
In a nameless world, in a land torn between myriad bitterly feuding royal families, the woman named Vladeska Drakov was a skilled fighter and general, a mercenary who came to be known as the Crimson Falcon, the leader of a well-regarded mercenary army called the Falcon&#039;s Talons. Business was profitable, and Vladeska was raking in the loot, with dreams of retiring young, cashing in her wealth and reputation to buy land and a title. Then came the sacking of Veivere, where the Talons accidentally killed a very important figure. So important that the entirety of the aristocracy took up arms against the Talons, determined to kill them all for it. Well, Vladeska had no intention of just rolling over and dying, and she launched a bloody counter-attack that soon turned into a crushing campaign of conquest; her forces swept through the land, replenishing themselves with conscripted peasants and wiping out everyone stupid enough to stand against them. Vladeska made a point of impaling &#039;&#039;everybody&#039;&#039; with even the slightest drop of aristocratic blood that she caught alive. Through years of bloody effort, she became the ruler of an empire that stretched over the former patchwork nation, but as she crushed the last defiant village, the smoke engulfed Vladeska and her most elite warriors.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a new realm, and after swiftly conquering its capital city, Vladeska declared herself Empress of Falkovnia. Which was when she found the downside of her rule... namely, the armies of [[zombie]]s that would attack her new kingdom every month with the rising of the new moon.&lt;br /&gt;
&lt;br /&gt;
Vladeska&#039;s curse, obviously, is the zombie attacks, which press her to her limit as she struggles to throw back the dead and preserve what she has, but it goes deeper than that. Firstly, she suffers a horrible sensation of recognition; every zombie, to her, seems to be the animate corpse of one of her victims or her fallen soldiers, filling her with the gnawing belief that the dead are coming for &#039;&#039;her&#039;&#039; specifically. Secondly, no matter what scheme or ploy she tries, the result is always Phyrric; her people haven&#039;t been wiped out yet, but there&#039;s a big difference between &#039;survival&#039; and &#039;winning&#039;. Finally, she &#039;&#039;&#039;knows&#039;&#039;&#039; that her efforts are doomed - there is &#039;&#039;no way&#039;&#039; to hold Falkovnia against the dead, not with the forces that she has, and the only chance she has for survival is to take her people and flee during the peaceful period after the dead are repulsed for the month. But she&#039;s too stubborn to run, and so she keeps fighting her bloody, futile war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167187</id>
		<title>Darklord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167187"/>
		<updated>2021-06-03T23:33:03Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid God-Brain */&lt;/p&gt;
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{{Topquote|They say, &#039;Evil prevails when good men fail to act.&#039; What they ought to say is, &#039;Evil prevails.&#039;|Yuri Orlov, &#039;&#039;Lord of War&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Darklords&#039;&#039;&#039; are the rulers &#039;&#039;and&#039;&#039; prisoners of the plane of [[Ravenloft]], from the D&amp;amp;D setting of the same name. &lt;br /&gt;
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You might be wondering &amp;quot;How are they both rulers and prisoners at the same time?&amp;quot; The reason for this is simple: each Darklord was pulled into the plane by the nebulous forces known only as the Dark Powers after an especially heinous deed (known in-universe as a &amp;quot;Act of Ultimate Darkness&amp;quot;), which reshapes a part of the plane into [[Demiplane of Dread|a realm tailored to each Darklord&#039;s defining crime]]. In its own realm a Darklord is a BBEG to rule over all other BBEGs, with absolute power over everything except whatever they desire most - whatever thing that might be, it is always dangled ever so slightly out of their reach by the Dark Powers to amplify their torment further. They have no mouth, and they must scream. (Thus the common description of the setting as &amp;quot;Hell, but not for you&amp;quot;.)&lt;br /&gt;
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=Common Characteristics of Darklords=&lt;br /&gt;
The exact abilities and backstories of Ravenloft&#039;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. &lt;br /&gt;
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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&#039;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&amp;amp;D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd&#039;s or Azalin&#039;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&#039; efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord&#039;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&#039;s life and career for good.&lt;br /&gt;
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A few things about Darklords have remained constant throughout Ravenloft&#039;s editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain &amp;quot;pocket domains&amp;quot; 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&#039;s domain, that specific Darklord is usually powerless to personally come after them (but see &amp;quot;Closing the Borders&amp;quot; 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&#039;s efforts, but if it comes to that you&#039;ve likely already attracted (or will very soon attract) a Darklord&#039;s attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. &lt;br /&gt;
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===Closing the Borders===&lt;br /&gt;
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&#039;t work past a closed domain border either. As Ravenloft was an early AD&amp;amp;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&#039;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). &lt;br /&gt;
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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&#039;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&#039;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&#039;s conquest literally sink into ruin through the squabbling of his sons. &lt;br /&gt;
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===Immortality===&lt;br /&gt;
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&#039;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 &amp;quot;attached&amp;quot; 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&#039; attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. &lt;br /&gt;
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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.&lt;br /&gt;
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Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord&#039;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 &amp;quot;promoting&amp;quot; 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 &amp;quot;current&amp;quot; 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&#039;s death, thus ensuring that their position is never lost.&lt;br /&gt;
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===What happens if you permanently destroy a Darklord somehow?===&lt;br /&gt;
It&#039;s likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord&#039;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&#039;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. &lt;br /&gt;
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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&#039;s associated domain &amp;quot;ceases to serve a purpose&amp;quot; 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? &lt;br /&gt;
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Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighbouring 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 &amp;quot;Islands of Terror&amp;quot; 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 neighbouring domains to absorb them) that suffer a sudden lack of a Darklord, though. &lt;br /&gt;
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The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex&#039;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. &lt;br /&gt;
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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&#039;s noted that the Demi-Plane of Dread didn&#039;t seem to exist until Strahd&#039;s damnation). In 5e&#039;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&#039;re &amp;quot;possessive&amp;quot; about their favourite playthings like that. &lt;br /&gt;
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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.&lt;br /&gt;
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Bottom line? Hash it out with your DM beforehand, or if you&#039;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.&lt;br /&gt;
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=Notable Darklords=&lt;br /&gt;
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==The &amp;quot;Hammer Horror&amp;quot; Darklords==&lt;br /&gt;
With the horror films by [https://en.wikipedia.org/wiki/Hammer_Film_Productions Hammer Film Productions] officially cited as a major source of inspiration for the setting of Ravenloft, the Darklords who are patterned after the horror monster archetypes featured in those films will be listed here. &lt;br /&gt;
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===Strahd von Zarovich===&lt;br /&gt;
{{main|Strahd von Zarovich}}&lt;br /&gt;
Darklord of Barovia, and the first Darklord to be introduced to the setting--in fact, it&#039;s named after his own castle. He is the archetypal vampire darklord in the setting, though by no means the only one, and his appearance is clearly based off of Christopher Lee&#039;s portrayal of Dracula in the 1958 &#039;&#039;Dracula&#039;&#039; film by Hammer Film Productions. &lt;br /&gt;
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Originally the conqueror of a region called Barovia that he claims was the ancestral home of his family, Strahd came to lust after a woman called Tatyana who rejected him in favor of his younger brother Sergei. Strahd took this very badly; badly enough that at some point he made what he called &amp;quot;a pact with Death&amp;quot; that turned him into a [[vampire]] in a desperate attempt to restore his youth. This too failed to win her over, and on the day Tatyana was to be married to Sergei, Strahd killed him and drove her to suicide. &lt;br /&gt;
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His realm is a copy of Barovia from the Prime Material plane (the original apparently still exists but nothing is said about its current condition or even which D&amp;amp;D setting it originated from), which he has absolute power over to the point where he can enter any private home uninvited in spite of the fact most vampires are unable to do so (since as he boasts, &amp;quot;I am the land&amp;quot;), and he can ignore the standard vampiric weaknesses to mirrors, garlic or holy symbols, none of which ordinary vampires can do. He isn&#039;t even &amp;quot;killed&amp;quot; when staked through the heart like ordinary vampires are (though he is effectively paralyzed while staked) and can resist up to ten rounds of sunlight exposure before being destroyed, though he has always a contingency spell cast on himself that will teleport him away to a hidden mountain sanctuary should he ever be exposed to sunlight or staked by a prepared party, much like Bram Stoker&#039;s own Dracula had many coffins to sleep in to make his final destruction more difficult.  However, Strahd&#039;s curse is to have the events leading to his damnation repeat themselves forever--once every generation he will encounter a woman who he believes to be Tatyana&#039;s reincarnation, only to be rejected by her in spite of all his vampiric mind control powers, and become responsible for her death once more, all while being unable to simply give up on trying to win her love.&lt;br /&gt;
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===Ankhtepot===&lt;br /&gt;
Darklord of Har&#039;Akir, partially based on the monster from the 1959 film &#039;&#039;The Mummy&#039;&#039; by Hammer Film Productions. He is the archetypal Mummy-based Darklord in the setting, but he is not the only &amp;quot;Ancient Dead&amp;quot; (i.e., a preserved corpse animated into undeath) who happens to be a Darklord. &lt;br /&gt;
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Ankhtepot in life was a hubristic ruler of a land also named Har&#039;Akir, patterned after Ancient Egypt and sharing the same pantheon of gods. As the head priest of the sun god Ra, the chief god of his land, Ankhtepot was [[Nagash|obsessed with death and became consumed with the desire to live forever]]. Despite sparing no expense (nor quite a few lives, for that matter) his efforts were in vain, and in his rage he razed several temples, stormed into the greatest one and cursed the gods for withholding his heart&#039;s desire. For this blasphemy, Ra contacted Ankhtepot directly and said that Ankhtepot would indeed live after death, though he might wish otherwise. Anhktepot was confused about this, but later discovered that he had received a dire curse (making him one of the few outlander Darklords to have received the majority of his curse &#039;&#039;before&#039;&#039; being taken into Ravenloft); anyone he touched was dead by nightfall, and those he killed in this fashion rose from their tombs to serve him absolutely as undead mummies, because apparently Ra considers having mindless servants a punishment. Taking this in stride despite killing many of his relatives, he used his new undead servants to tighten his grip over Har&#039;Akir, but his fellow priests rebelled, killed Ankhtepot in his sleep, and mummified him, little knowing he was still conscious and going insane inside his sarcophagus during his month-long funeral. After being entombed in a remote area with one small village named Mudar, the mists of Ravenloft claimed Ankhtepot, his tomb, and the nearby village, leaving no trace of them in Ankhtepot&#039;s home plane. &lt;br /&gt;
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As Darklord, Ankhtepot spends most of his time in a deathless dream of better days in his tomb, but he can be roused from this state in a few ways, such as if his tomb is disturbed, or if the people of Mudar are anxious or otherwise distressed. His hubris and pride followed him into undeath, and similarly his greatest torment is his desire to be human again, as the god-king of a great empire he once was, while in reality he &amp;quot;rules&amp;quot; over a barren patch of desert with naught but a small mud-hut village. To frustrate him further, the Dark Powers granted Ankhtepot the ability to regain his human form and mortality by draining a human of moisture and life force in a dread sunrise ceremony, but this reversion to mortality lasts only from dawn to nightfall, and during those few daylight hours &amp;quot;under Ra&#039;s gaze&amp;quot; he loses all his supernatural powers, once again becoming a normal human with no appreciable abilities until nightfall, whereupon the transformation is undone. Knowing that he would face an eternity of solitude were he to sacrifice everyone in his domain to fleetingly experience mortality again, Ankhtepot generally prefers to wait and dream until he might rule a larger population, a time he seems unaware will never come. &lt;br /&gt;
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With respect to his crunch, Ankhtepot can be an unholy terror in his Greater Mummy form. He retains much of the high-level spellcasting ability he had in life, his touch-delivered Mummy Rot is both more virulent and harder to cure than almost any other Ravenloft Mummy&#039;s, and those who become infected and are mummified alive become Greater Mummies under his total control. Other aces up his sleeve (or rather, his bandages) are the fact that he commands virtually every mummy in his domain, so if sufficiently provoked he can summon up an entire shambling army of mummies to do his bidding, and the fact that a certain item on his person allows him to heal lost hitpoints very quickly, even if reduced below zero, unless that item is removed from him or his downed &amp;quot;corpse.&amp;quot; Ankhtepot can, however, easily be killed during his bouts of mortality (even though doing so might attract the attention of the Dark Powers since he poses no real threat during these times), but if he is killed while an ordinary human he can reanimate if he is mummified and entombed again. As a result of a possible oversight by the writers, no mention is made of how Ankhtepot might be able to return to unlife should he be defeated in his Greater Mummy form nor how he might be permanently destroyed, though he can simply reform in his tomb in the case of the former and the latter might simply require that both his tomb and his physical body be completely destroyed, resulting in the village of Mudar returning to its home plane and Ankhtepot&#039;s desert joining an adjacent domain.&lt;br /&gt;
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Given the relative lack of sex appeal for mummies compared to the far more famous vampires and werewolves (unless you&#039;re a fan of the [[Tomb Kings]] or [[Mummy: The Curse]]), Ankhtepot and his domain more or less dropped off the face of Ravenloft canon after the AD&amp;amp;D version, and even in AD&amp;amp;D he was fairly passive. Even so, he did affect Ravenloft and D&amp;amp;D at large in one way by creating the first Greater Mummies (AKA &amp;quot;Children of Ankhtepot&amp;quot;) to ever exist in a D&amp;amp;D system, though they have since significantly changed from their original incarnation. Ankhtepot has also been known to send his Mummy and Greater Mummy servants outside of his domain to track and kill grave robbers who defile his tomb and other unfortunates who incur his wrath.&lt;br /&gt;
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Ankhtepot and his domain made his first appearance as the star villain of the classic &#039;&#039;Touch of Death&#039;&#039; Ravenloft module in 1991.&lt;br /&gt;
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Despite not having shown up since AD&amp;amp;D, he was re-introduced to the setting in 5e, albeit with some significant retcons.&lt;br /&gt;
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In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests, and Ankhtepot came to believe that the gods wanted himself to take the pharaoh&#039;s place. On the day of the pharaoh&#039;s coronation, Ankhtepot rallied his loyal priests and murdered their liege. Unfortunately he had misjudged both the people&#039;s loyalty and the gods&#039; wills. The people rose up and killed him and his fellow priests, and when he died the gods forsook him and barred him from the afterlife. The gods returned him to the world, but stripped away a piece of his soul called the ka -- the vital spark that inspires all living beings. &lt;br /&gt;
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He awoke immobilized and trapped in his sarcophagus, during which he felt the pain of every cut and every organ removed as if he were alive. One day, after untold years of this suffering, he a voice asking if he still felt he was worthy to rule. Still arrogant after all he had been through, he answered with certainty, and thus emerged from his crypt into the domain of Har’Akir. In this new land, Ankhtepot found a pious people devoted to the same gods he once served, and immediately set to wiping that religion out and replacing their gods with false idols of his own invention. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.&lt;br /&gt;
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Since then he has seen much, and known many things, but now he seeks one thing only: to be reconnected with his lost Ka, which he believes will allow him to finally die. Where and what his Ka is now is left up to the DM to decide, as is what happens when he is reunited with it. All of the suggested results are pretty grim, ranging from him being reborn as a living tyrant far more decadent and sadistic than he was as an undead, discovering that he cannot be returned to mortality and deciding to wipe out all life in his domain out of spite, to being reborn and dying soon after only for a war of succession to immediately begin with all the Children of Ankhtepot declaring themselves Ankhtepot II.&lt;br /&gt;
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03-015.pharaohANKHTEPOT.png&lt;br /&gt;
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===Alfred Timothy===&lt;br /&gt;
Darklord of Verbrek, and the archetypal werewolf Darklord of the setting, though by no means the only lycanthrope Darklord in Ravenloft. Alfred Timothy was born to Nathan Timothy (former werewolf Darklord of Arkandale) and an unknown mother. Disdained by Nathan for being frail and sickly in his human form, Alfred in turn disdained his father for his &amp;quot;overly human&amp;quot; interest in ferrying cargo and passengers with his paddleboat (in truth, Nathan was cursed as Darklord of Arkandale to become cripplingly nauseous with &amp;quot;land sickness&amp;quot; anytime he tried to set foot on dry land, but instead of suffering from this curse, Nathan grew so accustomed to boating and the company of his human passengers that he unknowingly lost his Darklordship during the Grand Conjunction, despite still being confined to river waters and remaining an unrepentant serial killer). &lt;br /&gt;
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Leaving to find his own way and to escape the perpetual treatment as the runt of the litter, Alfred happened upon villagers in his father&#039;s domain who regularly made sacrifices to appease a savage being they called [[the Wolf God]] in the hopes of relief from continual attacks by bloodthirsty wolves. Taking inspiration from the sight of humans propitiating a lupine deity and perhaps indulging more than a little megalomania at the prospect of being an object of worship or leading a werewolf-centric religion, Alfred wandered the domains and interrogated clerics he met, sometimes lethally, on how he could become a cleric of this &amp;quot;Wolf God&amp;quot; and use its granted powers to inaugurate a werewolf-led reign of terror over humans. Unfortunately, his efforts and sacrifices were fruitless in provoking any response from this &amp;quot;deity,&amp;quot; and he began to take out his frustrations on any clerics and religious buildings he could find whenever his latest interrogation target failed to provide the missing ingredient to contacting and receiving spells from the Wolf God. After [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425913 one such iconoclastic rampage], Alfred incautiously fell asleep near the mutilated corpses and smouldering wreckage of his latest failure. Not content to &amp;quot;let sleeping dogs lie,&amp;quot; Alfred was discovered, chained, and about to be burned at the stake by vengeful villagers, were it not for a mother-daughter pair of prescient Vistani who purchased his freedom and told Nathan that for this stay of execution, he must allow all Vistani safe passage in the future. Enraged at the possibility of being bound by a bargain struck with &amp;quot;mere&amp;quot; humans, Alfred promptly killed the Vistani mother, and the mists of Ravenloft claimed him for this betrayal, leaving him within his new domain of Verbrek, which eventually grew to encompass his father&#039;s former domain of Arkandale. &lt;br /&gt;
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Now a Darklord, Alfred was initially delighted at having truly become a cleric of the Wolf God, receiving divine spells and being able to &amp;quot;converse&amp;quot; with it (assuming it exists, but if you decide to play with a nonexistent Wolf God, Ravenloft&#039;s Dark Powers have been known to grant divine spells and Alfred might just be hearing voices in his head). The price, as ever with Darklords, was an insidious curse. Alfred wants nothing more than to revel in the bestial fury and passion he once enjoyed as a werewolf, but as Darklord he is forced to transform back into his human form should he ever succumb to any kind of base passion: fear, rage, or lust. Having built a cult of savagery, wanton bloodshed, and debauchery among a large pack of werewolves as the chief priest of the Wolf God, his uncharacteristic unwillingness to practice what he preaches by frequently refraining from hunts and hesitance at finding a mate means his position is growing increasingly precarious. Realizing that widespread knowledge of his weakness would spell his doom (because [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657 &amp;quot;being an alpha means proving it every full moon&amp;quot;]), Alfred is trying to divest himself of his humanity by commanding and occasionally participating in ever-greater acts of slaughter, dedicating and offering them to his god who has remained silent on this one pressing issue, with the only exceptions to his wrath being the Vistani as he still remembers what happened the last time he killed one. &lt;br /&gt;
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Crunch-wise, Alfred is rather conventional as lycanthrope BBEGs go, aside from his cleric levels and being forced to fight in a calculating and tactical manner unlike most werewolves lest he be forced to return to his much weaker human form. He doesn&#039;t cast a shadow (since his domain is effectively the shadow he casts on Ravenloft), and can even teleport from shadow to shadow within his domain whenever the moon is visible. As an ironic reminder from the Dark Powers of his fundamental weakness, Alfred cannot even supernaturally close the borders of his own domain, short of sending his dire wolf and werewolf minions to patrol them, though the true nature of this additional curse is likely lost on him, since he probably doesn&#039;t know about other Darklords and their ability to close their domain&#039;s borders supernaturally. Though not specifically mentioned, Alfred&#039;s fluff implies that even &#039;&#039;[https://youtu.be/ZxcljnLb95M?t=1m8s harsh language]&#039;&#039; might be one of the most potent weapons against him; if PCs can recognize him in either his wolf or hybrid forms and manage to enrage him through taunts, he will be forced to return to human form and at a minimum be robbed of the natural weapons of his alternate forms, or even be forced to kill any wolf or werewolf witnesses to his weakness with his clerical powers before turning his attentions to the PCs. However, even if Alfred is killed (and his crunch does not mention any method through which he could cheat death), it is likely the Darklordship (and possibly even Alfred&#039;s curse) will simply pass to whichever werewolf in his domain is evil enough for the Dark Powers&#039; liking, preserving Verbrek as a separate domain unless every werewolf in the domain is killed or driven out before the current Darklord&#039;s death. Even then, the Dark Powers can always make more Darklordship candidates, though a more darkly ironic postmortem fate for Alfred&#039;s cult and domain might be for the Wolf God cult to scatter to the winds after Alfred&#039;s death, in essence metastasizing and spreading its cell members and evil elsewhere, while Alfred&#039;s father returns to Arkandale just in time to resume his old Darklordship and hear about his son&#039;s death, saying only &#039;&#039;&amp;quot;So that self-righteous runt finally bit off more than he could chew. No matter. Runts have always thought themselves to be bigger than they are.&amp;quot;&#039;&#039; &lt;br /&gt;
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On a side note, players who want to play a Ravenloft campaign set in Verbrek, but who also want to use [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]] rules instead of relying on older books, might opt to use the official Magic-the-Gathering-to-D&amp;amp;D-5e conversion [[Innistrad|&#039;&#039;Plane Shift: Innistrad&#039;&#039;]] book,  using its rules to play a campaign set in Innistrad&#039;s Kessig province. Kessig is thematically similar to Ravenloft&#039;s Verbrek as both are &amp;quot;werewolf country&amp;quot; locations, minus Darklords and other Ravenloft-exclusive mechanics. Until the Ravenloft setting is more fully adapted for D&amp;amp;D 5e, the Innistrad conversion is probably the best foundation for playing Verbrek in 5e.&lt;br /&gt;
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===Dr. Victor Mordenheim/Adam===&lt;br /&gt;
Co-Darklords of Lamordia, of a sort. Like the character of Victor Frankenstein (best known for creating Frankenstein&#039;s monster) he was based on, Dr. Victor Mordenheim sought to create life and was certain that a soul was not necessary for it to exist. To show him the error of his ways, the gods saw fit to endow the doctor&#039;s creation with a soul--specifically, an irredeemably evil soul. The newly created dread flesh [[golem]] was dubbed Adam, and he soon grew jealous of the love that his maker&#039;s wife Elise and adopted daughter Eva had for him. Adam&#039;s plan to kidnap Elise failed, and instead he killed Eva and wounded Elise so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft. &lt;br /&gt;
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The doctor himself resides in his own mansion, Schloss Mordenheim, spending most of his time obsessively trying to revive his comatose-but-alive wife (who has herself long since gone mad due to her life support system causing her constant pain simply by being active), up to the point of continually constructing new bodies out of exhumed or painlessly-killed female corpses for her, but is cursed to never succeed and to never stop trying. Note that this is not out of love, though Mordenheim still believes that it is--it has become nothing more than a compulsion that has become his only reason for living. Meanwhile, Adam is now the &amp;quot;ruler&amp;quot; of an inhospitable island aptly dubbed the Isle of Agony in the middle of Lamordia inhabited solely by himself, forever cut off from the acceptance that he sought, cursed to feel the doctor&#039;s pain as his own, and rejected by the very land that he supposedly controls (as it is influenced by Mordenheim and not Adam). Adam&#039;s only form of solace comes from sabotaging Dr. Mordenheim&#039;s attempts at reviving Elise just to spite him. Player characters who meet Adam and treat him without pity or revulsion may be able to get some useful information out of him or even get him to open the borders of Lamordia, but he is very prone to anger and is virtually unstoppable once enraged. &lt;br /&gt;
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So strong is Mordenheim&#039;s disbelief in magic that his own domain also (potentially) interferes with divine magic of any kind, making it unreliable, and may even block any magical attempts to heal Elise. Worse still, Mordenheim&#039;s attempts at training apprentices over the years in the vain hope that they might just achieve the necessary breakthrough to restoring Elise has unleashed quite a few mad scientist villains, or monsters born of mad science (such as the Living Brain, a disembodied brain in a life-support jar that uses its psionic powers to direct and dominate a major organized crime ring), onto Ravenloft at large. &lt;br /&gt;
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In a curious twist, Adam is the Darklord and is the one with the power to close Lamordia&#039;s borders, but both Adam and his creator are effectively immortal and ageless, and Mordenheim even shares his creation&#039;s immunities and regenerative properties. If either is killed and their corpse completely destroyed by fire, acid, or even disintegration, either will simply reincarnate into the nearest most recently deceased male corpse (for Mordenheim) or flesh golem corpse (for Adam, and there are a quite a number of these running around Lamordia, made either by Mordenheim as failed bodies for Elise and futile attempts to recreate Adam&#039;s &amp;quot;success,&amp;quot; or Adam&#039;s frustrated attempts at making sympathetic company for himself), and will shortly thereafter shape their new bodies into looking just like their previous selves. The only way to destroy Adam and Mordenheim for good is to destroy them together at the same time. If DMs decide to allow the permanent destruction of Darklords (see above), then the fate of Elise and Lamordia itself is up to them; one appropriate denouement could be that the permanent deaths of Adam and Mordenheim might just be the spark Mordenheim&#039;s machinery needs to briefly restore Elise long enough to rise up and forgive their long-suffering spirits before leading both to their afterlives, just before the land suddenly twists and shifts to reflect the curse and nature of its new Darklord.&lt;br /&gt;
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Adam and Dr. Mordenheim first appeared in the one-shot adventure in a 1994 boxed set named &amp;quot;Adam&#039;s Wrath,&amp;quot; intended for outlander PCs to undertake a [[Weekend in Hell]] adventure.&lt;br /&gt;
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===Sir Tristen Hiregaard/Malken===&lt;br /&gt;
The &amp;quot;Jekyll &amp;amp; Hyde&amp;quot; Darklord of Nova Vaasa. Sir Hiregaard is a staunch, gruff but sincerely righteous man who is dedicated to his people and his land. However, he also plays host to Malken- an alternate personality that takes over Tristen&#039;s body, warping it into [[Caliban (Ravenloft)|a form so hideously ugly one can&#039;t recognize they&#039;re the same person]] and who delights in killing anyone who stands in the way of Hiregaard&#039;s repressed desires.&lt;br /&gt;
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Strangely, Tristen did nothing at all to earn the position of Darklord; Malken is an entity born from a curse that was placed on Tristen&#039;s &#039;&#039;father&#039;&#039; by Tristen&#039;s mother Romir that compelled him to kill every woman he loved and any man who crossed him; Hiregaard Senior was an intensely jealous man and killed his wife and the man teaching her how to waltz in a fit of rage, thinking she was having an affair with him. When he killed himself to escape the curse, the curse passed to Tristen instead. Six years and nine killings after the curse first manifested itself in him, Tristen was taken into the mists and the secret jealousies and angers born from the curse coalesced into the being known as Malken. Tristen is only partially aware of Malken&#039;s existence, just enough to have his guards lock him into his personal chambers when he feels a fit of jealousy or anger coming on. For years he has assumed this has kept Malken in check, but as of late he is starting to suspect that Malken is too clever to be thwarted by mundane confinement despite the latter&#039;s attempts at keeping his influence a secret. Were he to discover the whole truth, he would be willing to do anything to end the curse. &lt;br /&gt;
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This curse is the key to Malken&#039;s immortality; if Tristen is killed, then Tristen&#039;s eldest living male descendant will be possessed - and Malken will keep going down the chain each time his host dies, meaning that unless you find &amp;quot;the right way&amp;quot; to kill him, Malken can only be stopped by massacring Tristen&#039;s entire family line... which the players could potentially belong to. However, if Malken&#039;s host is killed by a woman genuinely in love with that man, then Malken will be dragged screaming into whatever hell-hole awaits him. And given that this would be a massive act of betrayal on that woman&#039;s part, she would likely end up becoming the new Darklord herself.&lt;br /&gt;
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It should also be noted for DMs that &amp;quot;the struggle within his soul&amp;quot; prevents Malken from achieving the proper focus to Close the Borders of his domain, so if you want to run a session or campaign focussed around Nova Vaasa, you had better have a compelling in-universe reason to keep the PCs from simply up and leaving, since canonically DMs can&#039;t force the issue and simply lock the PCs into Nova Vaasa like they can with most other Darklords. It&#039;s possible that if Malken possesses a more evil host, he might just be able to Close the Borders then, but the form such a closed border would take has never been revealed in canon.&lt;br /&gt;
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==Other Darklords==&lt;br /&gt;
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===Addar===&lt;br /&gt;
{{main|Addar}}&lt;br /&gt;
The father of [[Shadow Unicorn]]s and a Darklord of questionable canon. More info on his page.&lt;br /&gt;
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===Azalin Rex===&lt;br /&gt;
Darklord of Darkon. A powerful mage who inherited the rule of the city-state of Knurl, his draconian rule culminated in the execution of his son when he was caught freeing political prisoners. Soon afterward, Azalin became a [[lich]] and devoted himself to searching for a spell that could resurrect the dead; he believed that his son&#039;s sense of compassion was due to a mistake in his upbringing and assumed that if he could be revived that mistake could be fixed.&lt;br /&gt;
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As soon as he was taken into Ravenloft he lost the ability to learn any new magic at all- a terrible thing for any magic user, and even worse for a lich like him who became undead for the sole purpose of gaining more knowledge. This power over memory affects anyone else who enters Darkon as well; staying there for more than three months at a time causes a visitor&#039;s memories to be erased and replaced with false ones of spending one&#039;s whole life in Darkon. Originally an ally of Strahd when he first entered the mists, their relationship soured quickly after a failed attempt at escaping the Demi-plane of Dread temporarily split the former into two separate beings and they&#039;ve remained enemies ever since. Another ill-fated attempt at breaking free in which he planned to become a demilich backfired even more spectacularly. Instead of allowing his essence to be freed from Ravenloft, it dispersed his essence across Darkon and destroyed the domain&#039;s capital. It took five years for him to reassume a corporeal form and take control of his realm again.&lt;br /&gt;
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In 5th edition, Azalin has mysteriously gone missing.  Did he finally outsmart the Dark Powers and escape?  The only clue about where he went is that when he vanished a strange golden star or starlike thing called The King&#039;s Tear appeared in the sky and hasn&#039;t moved since and the sun and moon pass &#039;&#039;behind&#039;&#039; it instead of in front of it every day.  While he is missing his domain is slowly disappearing and has become split into four islands which are ruled by three new not-quite-darklords.  It is up to the DM to decide why he disappeared and why the domain is disappearing but several different possibilities are suggested.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
STRAHD VON ZAROVICH AND AZALIN REX.jpg&lt;br /&gt;
AZALIN Rex.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Baron Urik von Kharkov===&lt;br /&gt;
Considered one of the goofier Darklords, albeit not as bad as Tristen ApBlanc, and with a much more usable domain in Valachan. Baron Kharkov is basically half-Blacula and half-Werepanther; he was a black panther that a Red Wizard of Thay turned into a human being to use as an assassin. The Red Wizard arranged for him to fall in love with his rival, and then undid the transfiguration spell on him while they were together so he would tear her apart as a panther. When he was turned back into a human, he freaked out and ran off into the Mists. He found himself in Darkon, where he spent 20 years as a member of Azalin&#039;s secret police (turning into a Nosferatu in the process). He later escaped and subsequently became the Darklord of Valachan after entering the Mists again. We don&#039;t know what he did that turned him into a Darklord, in part due to his own fuzzy memories of what happened during that time, but he claims he killed many people while in the mists, including the Red Wizard that transformed him the first time.&lt;br /&gt;
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Anyway, he&#039;s a blood-drinking black vampire cursed with yellow eyes (that turn into cat&#039;s eyes when he&#039;s pissed off) and with hands that resemble paws, being covered in fur and bearing retractile claws. He can still turn into a panther, in which state his bite turns people into werepanthers, and controls panthers instead of the normal wolves. His curse is to basically relive his most traumatizing event over and over again; he&#039;s constantly seeking a human bride, but once he has one, he can never trust her not to find out that he&#039;s not human, and inevitably murders her in a fit of paranoid fury.  (He should try dating a [[Furry]] fan or Jaqueline Reiner, that would solve it.)&lt;br /&gt;
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In 5th edition he has been killed and succeeded by Chakuna.&lt;br /&gt;
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===Bluebeard===&lt;br /&gt;
A rare darklord actually &#039;&#039;liked&#039;&#039; by his subjects, Bluebeard rules over Blaustein (German: &amp;quot;Blue Stone&amp;quot;), a small nation from an unknown world. His rule was considered just and fair, and as a ruler he was considered to be quite generous. Unfortunately for him, he was an incredibly ugly man -- a blue-tinted beard and all -- which to his credit, he overcame with his own charms... and being incredibly wealthy didn&#039;t hurt either. Despite all of his good qualities, however, Bluebeard could not achieve a lasting marriage.&lt;br /&gt;
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He would find a woman to marry, and soon after the wedding he would leave the castle for a time, handing its care over to his new wife. He would give her a set of keys to every door in the castle, and pointing out the one special golden key which opened a room at the very top floor. His instruction was to never open that particular door, with vague consequences. So far none of his wives have been able to overcome this temptation; and when they did open the door they found his grisly collection of former wives, hung up by meat-hooks with their throats slit. By opening the door, the key -- which was magical in nature -- would have a bloody mark that would appear that could not be removed except by Bluebeard himself. He would return to the castle soon after, and demand to see the keys. If the woman had given into temptation (which each invariably did), she would then share the fate as the other women in the room. Marcella was his fourth wife and victim. Her death was not the final, but eventually Bluebeard&#039;s repeated murders brought Blaustein into Ravenloft.&lt;br /&gt;
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After becoming a darklord, Bluebeard was gifted by the Dark Powers with a minor charisma increase, which does not make him handsome by any means but does not leave him as ugly as he once was. He is also able to perfectly detect any lie. Even after the Mists took hold, Bluebeard is still the de facto leader of Blaustein, although his rule was twisted to be even more sadistic. Simply displeasing him is a death sentence, yet the populace still holds him in incredibly high regard. This is because he also has complete control over their memories, and freely erases or rewrites their recollections of his atrocities.&lt;br /&gt;
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He is unable to marry any woman native to Blaustein, as their visages always twist to the posthumous appearance of one of his dead wives. This curse does not affect women who were born foreign of Blaustein, and Bluebeard along with his subjects are always on the constant lookout for any attractive women who fit this criteria. Lorel, an outlander he grabbed through the Mists, was his latest wife (and victim).&lt;br /&gt;
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Bluebeard is also haunted by the ghosts of the wives he killed. Every third night must be spent in his castle in order to sleep, and he always awakes to the frightening caress of the specters of his murdered wives. Like his subjects, they are utterly devoted to him, yet in the most twisted way possible. While he considers this distressing, it has not stopped him from sending another wife to the same fate.&lt;br /&gt;
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It is currently unknown if he has any dealings with any other nation or darklord, at least beyond welcoming in his harbour ships including those engaged in piracy.&lt;br /&gt;
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He&#039;s mentioned in a single sentence in 5e, which states that apparently his spectral wives overthrew him and now endlessly torment him. Exactly how this happened or what this entails is not elaborated upon.&lt;br /&gt;
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===Captain Alain Monette===&lt;br /&gt;
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Darklord of L&#039;ile de la Tempete. A violent and cruel privateer and captain of the &#039;&#039;Ouragan&#039;&#039;. Eventually his crew snapped from his vicious temper and regular abuse and mutinied against him, keelhauling him thrice before throwing him into the sea. This was meant to be an execution- keelhauling, or dragging a sailor around the keel of a ship to be cut by the barnacles growing on it and hit against the ship&#039;s hull, is traumatic even when it&#039;s only done once and the victim is taken on board the ship afterward. But Alain survived, and washed up on the shores of a small island in the mists. Vampire bats came to drink the blood from his wounds, and Alain survived in turn by eating them- which turned him into a werebat. &lt;br /&gt;
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Alain thus recovered from his keelhauling, but physical health was a cold comfort as he soon found that even with the flight he gained as a werebat, he could not leave his lonesome island. Driven mad by the isolation and cut off from the sea, he now vents his frustrations on those who sail as he no longer can. His island contains a lighthouse, but as with many things in Ravenloft, it&#039;s a trap in the guise of something helpful. Anyone, even outside the Mists, who investigates the light is drawn to the hazardous waters near his lighthouse, where most are shipwrecked. If any survivors somehow make it to shore, Alain will greet them. He&#039;ll be quite friendly, at first- he&#039;s starved for company and news of the outside world. But he&#039;s even more starved for flesh, and within a few days at most he will attack and kill them.&lt;br /&gt;
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===Captain Pieter van Riese===&lt;br /&gt;
Darklord of the Sea of Sorrows. Originally from Gothic Earth&#039;s version of the Netherlands, Pieter was a ship&#039;s captain obsessed with finding the legendary Northwest Passage. When his ship was sunk in an encounter with an iceberg, he offered his own life along with the lives of his crew to any being who could help them forward, and the Dark Powers answered him. Naturally, they didn&#039;t actually give him what he wanted.&lt;br /&gt;
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Pieter is now a ghost, and the captain of the ghost ship &#039;&#039;The Relentless&#039;&#039;. He has the power to summon the ghosts of those who killed others and then were killed in the Sea of Sorrows to crew his ship, and can sail anywhere in his domain. However, he can no longer explore as he wishes, since the island domains in the Sea of Sorrows move around and he can only sail to land that he&#039;s chartered to go to. &lt;br /&gt;
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Pieter is Ravenloft&#039;s answer to the legends of the &#039;&#039;Flying Dutchman&#039;&#039;, a ghost ship that is unable to make port and sails the seas forever. Most versions say that the curse is because of her captain, Hendrick van der Decken, refusing to go to port while crossing the Cape of Good Hope, declaring that he would not make port &amp;quot;though I should beat about here till the day of judgment&amp;quot;. He got shipwrecked in a storm, and the ghost of his ship is now bound by his curse to never be able to rest at port.&lt;br /&gt;
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===Councilor Dominic d&#039;Honaire===&lt;br /&gt;
The darklord of Dementlieu. Originally born in Mordentshire, Dominic led his nanny to suicide at age 7 and then manipulated his family to move away to avoid the Mordentshire police, with the mists giving him the domain of Dementlieu. Dominic is not the domain&#039;s temporal leader but does serve as an adviser for Marcel Guignol, Dementlieu&#039;s head of state. However, Dominic has much more power than his official position would suggest. The darklord&#039;s power is domination over the minds of other people on a prodigious scale. A great many in the land, including its recognized head, are his obedients and through this network he knows whatever goes on in his land. &lt;br /&gt;
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His personal curse is that any woman he woos sees him as more repulsive the more he is attracted to her. Also, for some time his rule is challenged by an entity who is called (and virtually is) the Living Brain (re: &#039;&#039;Sherlock Holmes&#039;&#039;&#039; Moriarty), the last remains of Rudolph von Aubrecker, the youngest son of Lamordia&#039;s political ruler.&lt;br /&gt;
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in 5e, the domain was revamped and the Darklord is now Saidra d’Honaire, though there is a plot hook that hints he&#039;s still around and trying to get his position back (then again Dementlieu is now a place where everyone pretends).&lt;br /&gt;
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===&amp;quot;Death&amp;quot;===&lt;br /&gt;
Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). He is one of several minor Darklords that took over pieces of Darkon in Azalin&#039;s absence during the [[Grim Harvest]] and the only one of them to become a full Darklord after Azalin came back.  Originally a clone of Azalin made by him as part of a convoluted scheme to bypass his curse, he was transformed into a negative energy elemental by the prototype version of the &amp;quot;Doomsday Device&amp;quot; Azalin thought would make him into a demilich. When it backfired, the massive surge of negative energy it released killed the whole of Il-Aluk&#039;s population. &amp;quot;Death&amp;quot; then claimed the ruined capital and its remaining undead inhabitants as its own, and after Azalin reconstituted himself Necropolis became its own domain. A shroud of negative energy still remains over Necropolis, which instantly kills all non-undead which attempt to enter its borders.&lt;br /&gt;
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===Draga Salt-Biter===&lt;br /&gt;
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Darklord of Saragoss, a watery domain where the only analogue to &#039;land&#039; is &#039;places where the seaweed is clumped particularly tight&#039;. Draga is a [[Therianthrope|wereshark]] pirate [[Cleric]] of [[Umberlee]] with a deep-rooted fear of sharks. Yes, it&#039;s ironic that he hates sharks while being able to turn into one. He knows. He got both his wereshark infection and his fear of sharks in the same incident; as a child, he was captured by a crew of pirates, who stuck a hook into one of his calves and dangled him into shark-infested waters, understandably traumatizing the kid. And after his own piracy and terrorism of the seas in Umberlee&#039;s name caught the Dark Powers&#039; attention, they saw no reason to mess with a perfectly good case of irony and gave him a neat selection of new powers... all of which were shark-themed. He controls sharks, can only breathe underwater (though he also has a ring of air-breathing that allows him to surface for a few hours at a time), and his resurrection method involves his spirit being reborn via sharks. He&#039;s also becoming increasingly shark-like in mentality as time passes, a prospect which terrifies him.&lt;br /&gt;
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===Dr. Daclaud Heinfroth===&lt;br /&gt;
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Darklord of Dominia. Reknowned throughout the Demiplane of Dread as an expert on mental illness, few know the dark secret behind his knowledge. Terrified of falling victim to the heredity madness that plagued his family, Heinfroth conducted horrific experiments on his mental patients to deepen his understanding of insanity. One of these experiments turned him into the first cerebral vampire, a vampire subspecies that feeds on cerebral fluid instead of blood.&lt;br /&gt;
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===Dr. Frantisek Markov===&lt;br /&gt;
Darklord of Markovia. Originally a pig farmer from Barovia, he grew increasingly obsessed with the anatomy of the pigs he butchered and began to perform bizarre experiments on them that wouldn&#039;t be out of place in a [[Haemonculus]]&#039; laboratory. When his &amp;quot;subjects&amp;quot; inevitably died, he simply sold the meat without telling anyone what he had done to it first. Eventually his wife discovered his gruesome hobby and threatened to expose him, at which time she ended up becoming one of his experiments as well. After three days of vivisection, she finally expired- her corpse was so horrifically mangled that when it was first discovered it was mistaken for the remains of a monster. When Markov&#039;s involvement in her death became clear, the mists claimed him and made him a Darklord.&lt;br /&gt;
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Fittingly, Markov&#039;s curse allows him to shapeshift into any animal form he wishes (save for his head, which remains human), but is incapable of assuming his original human form. As a result, he normally takes the shape of a gorilla in order to continue his increasingly deranged experiments without being impeded by a lack of thumbs. Said experiments culminated in the creation of the &amp;quot;[[Broken One]]s&amp;quot;- animals (and the occasional unlucky human) that have been surgically mutilated into a human-animal hybrid form and given a semblance of intellect, similar to the Beast Folk of &#039;&#039;The Island of Dr. Moreau&#039;&#039;. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.&lt;br /&gt;
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===Easan the Mad===&lt;br /&gt;
Darklord and ruler of Vechor. Easan has the power to reshape the land, and even reality itself, within his domain. Combined with his capricious whims, his power makes the realm a place of constant change. &lt;br /&gt;
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Easan is a short wood elf and former agitator for a war against Iuz the Evil. For his efforts, he was seemingly driven mad by the possession of a fiend. Now Easan only looks for a cure to his madness, but he is willing to tear many innocent lives apart, and maybe even reality itself, to find a cure. His vile research has focused on souls and soul transference. Among other monstrosities, his research created the dread mechanical golem from fellow outlander Ahmi Vanjuko.&lt;br /&gt;
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It all started on the outlander world of Oerth. Easan argued the cause for war to his colleagues among the rulers of a tiny elf kingdom bordering Iuz&#039;s empire. To make an example of the upstart elf, Iuz ordered his agents to kidnap Easan. With Easan rendered helpless before him, Iuz bound a fiend to Easan.&lt;br /&gt;
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The presence of the fiend within Easan began eating away at his mind. Many magical means of expulsion failed, including the divine magic of [[St. Cuthbert]]&#039;s followers. In an effort to find a way to free himself from the fiend, Easan visited a far-off island of mystics. They managed to suppress the fiend for a time, but eventually the monks and their island were rent asunder by a disaster of mysterious circumstances. Only Easan came out of it alive. The cause of the incident was Iuz&#039;s visit to the island and his ensuing frustration at Easan&#039;s seeming mastery over the fiendish spirit within. Iuz brought about the magical destruction that wiped out the entire island.&lt;br /&gt;
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Whereas Easan emerged from the disaster with his body intact, his mind had only deteriorated further. The fiend had returned, but Easan did not give up hope. Where religion had failed, Easan resolved to find a way to banish the fiend with perverse experiments. Easan sacrificed many lives in his pursuit for a cure before he was taken in by the Mists. &lt;br /&gt;
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Eventually, Easan noticed he was in a foreign, if familiar, land where he was viewed as a god. Indeed, he now had the power to warp reality (albeit slowly) within his own domain. Although he enjoys this from time to time, for the most part he remains obsessed with finding secrets of the soul. For all his power, he cannot seem to best his own inner demons, for he has all but forgotten the reasons why he began his foul research.&lt;br /&gt;
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In truth, Easan never had a fiend implanted in him at all. It was all merely a deception to throw him off balance. Still, Easan&#039;s mind locked onto it, and when others couldn&#039;t detect the nonexistent affliction, Easan turned to his own methods for finding a cure.&lt;br /&gt;
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===Ebonbane===&lt;br /&gt;
First introduced in the Darklords sourcebook, Ebonbane is a villainous character strongly associated with the mythos surrounding the Shadowborn Family and the Shadowlands cluster. In universe, Ebonbane is a source of horrific evil that has been opposed by Lady Kateri Shadowborn and her kin for almost two centuries, going back to the Heretical Wars on the Prime Material Plane. Once a powerful fiend known as Lussimar, Ebonbane was conjured and trapped inside a sword by mortal spellcasters. Ebonbane struck back at its summoners and enslaved them. After Ebonbane killed Kateri Shadowborn, it became darklord of Shadowborn Manor, the former residence of its nemesis.&lt;br /&gt;
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===Elena Faith-Hold===&lt;br /&gt;
Darklord of Nidala. Elena was a [[Paladin]] of the god [[Belenus]] that acted as a guardian of a land also called Nidala, but her devotion to Belenus was tainted by her fondness for the adoration of the masses. Following a great crusade against the forces of evil, the people began to scorn those who did not worship Belenus. The more zealous members of the clergy appealed to her vanity and drive to please Belenus, and soon she grew so fanatical that after the &amp;quot;non-believers&amp;quot; were wiped out, she turned on followers that she deemed unworthy, always finding some new target for her purges. For this, Belenus withdrew his support, but Elena never realized that she fell because her formerly [[Lawful Stupid]] tendencies had blossomed into full-fledged self-righteousness- thus leaving her incapable of  even considering that she might have gone astray from her god&#039;s teachings. &lt;br /&gt;
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Believing her fall to be only a test of faith, she grew ever more ruthless in purging those who she deemed unclean, until she was eventually drawn by the Mists into the Demiplane of Dread. She didn&#039;t actually become a Darklord until later, when she started slaughtering entire villages because she saw more evil than good in them (not knowing that she was only looking at the worst parts of each town). At that point, she was given the domain of Nidala, which she runs as a dour police state, forbidding all practices she sees as evil while allowing her cult of personality to reach new heights. When she considers a town to be too corrupted, she and her followers destroy it, blaming the deed on the fictional [[dragon]] Banemaw. Ironically enough, in her domain the true dogma of Belenus is considered [[Heresy]], and her servant/&amp;quot;spiritual guide&amp;quot; Theokos (a fiend-like entity masquerading as a [[Cleric]] of Belenus) strives to wipe it out entirely. &lt;br /&gt;
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As a Darklord, Elena has her paladin powers back, except they&#039;re from the Dark Powers, so they&#039;re warped in ways that Elena is in severe denial about (to the point where she&#039;s a straight [[Blackguard]] in some writeups). Her unicorn steed is now fiendish, she commands undead instead of turning them, her Aura of Courage is an Aura of Despair, she can only heal herself or her steed, and most notably her Detect Evil power instead detects strong emotions that others feel towards her (any emotion works, so someone who genuinely loves her will still be detected as &amp;quot;evil&amp;quot; with predictable results), leaving them vulnerable to her version of Smite Evil. Naturally, Elana refuses to believe that her Detect Evil power doesn&#039;t actually work as it&#039;s supposed to and insists that the inability of anyone else to use Detect Evil in the Demiplane of Dread is proof of their spiritual impurity. She is also able to &amp;quot;convert&amp;quot; foes to her side as loyal servants who will gladly die for her, which functions like an enhanced humanoid-only version of Charm Monster. &lt;br /&gt;
&lt;br /&gt;
She is cursed with bouts of self-doubt, and once every week she must take a midnight ride as a chorus of voices denounce her for becoming one of the forces of evil she once fought against.&lt;br /&gt;
&lt;br /&gt;
===Eli Van Hassen===&lt;br /&gt;
&lt;br /&gt;
Darklord of the Endless Road, and a creation of the 4th edition to replace the infamously-dubious Headless Horseman and his Winding Road domain. Eli, unlike the Horseman, has an actual known reason to be Darklord, with the Horseman being downgraded to part of Eli&#039;s curse. &lt;br /&gt;
&lt;br /&gt;
Eli was once a minor nobleman who ruled over a hamlet called Tranquility, despite having much grander ambitions. When his lands were ravaged by a hydra, a wandering horseman came by and slew the beast, being lauded as a hero. Eli was filled with envy as the huntsman received praise and admiration that he didn&#039;t, and his daughter falling in love with the man was the last straw. He forced the girl to claim that the Horseman had raped her, whipped the denizens of Tranquility into a frenzied mob, and executed the innocent man. Drawn to the Demiplane of Dread for this crime, Eli is now trapped on his estate, for the Headless Horseman, the spectre of the hero he murdered, wanders the road outside and will kill Eli if he ever steps beyond his estate&#039;s boundaries.&lt;br /&gt;
&lt;br /&gt;
===Gabrielle Aderre===&lt;br /&gt;
Darklord of Invidia. A [[half-Vistani]] whose mother was raped by Drakov and was rejected by her fellow Vistani, she had always fantasized about her father&#039;s identity and resented her mother&#039;s unwillingness to speak of him, as well as her warning that if she bore a child it would end in disaster for everyone around her. When her mother was attacked by a werewolf, Gabrielle refused to aid her until she revealed the truth about her father. But when her mother did so, Gabrielle refused to believe it and left her to die. The mists took her after that, and she came to be cursed with an inability to cause direct harm to the [[Vistani]], either physically or magically. Soon afterward she came to become the temporal leader of Invidia as well as its darklord, an opportunity that allowed her to begin persecuting the Vistani in spite of her curse. &lt;br /&gt;
&lt;br /&gt;
She took many lovers as Invidia&#039;s ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling himself &amp;quot;The Gentleman Caller&amp;quot; and left pregnant by him. Her son Malocchio soon proved to be one of the Dukkar- one of the rare males of Vistani blood with The Sight. On its own this would be a cause for concern among the Vistani, as the Dukkar is effectively the Vistani equivalent of the Antichrist; however, Gabrielle went even further and taught him to hate the Vistani as much as she did. Ultimately she taught him too well, as Malocchio betrayed Gabrielle and took the position of Invidia&#039;s temporal ruler for himself. She survived due to the intervention of Blanchard, but since then Malocchio has been the ruler of Invidia, persecuting the Vistani far more effectively than Gabrielle ever could have done. The only reason he has yet to kill her is because he knows that if she dies, he will inevitably inherit her title of Darklord, which he has no interest in gaining.&lt;br /&gt;
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===Gregor Zolnik===&lt;br /&gt;
&lt;br /&gt;
Darklord of Vorostokov. The only known Darklord from [[Birthright]], Gregor is descended from Azrai, and lives down to the bloodline&#039;s negative reputation. Gregor was an excellent hunter, and back in Cerilia, his skills saved his village during an exceptionally harsh winter. Gregor loved being a hero to the people, but his talent for hunting couldn&#039;t work so well every winter. And so, to keep bringing back meat, he started hunting humans. This drew Vorostokov into Ravenloft, where the winter has continued ever since (though recently it has shown some signs of abatement). Gregor still &amp;quot;hunts&amp;quot; for his people, although they&#039;ve started to cotton on to Gregor&#039;s lies and resent their dependence on him, they have no other choice, for Gregor forbids anyone else from hunting. &lt;br /&gt;
&lt;br /&gt;
Gregor is a [[Loup du Noir]], and the boyarsky who support him are the same, as he infected them. His two sons are also nascent Loup du Noir, but the younger, Mikhail, wishes to escape him. &lt;br /&gt;
&lt;br /&gt;
===Gwydion the Sorceror-Fiend===&lt;br /&gt;
Darklord of the Shadow Rift, and such an asshole that even the &#039;&#039;Shadow Fey&#039;&#039; think he&#039;s a monster. He is also responsible for their current state, as prior to Ravenloft, he was a powerful warlord on the Plane of Shadow, and to sate his ambitions, he kidnapped a bunch of normal fey, turned them into the Shadow Fey, and told them to create an interdimensional portal so he could use them as an army to conquer other planes. This worked as well as could be expected [[Derp|considering he had no mental domination of his creations]]. The Shadow Fey made a portal, alright... but it wasn&#039;t to the Prime Material and the armies that marched through it were actually a mass exodus of the Shadow Fey, hidden by illusions.&lt;br /&gt;
&lt;br /&gt;
Gwydion eventually discovered the Shadow Fey&#039;s treachery, but it was too late, and by the time he got to the portal to stop them, the exodus was almost complete. The Shadow Fey king, Arak, held Gwydion back long enough for the Shadow Fey to all escape and seal the portal while Gwydion was going through it, trapping the Sorceror-Fiend. The other side of the portal led to the Demiplane of Dread, where the Dark Powers created the Shadow Rift to contain Gwydion further.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s pretty much how it remains. Aside from a failed escape attempt during the Grand Conjunction, Gwydion has remained stuck in that portal, unable to do anything but watch and send Shadow Fey an occasional bad dream. &lt;br /&gt;
&lt;br /&gt;
===Haki Shinpi===&lt;br /&gt;
Darklord of Rokushima Táiyoo. He&#039;s a powerless [[Geist]] that, in life, was a powerful [[samurai]] and clan leader that forged a big and powerful empire. He felt pride in the fact that his clan and lands held together while others fell to discord, despair, and war, which he helped to instigate via manipulation and betrayal. Haki Shinpi somewhat lived by the code of Bushido but abused and exploited it to manipulate his nemeses, play them against each other, and run their hopes into the ground. &lt;br /&gt;
&lt;br /&gt;
Shortly prior to Haki&#039;s death, he made it known that each of his six sons would inherit part of his conquered lands evenly. As expected, this went swimmingly for everyone involved. After his death, his children turned to bickering and then all out war against each other. Two of his children met their doom, and their islands were leveled by earthquakes before Rokushima Taiyoo was brought into the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
Far from the influential and powerful man he was in life, Haki Shinpi can now do little to keep his sons from tearing his land apart in civil war.&lt;br /&gt;
&lt;br /&gt;
===Harkon Lukas===&lt;br /&gt;
Darklord of Kartakass. A [[wolfwere]] bard from the [[Forgotten Realms]] unusual among his kind for his highly social nature, as most wolfweres are lone predators who only come together temporarily to breed. Seeing as how he couldn&#039;t get other wolfweres to agree to hang around together, he started focusing more on integrating into human society. He still hunted and ate humans, but he also gained a genuine love of human culture and of the idea of being somebody important. One day, for no reason since he&#039;d basically been doing the same stuff any wolfwere does, just spending a bit more time in town in between kills, the Dark Powers grabbed his ass and yanked him into Barovia. At which point he went on an anti-wolf killing spree for, again, no particular reason. This attracted Strahd&#039;s attention, and he nearly killed Lukas, forcing the wolfwere to flee into the Mists, which gave him his own domain of Kartakass. Which, much to his frustration, is a tiny, rustic place where the most power he&#039;ll ever have is being mayor of a small town, so he&#039;s got the letter of what he wanted but not the spirit, making for a hollow victory.&lt;br /&gt;
&lt;br /&gt;
The 5th edition version of Harkon Lukas is a [[Loup-garou]] instead of a wolfwere, and it changes some of the other details about him. As in the original, he had dreams of a [[werewolf]] society - an empire of werewolves, in fact - but that dream was dashed by the werewolf indifference to gathering in large numbers. So he tried to forge an empire amongst [[human]]s, this time actually directly getting involved; ultimately, he led a revolution against a king by faking his own death as a martyr to stir up riots, then using these to get him close enough to the king that he could burst out of the coffin his followers were carrying him around in, rip the king to shreds, and take the king&#039;s crown for himself... which was when the mists swallowed him and he found himself in Kartakass. His curse is also tweaked slightly as well; rather than being doomed to never rise above the position of mayor, he&#039;s doomed to never rise above the even less prestigious position of nearly-forgotten, washed-up performer.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-022.harkon-lukas.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hazlik===&lt;br /&gt;
Darklord of Hazlan. A gay [[Forgotten Realms|Red Wizard of Thay]] who was publicly humiliated and stripped of his status by his female rival and her boyfriend, the latter of which he lusted after. As revenge, he murdered the guy, made his girlfriend eat his corpse, then tortured her to death as well, at which time he was then swept up by the mists. His curse is to suffer from nightmares of his now-inaccessible rivals defeating him with impunity and generally humiliating him every night, which has made him even more fixated on getting revenge against the Red Wizards. So he&#039;s crafting plans to cast a spell that will genocide all members of his race, the Mulan, throughout the multiverse. To escape being killed by said genocide spell himself, he&#039;s prepared to bodysnatch his female Rashemani apprentice when he&#039;s ready to use it.&lt;br /&gt;
&lt;br /&gt;
The 5e version retcons him quite a bit. Once an ambitious Red Wizard with a habit of horribly scarring his rivals, Hazlik came to believe that his lover/rival, a man named Indreficus, was planning to betray him. In retribution, he captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented what had become of his former lover as to the zulkirs with hopes to impress them, only to be told Indreficus did not betray him and he had merely been manipulated by the zulkirs into thinking so as a way to halt the ambitious pair&#039;s ascent. They then declared Hazlik’s transformation of Indreficus an abomination, and that as punishment, every rival Hazlik had defeated could exact a penance of their choosing upon him. In desperation, Hazlik fled through the twisted portal that had been Indreficus and found himself in the demiplane of dread, where he eventually found his way to a realm that knew nothing of magic.&lt;br /&gt;
&lt;br /&gt;
As well as his old nightmares (which are now of Indreficus taunting him for his failures), he also has a new curse borrowed from the now-absent Azalin Rex, making him unable to learn any new magic. On top of no longer being able to advance the magical research that used to drive his life, he&#039;s also absolutely terrified that anyone will learn of his limitations.&lt;br /&gt;
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===Hive Queen===&lt;br /&gt;
Darklord of the sewer domain of Timor that lies beneath Paridon, and a half-Marikith because somebody thought it was time to rip off the Aliens franchise. She wasn&#039;t always a monster, though. She was originally a spoiled princess who decided one day to scare her mother to death. To do this, she seduced a wizard into casting an illusion of her transforming into a half-Marikith, but when said wizard saw her with her real lover, he decided to spice up the spell a bit by removing the &#039;illusion&#039; bit and &#039;&#039;actually&#039;&#039; transforming her. She now lurks in the sewers as the Queen of the Marikiths, regularly laying more Marikith eggs. But she fears being usurped even from what little power she has, so if any of those eggs hatches another Marikith Queen, the Hive Queen kills the hatchling.&lt;br /&gt;
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===Illithid God-Brain===&lt;br /&gt;
The darklord of Bluetspur is an [[illithid]] [[Elder Brain]], a massive conglomeration of the brain of every dead illithid, merged together into a new, living, entirely alien entity. It&#039;s the reason using psionic powers in Ravenloft is a dicey proposition, as the God-Brain might notice and attempt to integrate you into itself. It&#039;s notable for having &#039;&#039;&#039;no&#039;&#039;&#039; attempt to justify its position in Ravenloft whatsoever, with the original writeup in the Red Box, the original Ravenloft campaign setting collection, literally saying that nobody knows why it&#039;s in the [[Demiplane of Dread]], what crime it committed to end up here, or even how it&#039;s actually being tormented by its stay here!&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Book of Sacrifices&#039;&#039; gives it a backstory and reason for its Darklordship. Its core persona was once a human psion named Seldrid, whose people were at war with the Illithids. Eventually, they began to win for good once the Illithid Elder Brain started to die, but unfortunately for them, Seldrid had come to admire the Illithids&#039; power and discipline, and merged with the Elder Brain to revive it. This act of betraying his people to such a great evil caught the Dark Powers&#039; attention, and as the Illithids sacked his home city, they drew the country into the Demiplane of Dread as Bluetspur, with the Seldrid-brain as Darklord. Seldrid&#039;s curse is an inability to transfer his consciousness as he once did or to integrate any new consciousnesses into himself. Now trapped as a giant brain in a pool with nothing but Illithid tadpoles for company, unable to make himself more mobile or gain any outside experiences, Seldrid has gone quite insane.&lt;br /&gt;
&lt;br /&gt;
5th edition has its own take on the idea. In a nutshell, the God-Brain hails from the era when the Illithid empire was at its peak, performing whatever blasphemous experiments took its fancy until it literally thought something that was unthinkable. That is, it had a thought so blasphemous, so utterly inimical to reality itself, that even an Elder Brain couldn&#039;t actually think it. Becoming obsessed with this ineffable thought, the God-Brain began cannibalizing other Elder Brains to try and upgrade itself to the point where it could finally contemplate this mysterious thought-form. Instead, it just gave itself a kind of aggressive psychic cancer, which began fatally necrotizing the God-Brain&#039;s neural tissues. Aghast at its behavior and terrified of catching the disease themselves, the other Elder Brains pooled their powers and tried to erase the God-Brain from existence; thanks to the meddling of the [[Dark Powers]], they only succeeded in banishing the God-Brain to the [[Demiplane of Dread]]. Now the God-Brain struggles endlessly to both find a cure for its disease and to manifest the alien thought-form still gestating inside of it, all the while subconsciously aware that there is &#039;&#039;&#039;nothing&#039;&#039;&#039; it can do to achieve either goal, but desperate to fight for every last moment of life.&lt;br /&gt;
&lt;br /&gt;
In 5th edition at least, the God-Brain cannot fully close the borders like other Darklords do.  When the borders are closed, the surface of Bluetspur becomes covered in lightning storms and anybody who isn&#039;t an aberration that exits the domain both by above or below ground suddenly wakes ups in a familiar place with no memories of their time in Bluetspur.&lt;br /&gt;
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===Inza Magdova Kulchevitch===&lt;br /&gt;
&lt;br /&gt;
The current Darklord of Sithicus, replacing Lord Soth. She was born in Gundarak, on the night Duke Gundar was assassinated, and two years later, her caravan wandered into Sithicus, where they were trapped, although her mother Magda managed to bargain for protection with Soth.&lt;br /&gt;
&lt;br /&gt;
Inza&#039;s dark mindset showed from a very early age. Even as a child she loved thieving and manipulating the giorgio of Sithicus, and for the most part stood aside from her tribe. Her only friend was Piotr, a boy 1 year her senior, and this wasn&#039;t such a good thing as Inza pushed him to join her in both emnity to the giorgios and bullying a boy named Nikolas for his kindness towards non-Vistani. Their friendship eventually came to an end when Inza allowed Nikolas to be brutally beaten and pinned the blame on Piotr. Inza also hated animals, since they were not fooled by her facade of innocence, and would torture and kill them on the sly. None of this disturbing behavior ever reached Magda, who doted on her daughter, but by adulthood her rampant kleptomania and unlikeable personality had alienated most of the other Vistani.&lt;br /&gt;
&lt;br /&gt;
Inza became Darklord of Sithicus after betraying her mother and caravan to Malocchio Aderre, breaking the caravan&#039;s oath to Lord Soth in the process. She attempted to usurp Soth&#039;s power, but was foiled and as the surviving members of her caravan hunted her down, she leapt into a chasm to escape. The darkness within the chasm surrounded and embraced her, turning her into the new Darklord.&lt;br /&gt;
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As Darklord, Inza exists as a force of corruption. Her curse is twofold- first, her form has become a mass of shadow, and she has to concentrate to look human. Second, she stole, manipulated, and was a general bitch because of her philosophy that everyone was as evil as her at heart. The presence of true heroes in her domain (to say nothing of the redeemed spirit of Lord Soth himself) has shaken her to the core, and despite all her efforts to stomp out the forces of good in her domain, they still exist as thorns in her side.&lt;br /&gt;
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===Ivana Bortisi===&lt;br /&gt;
&lt;br /&gt;
Darklord of Borca, and a reference to the titular character of &#039;&#039;Rappaccini&#039;s Daughter&#039;&#039;. Ivana inherited the domain by poisoning her lover for cheating with her mother Camille (who she also poisoned). Thus, Ivana inherited Camille&#039;s domain, along with immunity and power over poison. This, of course, came with a curse- Ivana cannot turn her lethally poisonous touch &#039;&#039;off&#039;&#039;, and thus will never be able to take a lover. &lt;br /&gt;
&lt;br /&gt;
Ivana is best known for the creation of Ermordenung, humans infused with poison to make them super-assassins. The first of these was Nostalia Romaine, Ivana&#039;s childhood friend and the one to actually do the dirty work of killing Camille.&lt;br /&gt;
&lt;br /&gt;
5e retcons her a bit, though not nearly as much as Borca&#039;s other Darklord. While the whole thing with her mother seducing her lover did still happen, there&#039;s no mention of her poisoning her lover and it&#039;s not the only reason she kills her mother. Rather, she murdered her brothers and mother in an attempt to force her father to name her his heir. When he still refused to do so, insisting that her cousin Ivan Dilisnya would be his sole inheritor instead, she murdered him and all of their servants with poison gas. She&#039;s still terrified of the possibility of her father&#039;s will being found, as that would mean that the business she&#039;s worked so hard to grow would go to her childish and depraved cousin.&lt;br /&gt;
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Her poisonous touch is gone, with her curse now being the more mundane and psychological torments of boredom due to feeling like no one around her is her intellectual peer, and the fact that she is never given the respect she feels she is owed, always being doubted, second-guessed, and looked down upon just like her father did.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-007.ivana-boritsi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Ivan Dilisnya===&lt;br /&gt;
&lt;br /&gt;
Co-Darklord of Borca, and former darklord of Dorvinia. He&#039;s a cousin to Ivana Bortisi, and shares many similarities with her, most notably his love of poisoning people who draw his ire. After he poisoned his sister (who he lusted after) and her husband, he became a Darklord. His curse is simple but effective; his greatest pleasure aside from killing was fine food and drink, so he lost his sense of taste, rendering all the luxury around him hollow and unenjoyable.&lt;br /&gt;
&lt;br /&gt;
His similar nature and modus operandi to his cousin caused their domains to fuse together under the name of Borca during the Grand Conjunction. Both he and Ivana are immune to poison and can create any toxin they can imagine, but Ivana has one more gift- agelessness. Ivan is desperate to learn the secret to her immortality, and refuses to believe she has no idea how she came by the gift (the Dark Powers granted it). Unlike Ivana, Ivan doesn&#039;t create Ermordenung, but he does have one nasty trick up his sleeve: Borrowed Time, a poison that only he can create. It stays in one&#039;s bloodstream for life and causes lethal convulsions every sunset unless you&#039;ve ingested the antidote, &#039;Mercy&#039;, which is also something only Ivan can create, that day. Most of his minions are thus held hostage, knowing that Ivan holds the key to each day of their lives.&lt;br /&gt;
&lt;br /&gt;
5e retcons him heavily; while he&#039;s still the cousin of Ivana and co-darklord of Borca who envies his cousin&#039;s immortality, that&#039;s pretty much all that stays the same. Ivan was groomed from a young age to be the head of a noble family, but despite all the opportunity in the world he instead took to wallowing in childish depravity, his family ignoring and enabling his worst and strangest impulses as they hoped he would grow out of it. He of course did not grow out of it, only becoming more violent and immature as he aged. On the same night that Ivana Boritsi poisoned her family, Ivan learned of his parents’ intention to send his beloved sister Kristina to a prestigious boarding school, and murdered his entire family for it.&lt;br /&gt;
&lt;br /&gt;
He now resides in the Dilisnya family estate, a twisted funhouse that he lures people to to torment. Those unable to escape are eventually forced to don the colorful uniforms of the Dilisnya household staff and become Ivan’s new servants. He rarely leaves the estate, instead communicating through letters and acting through his &amp;quot;toys,&amp;quot; animate creatures of clockwork or cloth provided to him by the Dark Powers. &lt;br /&gt;
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Like Ivana, Ivan&#039;s curse is a more mundane and psychological one than it was in earlier editions. He was given everything, destroyed it all, and doesn’t know how to live. He endlessly creates fawning, fake family from clockwork creations to distract him from his solitude. He both resents Ivana, his closest relative, and views her as his only peer and a potential replacement for his sister, but Ivana hates him and avoids him at all costs.&lt;br /&gt;
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===Jaqueline Reiner===&lt;br /&gt;
&lt;br /&gt;
Darklord of Richemulot. Appropriately to the name, she&#039;s a natural wererat, born to a wererat branch of the Reiner family. The Reiners followed their patriarch Claude into the mists, where he reigned as Richemulot&#039;s original Darklord, but eventually Jaqueline had enough of his abuse and killed him, taking on his title of Darklord in the process. And while that title came with neat perks like control over Richemulot, it also came with a pair of curses. &lt;br /&gt;
&lt;br /&gt;
First, Jaqueline suffers from intense monophobia. She hates nothing worse than being alone, but her entire family is made up of evil wererats whom she &#039;&#039;also&#039;&#039; really hates, so being in their company is not that much better. Second, while Jaqueline falls in love easily, she will involuntarily shift into rat form whenever she&#039;s alone with someone she truly loves. And while that love is as genuine as anything Jaqueline has experienced, she can never muster up the trust that her lover will accept her as a wererat, and she almost invariably then kills him. She might make a good pair with Urik von Kharkov, but Darklords can never leave their domains and it&#039;s uncertain if she knows about him.&lt;br /&gt;
&lt;br /&gt;
5e replaced her with the very-slightly-differently-named Jacqueline Reiner, details about which can be found in her own section below.&lt;br /&gt;
&lt;br /&gt;
===King Crocodile===&lt;br /&gt;
Yes, Ravenloft even has Darklords that are talking animals! No, you cannot [[Furry|play as one yourself]]. &lt;br /&gt;
&lt;br /&gt;
King Crocodile is the savage and bestial Darklord of the equally savage and bestial Wildlands, which is based on Rudyard Kipling&#039;s &#039;&#039;Just-So Stories&#039;&#039; and &#039;&#039;The Jungle Book&#039;&#039;. This talking crocodile was so bloodthirsty and ferocious to his fellow talking animals in the jungle, they begged the hairless apes (i.e. humans) to come and kill him, but instead of holding up their end of the bargain, the hairless apes just started destroying the jungle for resources and colonizing it. This drove the other talking animals into pleading for King Crocodile to kill the hairless apes, and he agreed on the condition that the other animals all loan him their powers, which they did with the exception of the Python (the &amp;quot;wisest of the animals&amp;quot;) and the Fly (whom King Crocodile thought was too insignificant to matter). &lt;br /&gt;
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King Crocodile did slake his bloodthirsty appetite on the hairless apes and drove them out, but instead of returning the other animals&#039; powers when he was finished as he had promised, he instead returned to his old ways of gorging himself on the animal population even more wantonly and gluttonously than before. It was at this point that the Python told King Crocodile a prophecy, which was that King Crocodile would either be killed by one of the hairless apes or by something he thought was pathetic and beneath him. With this done, the Python and his fellow snakes left King Crocodile&#039;s jungle to its fate at the hands of Ravenloft&#039;s Dark Powers, who quickly claimed the land as their own. &lt;br /&gt;
&lt;br /&gt;
True to the Python&#039;s words, King Crocodile is slowly dying of the sleeping sickness spread by the flies, and the only thing that might help him are the hairless apes. But he is unable to keep himself from attacking any who might cure his affliction, and might attack them even if they do help him. The other talking animals still live in fear of King Crocodile and will implore any player characters they meet to dispose of him, but the cycle of betrayal in this land is only doomed to repeat itself. As a result, even if the player characters succeed in killing King Crocodile none of the talking animals will honour their words and the other crocodiles will fight to the death to assume King Crocodile&#039;s crown (and his cursed fate), as &amp;quot;&#039;&#039;gratitude is not a quality well-known in the jungle.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Kas===&lt;br /&gt;
Darklord of Tovag.  The infamous vampire who betrayed [[Vecna]] and cut off his hand and eye.  Was drawn into the mists at the same time as Vecna and the two of them were at constant war with each other until Vecna escaped.  It is confirmed in 5th edition that Kas is still in the Demiplane of Dread and also is unaware that Vecna is gone.  He repeatedly sends out armies to attack Vecna which never return, leaving him increasingly frustrated.&lt;br /&gt;
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In the [[World Axis]] cosmology from 4th edition, he&#039;s not a Darklord, but he &#039;&#039;does&#039;&#039; hang out in the Domain of Dread called Monadhan; because he&#039;s figured out how to freely leave the domain whenever he wishes, he&#039;s turned it into his own personal base under the nose of its [[dracolich]] Darklord.&lt;br /&gt;
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===Lemot Sediam Juste===&lt;br /&gt;
Darklord of Scaena, one of the few Domains capable of traveling through the mists. Scaena is a theater house, and one that Juste worked at as a playwright prior to his becoming a Darklord. Juste was a well-known and talented writer of comedies and dramas, but this never satisfied him, as he wished to write tragedies. Unfortunately for him, his [[Grimdark]] always came out as grimderp, and the actors invariably played his tragic works as farces, since they weren&#039;t good for much else. Driven to a deep bitterness by his failure to fulfill his obsession with tragedy, he wrote one last play- this one designed to be a real-life tragedy that killed all of his actors, and when the audience booed this one too, he locked up the house and burned it down with them inside.&lt;br /&gt;
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Now, as a Darklord, Lemot has ultimate control of his theater, allowing him to trap people in his plays and alter reality for these press-ganged performers, but all this is undercut because he can&#039;t believe any of it; for his Darklord curse, the Dark Powers have taken away his suspension of disbelief, forcing him to always see actors, props, and scenery for what they truly are instead of what he wants them to be. &lt;br /&gt;
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===Lord Wilfred Godefroy===&lt;br /&gt;
Darklord of Mordent (the same place from the old Ravenloft II module). A nobleman who murdered his wife when she was unable to produce a son for him as an heir and then murdered his daughter for trying to stop him, and then framed their deaths as an accident. Their ghosts came back to haunt him for a year until he killed himself to make it stop, and when Azalin and Strahd inadvertently drew Mordent into the mists Godefroy (now a ghost himself) became its darklord. His curse is to be continually tormented by the ghosts of his wife and daughter just as he was in life, who tear him apart every night as they curse him for murdering them. &lt;br /&gt;
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While he was formerly known to be rather passive as a Darklord, in recent times he has taken to enslaving other ghosts to do his bidding. In particular, he&#039;s had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.&lt;br /&gt;
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LORD WILFRED GODEFROY.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Maharaja Arijani===&lt;br /&gt;
[[Rakshasa]] darklord of Sri Raji, Arijani attained his position after betraying both his kind and his father, Ravana (or rather, the Avatar of Ravana), having received the scorn of the rakshasa for most of his life. Although Ravana is a deity venerated by the rakshasa, Arijani&#039;s mother was Mahiji, then high priest of the hated goddess Kali and a leader of the Dark Sisters. To compound things, the Avatar of Kali delivered Arijanni to a home of low caste rank. He lived as a pariah shunned by his fellow rakshasa and languished in a position of low social importance. This alienated Arijani from his own kind, such that he arranged the death of many rakshasa in the conflict with humans. Gradually, Arijani&#039;s manipulations became so great that the people of Bahru began hunting their former hunters.&lt;br /&gt;
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Arijani&#039;s depredations climaxed with rakshasa retaliatory siege against Bahru. Although the city fell, the cost was massive casualties on both sides and the city left in ruins. Angered and disgusted by Arijani&#039;s actions, Ravana sent his avatar to dispatch his prodigal son. However, Arijani conspired with Mahiji and lured the avatar into a trap. Thus rendered helpless, Ravana offered Arijani a wish in return for his release. Ravana accepted the offer, wishing to become immune to the attacks of rakshasas. The wish was granted, but Arijani slew the avatar anyway. Such was the level of his treachery that the Mists brought Sri Raji into the Demiplane of Dread.&lt;br /&gt;
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The Maharaja&#039;s curse is that, although he is a talented illusionist, Arijani cannot disguise himself in a pleasing form, as most rakshasa do. Instead, he can only assume despicable aspects, such as that of the viewer&#039;s worst enemy. Maharaja Arijani resides in Mahakala, in Bahru. There, he is served by the Dark Sisters, whom through him, must provide to Kali daily human sacrifice. &lt;br /&gt;
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Beyond the threat of an all weretiger cult called &amp;quot;The Stalkers&amp;quot; that were huge fans of his dad trying to kill him, Arijani&#039;s greatest fear is the very weapon he used to kill the avatar with, knowing full well it&#039;s somewhere in the jungle and very likely to be used on him just like Ravana.&lt;br /&gt;
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===Maligno===&lt;br /&gt;
Darklord of Odiare, and originally from Gothic Earth&#039;s version of Italy. In the same vein as Pinocchio, he was originally a marionette brought to life through his toymaker &amp;quot;father&amp;quot; Giuseppe&#039;s wishes for a son. Though beloved by the children of Odiare, the adults of the village did not consider him to be a &amp;quot;real&amp;quot; boy. He soon grew bitter over the discovery that he wasn&#039;t truly alive, and after terrorizing Guiseppe into making more [[carrionette]]s like himself he had them kill every adult at one of his performances. It was this act that drew Odiare into the Mists as an Island of Terror. &lt;br /&gt;
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Later on, he planned to have the carrionettes steal the bodies of every surviving adult there so they would be forced to love him, but due to the intervention of the PCs in the module &amp;quot;The Created&amp;quot; he was forced to simply kill the adults off instead. The children now adore him only out of fear, and as they grow older they wonder when Maligno will come for them as well. &lt;br /&gt;
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Maligno&#039;s curse is that he can never be human as he craves, as he alone among the carrionettes is unable to steal the bodies of others. Furthermore, he cannot kill Guiseppe because any injury he suffers is inflicted on Maligno himself. Instead, the old toymaker was driven insane and now exists solely to create more toys for his &amp;quot;son&amp;quot; to command. Should Maligno&#039;s body be totally destroyed, Guiseppe is compelled to rebuild it, with the foul puppet&#039;s spirit claiming the new body as its own.&lt;br /&gt;
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In 5e, Maligno was originally called &#039;&#039;Figlio&#039;&#039;, which at least is an actual Italian name and not literally calling him &amp;quot;Evil&amp;quot; from the start.&lt;br /&gt;
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===Marquis Stezen d&#039;Polarno===&lt;br /&gt;
Darklord of Ghastria. As Strahd is for Dracula, Dr. Mordenheim for Dr. Frankenstein, and Tristren/Malken for Dr. Jekyll/Mr. Hyde, so is Stezen to Dorian Grey, of &#039;&#039;The Picture of Dorian Grey&#039;&#039;. But unlike Dorian, Stezen was a piece of work before his cursed painting came into play. As a noble in an unknown land, he enjoyed sowing chaos and rebellion and assassinated many people, but his charismatic nature meant that he hung on to a good reputation. But after one particular attempted coup went too far, his king had enough. Consulting with his mistress, a master of dark arts, he laid a curse upon d&#039;Polarno that would do the Dark Powers proud; trapping a good chunk of Stezen&#039;s soul in a painting, he robbed him of all his charisma, vibrance, and capacity for enjoyment. &lt;br /&gt;
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In retaliation, Stezen poisoned the king and his family, which drew the land into the mists. But he wasn&#039;t yet its Darklord. That happened when he realized that, once per season, he could temporarily reclaim his soul from the painting- at the cost of up to 50 other souls, each granting him one hour of rejuvenation. Now, once per season, he&#039;ll invite every stranger in Ghastria to a party (he&#039;ll grab some peasants if not enough foreigners answer). The party is for him, and him alone. With the exception of a few guests that he debauches himself with/upon, all guests are exposed to the painting, giving him up to 50 hours of being able to enjoy himself again before he returns to his normal drab state. While this is when he&#039;s at his most dangerous, it&#039;s also when he&#039;s most vulnerable- when his soul is still in the painting, he&#039;s essentially immortal, but when he&#039;s whole, he is as vulnerable as any other (And &#039;&#039;unlike&#039;&#039; the original Dorian, killing the painting won&#039;t work until Stezen is dead). &lt;br /&gt;
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===Prince Ladislav Mircea===&lt;br /&gt;
Darklord of Sanguinia. Ladislav&#039;s story is a ripoff of the Edgar Allan Poe classic &#039;&#039;The Masque of the Red Death&#039;&#039;, with the prince abandoning his people to a lethal plague, and retreating to a closed castle with his friends. And like in the original story, the plague entered the castle anyway. When Ladislav caught the plague, he turned to alchemy in a desperate attempt to cure himself. This failed and he died, only to rise as a Vrykolaka (usually mindless plague-carrier vampires that feed on bodily humors) and become Darklord of Sanguinia. He still experiments with alchemy to cure himself of his undeath, but this is unlikely to ever succeed.&lt;br /&gt;
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===Sisters Mindefisk===&lt;br /&gt;
The three [[Hag]] co-Darklords of Tepest, and based the &amp;quot;the three wicked witches&amp;quot; from folkloric stories. Three sisters who were left as babies for a humble farm wife who wished for daughters, but from their birth displayed mysterious traits. Most notably, after their mother died from the strain of caring for the three sickly girls (or possibly because they drained her life), their father (who had often voiced his dislike of &amp;quot;weakling daughters&amp;quot;) tried to leave the three 2-year olds for dead repeatedly, but they always came back. Eventually he let them stay  as long as they cooked for  him and his sons. Growing up dissatisfied with their surroundings, they took to seducing, murdering, and eating travelers to build up a stockpile of money so they could ultimately leave the farm. This worked until one final traveler tried to turn them against each other, only to be murdered so none of the sisters could claim him as theirs. This was what ultimately led to their being taken into the Mists and stuck in the depths of a forest full of [[goblin]]s and witch-burning, faerie-chasing bumpkins. They still lure in any unwary travelers to their cottage, taking advantage of the locals&#039; blaming the goblins for their victims&#039; deaths, but otherwise have little influence on their domain. &lt;br /&gt;
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The sisters consist of Laveeda, an Annis Hag, Leticia, a Sea Hag, and Lorinda, a Green Hag. Though they can shapeshift, they are cursed to always see themselves and each other as their true forms no matter which shape they take.&lt;br /&gt;
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====Mother Lorina====&lt;br /&gt;
In the 5e version of Tepest, only Lorinda is the darklord, having imprisoned her sisters when they refused to let her make and rear a child despite how badly she wanted to be a mom. Which ignores the complete and utter lack of maternal feelings they had in past editions, but whatever. She desperately yearns to have a family, but is thwarted by both her own inherently controlling, murderous nature, her inability to trust that her offspring genuinely love her (and the subsequent smothering, demanding, overbearing way that this makes her act), and the curse that any child she magics up for herself is a short-lived, ravenous monster; she can only make [[hexblood]]s for other people.&lt;br /&gt;
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03-031.mother-lorinda.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Sodo===&lt;br /&gt;
Darklord of Paridon. A low-ranked dread [[Doppelganger]] who resented being born into a lowly clan and thus being prevented from rising through the ranks by merit. After acquiring a magical Hat of Disguise, he fulfilled this previously-thwarted ambition by killing the elders who ruled over the clans and impersonating them, while also offing anyone else who questioned him. For managing the impressive feat of committing a betrayal egregious even by doppelganger standards, he was claimed by the Mists and given Darklordship of Paridon, and nailed with three separate curses: inability to control his shapeshifting, a healing touch (which wouldn&#039;t be much of a curse to anyone else, [[Dark Eldar|but Sodo&#039;s a sadist]] and this along with the previous curse renders him unable to effectively torture people), and an extra dose of paranoia for flavor.&lt;br /&gt;
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===Thakok-An===&lt;br /&gt;
Darklord of Kalidnay, formerly from Athas. She was a templar of Kalidnay&#039;s sorceror-king, Kalid-Ma. To help him ascend to dragonhood, she sacrificed her family for the ascension ritual- an act which, ironically, would ruin it, as the Dark Powers took notice and drew Kalidnay into Ravenloft, in one of the few occasions in which being in the Demiplane of Dread was an improvement for most people. But not for Thakok-An nor Kalid-Ma, as the failed ritual put Kalid-Ma into a coma. Thakok-An remains active, ruling the realm as a theocracy of Kalid-Ma, despite said lord being comatose and all her efforts being for naught.&lt;br /&gt;
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===Tsien Chiang===&lt;br /&gt;
Originally from the continent of Kara-Tur on the world of Toril, Tsien Chiang was beautiful and powerful wizard, who hated all men due to her father&#039;s dismissal of her abilities. After killing him and disabling her relatives, she seized control of her family lands. She used her charm and position to marry a total of four men, each of whom fathered a child with her before she killed him and moved on to the next. Three of the daughters so produced were evil, with the fourth, Nightingale, being truly good-hearted and adored by the gods. Tsien Chang would go on to commit various evil acts, including the desecration of four sacred bells and four sacred trees, but her mistreatment of Nightingale is what ultimately led to her being taken by the mists. On the fourth time that Nightingale objected to her family&#039;s atrocities, Tsien Chang decided to do far worse than merely beat her as they had the last three times, and she and her evil daughters were taken by the mists as the torture began. Tsien Chiang imprisoned the living remains of Nightingale in the Tower of Broken Promises as the Mists tore I&#039;Cath from Kara-Tur forever.&lt;br /&gt;
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If you&#039;re wondering why the number four is mentioned so much, it&#039;s because it&#039;s homophonous with &amp;quot;death&amp;quot; in most Chinese languages and is considered bad luck in many east-Asian cultures.&lt;br /&gt;
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Her 5e incarnation gives her such a radically different backstory that pretty much the only things that remain are the four daughters and a magic bell.&lt;br /&gt;
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When Tsien Chiang was a child, her home was destroyed by invaders, forcing her to flee into frozen mountains where she expected to die. Luckily for her, she was found and taken in by a gold dragon who took pity on her, and she served him as an attendant in thanks for saving her life. While serving the dragon, she learned much of magic and medicine, growing to become an accomplished wizard. The dragon refused to teach her any truly dangerous or powerful magic though, knowing that she would only use it for revenge. In her studies, she learned of the Nightingale bell, an artifact that could make its ringer’s dreams come true -- but creating the bell required the scale of a gold dragon. Knowing her mentor would never provide a scale she attempted to drug him so she could steal a scale while he slept, but got the mixture wrong and not only killed him, but caused his entire hoard to be destroyed, with all that remained being a single scale. Chiang crafted the bell and took it to her home, where she used it to wish away the invaders, which instantly vanished. In awe and gratitude, the people elevated her to royalty and she became their queen.&lt;br /&gt;
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She ruled well for years, enacting vast reforms and strict but sensible laws in pursuit of creating the perfect empire. She had a family, taking particular pride in her four beloved daughters. Though her kingdom was prosperous, her people eventually began to chafe under her strict laws and demanding orders and revolted. Chiang was swift and merciless in her attempts to quell the rebellion, but her ruthlessness only caused the resistance against her to grow. When she ordered her armies to kill the families of all insurrectionists, assassins struck Tsien Chiang’s palace and killed her family. Distraught, Chiang climbed to the highest tower of her palace, looked out over her burning dreams, and struck the Nightingale Bell. Rather than granting her vengeful wish, the bell cracked and spilled a golden mist across the land. When the mist cleared, Tsien Chiang’s perfect city was gone, replaced by the unreal prison-city of I’Cath.&lt;br /&gt;
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I&#039;Cath is a city divided in two: The true I&#039;Cath of the waking world, and Tsien Chiang&#039;s impossible, perfect dream. In the waking world the city is a silent and chaotic labyrinth composed of surreal, knotted streets and citizens trapped in eternal slumber. In the dream the city is vibrant and living, a place of ultimate beauty and efficiency where all things move according to Tsien Chiang&#039;s design, and a nightmare of constant drudgery for her people. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This renews the magic of her dream world and keeps her citizens asleep, but it also calls forth a legion of jiangshi, which emerge from their tombs to reshape the waking city’s mazelike streets in a fruitless attempt to match Tsien Chiang’s perfectionist vision.&lt;br /&gt;
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Her curse is that while the dream is near-perfection in her eyes, that only makes the imperfections of the waking world all the more obvious and inescapable. No matter how many times she tries to bring the same order and beauty she sees in her dream to the waking world, I&#039;Cath&#039;s streets grow only more twisted and labyrinthine. She spends as much time as she can with the dream-versions of her daughters though she knows they aren&#039;t real, and in the waking world she actively avoids the twisted reflections of her daughters that wander the true I&#039;Cath&#039;s streets.&lt;br /&gt;
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03-018.tsien-chiang.png&lt;br /&gt;
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===Tristen ApBlanc===&lt;br /&gt;
Darklord of Forlorn. A Vampyre (living vampire) born when his dad was turned into a vampire but refused to leave his wife, which resulted in their son being born a vampyre. Tristen&#039;s parents were killed by fearful peasantfolk, but not before his mom gave him to the druid Rual to be raised. By all accounts, Rual was a pretty good foster mom, but when he was fifteen years old, Rual caught him drinking the blood of a deer. Believing she had betrayed him when he saw her talking to other druids, he attacked her- only to get his ass impaled by a blessed deer antler she was carrying, and when he drank her blood, he was both poisoned and partially cured of his vampyrism by the holy water she&#039;d just drank. As she died, Rual cursed Tristen to be trapped in the sacred grove where he killed her, and to (agonizingly) die and become a ghost each night, and rise as a vampyre each morning. This makes him one of the few Darklords to receive most of his curse prior to Darklordship, as Forlorn was only pulled into Ravenloft centuries later, when Tristen engineered a bloody civil war to take control of the land.&lt;br /&gt;
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As it is now, Forlorn really lives down to its name; there&#039;s little there except savage goblyns, a few beleagured Druids, and Castle Tristenoira, where Tristen is stuck, along with the ghosts of his family. The castle is split between three separate time periods that adventurers can shift between, thought to be because of all the ghostly shenanigans. Because there&#039;s really not much to do in Forlorn besides exploring Castle Tristenoira and trying not to get eaten by goblyns, it has no real political importance and is ignored by basically everyone, despite being most likely the second-oldest domain after Barovia.&lt;br /&gt;
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He gets some very minor retcons in 5e, but since he only gets a single paragraph there&#039;s not much in the way of details. Seemingly the only changes are that he&#039;s now a dhampir (which is really more-or-less the same thing as a vampyre) and that he was taken by the mists almost immediately after killing the druids.&lt;br /&gt;
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===Vlad Drakov===&lt;br /&gt;
Darklord of Falkovnia. He was originally the leader of a mercenary band called the Talons of the Hawk in [[Dragonlance|Krynn]]. For their wanton brutality and bloodlust, they were taken into Ravenloft and claimed Falkovia for themselves (after a failed invasion of Darkon that was repulsed by Azalin&#039;s undead). [[Berserk|If this seems familiar]] then good, you&#039;re paying attention.&lt;br /&gt;
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This rivalry with Azalin has since become part of Drakov&#039;s curse, though he seems unaware of it. While four other countries (that have themselves agreed to an alliance should Falkovnia ever attack one of them) surround him, Drakov considers them &amp;quot;women and fops&amp;quot; not worth the effort of invasion, obsesses over an enemy he has no way of defeating, and is forever unable to gain the approval and respect of the great military leaders that he has sought all his life. And even if he did somehow conquer Darkon, [[fail|no Darklord can ever leave his own realm]] so he would never actually get to conquer it himself. Another factor in his defeats is that his way of doing war is distinctly and doggedly medieval (no gunpowder, no magic), so on the rare occasions he decides to try his luck at conquering other neighbouring domains than Darkon (all of which are at a higher technological level than Falkovnia) his forces almost always get shot to pieces by firearms or, more rarely, blown to pieces with magic. Oddly enough, his realm may in fact be, on the whole, a net &#039;&#039;benefit&#039;&#039; to the other domains of the Core, as his penchant for overworking his peasantry/slaves (when he&#039;s not busy having them impaled for his entertainment, of course) means that his realm produces large amounts of grain and foodstuffs which he sells for funds to equip and train his forces, unintentionally making Falkovnia &amp;quot;the breadbasket of the Core.&amp;quot; &lt;br /&gt;
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In addition, Drakov may be unique as the one of the most &amp;quot;conventional&amp;quot; Darklords in Ravenloft in the sense that he is statted like a run-of-the-mill fighter-class BBEG, and much like this archetype he has no magical abilities aside from a few magical weapons and armour at his disposal, coupled with no ability to cheat death, and no supernatural ability to close his domain&#039;s borders (all of which are in line with his disdain for magic and the supernatural), except for a good amount of inherent magic resistance that will also work against beneficial spells (so if he&#039;s ever in a tight enough bind to require magical healing, he&#039;s screwed). However, PCs and DMs shouldn&#039;t mistake his one-dimensional combat abilities as a sign that Falkovnia would be easy to liberate from his iron-fisted rule via a [[Raven Guard|simple decapitation raid]]; the totalitarian and thoroughly abusive nature of his rule means that those he trusts enough to carry out his orders are all likely evil enough and think enough like him to instantly assume his mantle of Darklord should Drakov ever be killed, just like similar totalitarian regimes in real life can survive the deaths of multiple successive leaders. Truly liberating Falkovnia in a thematically appropriate way would require the PCs to either engineer a full-scale revolution, or otherwise ensure the complete destruction of his regime, much like truly destroying a cancerous tumour in real life requires removing or destroying every last cancer cell. And all of this says nothing about which neighbouring realm would end up absorbing Falkovnia on the off-chance it ever gets truly liberated, though at this point even Azalin would be a better ruler than Drakov given that the lich dispenses harsh but fair justice and otherwise leaves his subjects alone to continue his arcane pursuits.&lt;br /&gt;
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Since the developers found him redundant, 5e&#039;s Drakov is revamped as &#039;&#039;Vladeska&#039;&#039; Drakov, with an all-new backstory, and Falkovnia is instead reskinned with a zombie apocalypse vibe.&lt;br /&gt;
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===Yagno Petrovna===&lt;br /&gt;
Darklord of G&#039;Henna. The Petrovna family was one of those taken by the Mists when Barovia was absorbed into Ravenloft, and although they avoided Strahd&#039;s attention by hiding away in the mountains this in turn led to inbreeding. As Yagno grew up, it became clear to all that he was insane- he conversed with imaginary people and cowered from beasts that weren&#039;t there. One day, he was locked out of his family&#039;s home and had to take shelter in a cave for the night. When he woke up, he saw the name &amp;quot;[[Zhakata]]&amp;quot; scrawled on a wall. &lt;br /&gt;
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Yagno concluded that Zhakata was the name of the god that had protected him when he slept that night and created a shrine to his savior. (In reality, the name was written by his brother as a prank and meant absolutely nothing.) At first he merely sacrificed animals to Zhakata, but then he moved on to sacrificing people. When he was caught trying to offer his sister&#039;s newborn baby to Zhakata, he was chased out of Barovia by his family. The Mists welcomed him to the domain of G&#039;henna, where he became the Darklord.&lt;br /&gt;
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Yagno is cursed to constantly suffer doubts about whether or not Zhakata is real. No matter how many sacrifices he makes or how many people he commands to starve themselves in the name of Zhakata, he can never quite get rid of his nagging disbelief and the worry that all his devotion has been directed towards a lie. This eventually led Yagno to call upon a wizard who claimed he could summon Zhakata; as he could not summon a nonexistent god, a nalfeshnee by the name of Malistroi answered the summons instead and told Yagno that Zhakata was just a figment of his imagination. The Darklord immediately flew into a rage and killed the wizard, while Malistroi later escaped to ravage G&#039;Henna. Since then, he has merely redoubled his fanaticism in a futile attempt to dispel his doubts.&lt;br /&gt;
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==Former Darklords==&lt;br /&gt;
You remember that section where the permanent death of Darklords is discussed? Well, it&#039;s actually happened in the past, though never yet to a band of plucky adventurers, and the results usually haven&#039;t been good. These Darklords for whatever reason no longer rule their domain, usually because some asshole killed them and was promptly saddled with their domain as the new Darklord.&lt;br /&gt;
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===Bakholis===&lt;br /&gt;
Former Darklord of Invidia, and formerly a tyrannical king whose kingdom was claimed by the mists when he was spurned by a woman named Marta, and in return had her lover killed and eaten in front of her and Marta herself raped to death by his soldiers. As she died, Marta cursed him to be the beast he was inside and never be free of the blood of loved ones on his hands, which manifested as turning him into a werewolf. Unlike most Darklords, Bakholis said &#039;fuck this&#039; to angst and [[Dark Eldar|embraced his curse]], descending to ever-greater depths of savagery until, to everyone&#039;s relief, the half-Vistani Gabrielle Aderre showed up and promptly murdered his ass, succeeding him as Darklord of Invidia.&lt;br /&gt;
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===Camille Boritsi===&lt;br /&gt;
The mother of Ivana Boritsi and the first Darklord of Borca, who earned her position by poisoning her husband and his lover. She was cursed to be betrayed by any man she trusted, which left her with serious issues relating to men and a blindspot towards scheming women, which ultimately proved her downfall when her daughter Ivana turned the poison tables by killing &#039;&#039;her&#039;&#039; for sleeping with Ivana&#039;s lover. She was succeeded as Darklord by her daughter and murderer, Ivana Boritsi.&lt;br /&gt;
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===Claude Reiner===&lt;br /&gt;
The first darklord of Richemulot. The patriarch of a family of wererats who lead his family into the mists to escape hunters, gaining his domain when his monstrous cruelty caught the attention of the Dark Powers. He was eventually killed when his granddaughter Jaqueline had enough of his abuse, making her the new Darklord of Richemulot.&lt;br /&gt;
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===Duke Nharov Gundar===&lt;br /&gt;
Former Darklord of Gundarak, prior to being betrayed and usurped by Daclaud Heinfroth, who would later gain his own, separate domain. As Darklord of Gundarak, he enforced the worship of the malevolent trickster-god [[Erlin]] and taxed basically everything he could think of (with a special emphasis on the birth of girls), but little else is known of his rule. During the Grand Conjunction, Gundarak was absorbed by Barovia and Invidia. &lt;br /&gt;
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But that wasn&#039;t the end of Nharov Gundar. He was a vampire, and though Heinfroth had staked him, he remained alive, but dormant. His skeletal remains somehow found their way to the traveling curio show of Professor Arcanus, where some complete berk went and yanked the stake out. This brought him back to life, though his time spent as a skeleton has reduced him to a near-bestial state, only vaguely remembering Heinfroth&#039;s betrayal.&lt;br /&gt;
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===Lord Soth===&lt;br /&gt;
{{main|Lord Soth}}&lt;br /&gt;
The infamous Death Knight of Krynn was for a time the Darklord of Sithicus. More details can be found on his page, but suffice to say that the Dark Powers grew tired of him, and he was succeeded as Darklord by the [[Vistani]] Inza Kulchevitch.&lt;br /&gt;
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===Nathan Timothy===&lt;br /&gt;
Darklord of Arkendale. There are more details on him in the section for his more important son Alfred, but suffice to say that Nathan was possessed of a deep-seated wanderlust, which the Dark Powers curtailed by cursing him such that he couldn&#039;t leave the river Musarde, lest he be crippled by land sickness. Nathan rolled with the curse and adapted so well to being a boatman that he outright lost his Darklordship during the Grand Conjunction. He&#039;s still confined to river waters, but Arkendale has been absorbed into Alfred&#039;s domain of Verbrek. &lt;br /&gt;
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===Vecna===&lt;br /&gt;
{{main|Vecna}}&lt;br /&gt;
Yes, THAT Vecna, the Maimed God; the guy whose eye and hand are still around for PCs to mess (and &#039;&#039;be&#039;&#039; messed) with.&lt;br /&gt;
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The whole tale of Vecna&#039;s ascension to godhood is complicated, but at one point where he was &#039;merely&#039; a demigod, he and Kas were pulled into the Mists after a bunch of meddlesome adventurers thwarted one of his plans. Not one to be contained for long, Vecna has the dubious honor of being the only Darklord to force his way out of the Demi-Plane of Dread after being drawn in by the Mists. On top of that, he managed to get himself &#039;promoted&#039; to full-fledged minor God in the process, which is how he got the Dark Powers to kick him out due to their ban on allowing gods to influence Ravenloft. (The full story is recounted in the modules &#039;&#039;Vecna Lives!&#039;&#039;, &#039;&#039;Vecna Reborn&#039;&#039; and &#039;&#039;Die Vecna Die!&#039;&#039;.)&lt;br /&gt;
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==Netbook Darklords==&lt;br /&gt;
These darklords represent the rulers of fan-made domains from [[netbook]]s such as the [[Books of S]], the [[Undead Sea Scrolls]], [[Quoth the Raven]], and other projects from the [[Fraternity of Shadows]].&lt;br /&gt;
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===Ahasveros===&lt;br /&gt;
Darklord of Incitatus. Once, Ahasveros (male human) was the greatest scientist of his civilization, until the day his homeland was drawn into a great war against a rival nation. He invented the Adamas theory, a device that could be used to generate a mighty tidal wave to devaste the enemy&#039;s fleets and harbors.&lt;br /&gt;
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But that wasn&#039;t enough for Ahasveros; he became obsessed with improving the device, banishing his assistants when they protested the potential dangers of doing so, cutting off all contact with those who might challenge his beliefs, and reducing the time he spent running his calculations.&lt;br /&gt;
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The result was, when the device was used, Ahasveros lost control of it and the tidal wave annihilated &#039;&#039;his&#039;&#039; homeland as well, drowning him in the tower from whence he&#039;d launched it.&lt;br /&gt;
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Ever since then, the bussengeist he became has lingered in his tower, unable to decide whose fault the mess was, alternating between blaming his associates and himself. Honestly, he&#039;s not much of a darklord, and this is reflected by how empty and meaningless Incitatus is. He currently occupies a limbo; too dull to be truly absorbed into the [[Demiplane of Dread]], but still too evil and in denial of what he did to be released, either.&lt;br /&gt;
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Ahasveros&#039; existence is completely tied to the remnants of the Adamas machine. Only by destroying it, which will unshackle his spirit, and performing a brief rite to the long-forgotten sea god of ruined Misenos, which requires lighting the lanterns in the temple and praying for both Misenos and Ahasveros, will his torment end.&lt;br /&gt;
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If Ahasveros wishes to seal his domain&#039;s borders, those attempting to cross it are overwhelmed by misery and the urge to seek comfort, which only those outside of the border can give them.&lt;br /&gt;
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===Anibal Coronado===&lt;br /&gt;
Darklord of Cumbre de Oro. Arguably the oldest darklord of the Holy Imperial Colonies domains, Anibal Coronado was a infamous mercenary captain who had made a name for himself in the civil wars of the Holy Empire some 170 years ago, amassing a reputation that he parlayed into becoming a famous explorer. After building his reputation there, to the point that the name &amp;quot;Coronado&amp;quot; became synonymous with exotic lands, strange adventures, and foreign wealth, he attempted the most infamous expedition ever: to become the first man to successfully explore beyond the Sierra Acora mountains.&lt;br /&gt;
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Pevious expeditions had all launched in early spring, hoping to cross during midsummer and then return before winter snows closed the passes. They had all failed, as the mountain passes didn&#039;t clear up &#039;&#039;until&#039;&#039; midsummer. Coronado proposed instead that he launch his expedition in midsummer, cross the mountains, winter in the lands beyond the Sierra Acora, and then return in the midsummer of the following year.&lt;br /&gt;
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Long story short, it worked! Coronado became the first man to discover the realms that would become known as Mictlan, but he never would return to claim that prize. In one of his meetings with the natives of this strange tropical rainforest realm, he learned of a mysterious city of gold hidden in the mountains from a chieftain named Jucataan. Coronado&#039;s avarice was immediately enflamed with discussions of this city, said to hold wealth beyond that of the Holy Empire itself, and when chief Jucataan warned that the city was taboo and his tribe would prevent any attempt to pursue it, that avarice turned murderous.&lt;br /&gt;
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Arranging things with his men, Coronado held a banquet in which he invited Chief Jucataan and all the men of his tribe. There, after he got the chief drunk enough to reveal the way to the city of gold, he and his men massacred them all. Once that was done, they set off in pursuit of what they had come to call &amp;quot;Cumbre de Oro&amp;quot;; &amp;quot;Gold Peak&amp;quot;.&lt;br /&gt;
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The expedition swiftly turned into a disaster. Their supplies hadn&#039;t been chosen with the tropical rainforest climate in mind, and quickly spoiled. They had no idea what foods were edible or how to find fresh drinking water. Tropical diseases swept through the men. All the while, Coronado drove them on with images of the fabulous wealth they would attain. But when these dreams became insufficient and murmurs of mutiny began circulating, Corando turned on his own men: selecting those he believed to be the ringleaders, he invited them to &amp;quot;discuss&amp;quot; the matter, only to poison their wine. Once they were dead, he paraded their corpses before the survivors, screaming blasphemies and promising the same fate to any who dared rebel, before forcing the terrorized, defeated men to cannibalize their former comrades.&lt;br /&gt;
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With his men now utterly will-broken, and steadily losing what was left of his mind to sheer avarice, Coranado plunged on into the jungle, his men dropping like flies as he searched and searched. Finally, with only Coranado and two of his original 56 men still alive, they found it: Cumbre de Oro. It was everything that Jucataan had described as being and more. Now totally insane, Coranado turned on his exhausted companions and killed them, before plunging into the city to begin plundering.&lt;br /&gt;
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That was when he discovered why the natives had left the golden city to the wilderness: it was a necropolis, its people having died and then become [[undead]]. The [[mummy]] of Emperor Maxaantii rose from his tomb at the central step pyramid and attempted to detain Coranado, who fought back with literal lunatic strength. He struck down the mummified emperor and fled with a bag of gold and jewels, but as he did, Maxaantii cursed Coranado that he would never succeed in leaving the city with his treasure. Sure enough, weakened by his trials, the excitement of finding the city, the stress of combat and the effort of hauling his heavy load, the feverish and dehydrated explorer collapsed at the city&#039;s outskirts. He could hear a brook just out sight, and if he&#039;d abandoned the treasure to drag himself to the cool, clear water, he probably would have reached it... instead, he refused to let go of his ill-gotten gains, exhausting what little left of his strength in an effort to drag it with him as he crawled along.&lt;br /&gt;
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As he lay dying, the sounds of the brook still echoing in his ears, Coronado cursed all the gods for taunting him by giving him such wealth only to then take it from him at the last moment. With the last of his strength, he raged and wept, begging any power that would listen to give him one last chance to make the treasures of Cumbre de Oro his.&lt;br /&gt;
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As Coronado died, head pillowed on the treasure he had given his life to win, the valley was wrenched into the Demiplane of Dread, floating on its own in the mists as an Island of Terror until its former resting place followed it as the land of Mictlan, whereupon it fused back together. Coranado rose from his grave, found his men returned to him as [[avaricio]]s, and began his stint as darklord.&lt;br /&gt;
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A casual observer might take Anibal Coronado in his present state for a living man, albeit horribly emaciated and clearly disased, with yellowed skin drawn tightly against the bone and yellowed, bloodshot irises. He still wears the ancient, tattered clothing and armor he wore as a living man. Under the AD&amp;amp;D mechanics, he&#039;s a unique corporeal undead, similar in many ways to a [[Death Knight]]; in addition to retaining his skills as a 14th level [[Figher]] and wielding the dread blade Corrupcion (+2 longsword that inflicts magical disease), he has 75% magic resistance, a 10% chance to reflect spells cast against him back on their casters, immunity to mundane weapons, a 5ft aura of fear, the ability to cast Detect Magic and Detect Invisibility at will, to cast Dispel Magic, Harm and Wall of Thorns 2/day, and both Creeping Doom and Symbol of Discord 1/day. If defeated in combat, he dissolves into mist; he will reform 1d4+1 days later, but during that time, he cannot close Cumbre de Oro&#039;s borders and his avaricios will ignore intruders unless personally disturbed. There is no known way to permanently destroy him.&lt;br /&gt;
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Coranado is consumed by his paranoid terror that somebody will steal &amp;quot;his&amp;quot; treasure, and so he prowls the city endlessly on a hunt for intruders. His curse is simple and effective: he physically can&#039;t touch the treasures of Cumbre de Oro, and neither can his Avaricios. Add to it that their relatively weak abilities against non-living foes makes them little threat to Maxaantii and his forces, which include both undead and stone [[golem]]s, and all Coranado can really do is drift from cache to catch and vent his paranoid wrath on any living intruders he catches. As a part of this curse, his ability to close the domain borders is limited; when he does so, his avaricios move to begin patrolling the border of the city, attacking anything they see in an effort to kill or capture them. If travelers can break past these patrols, the avaricios cannot pursue them any further than 3 miles beyond the city&#039;s edge - of course, fleeing from pursuing undead through dense jungle that doesn&#039;t impede &#039;&#039;their&#039;&#039; movement isn&#039;t exactly a picnic stroll!&lt;br /&gt;
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===Captain Anton Dusard===&lt;br /&gt;
Darklord of Locknar Cove. Born impoverished and raised in the slums of a busy port, Anton Dusard learned to treasure gold over everything, especially human life. At age 16, he betrayed his parents to their creditors and used the bounty to invest in a merchant ship. He then proceeded to take sole captaincy of the vessel through murder and extortion. When war came to his native kingdom, he avoided financial ruin by becoming a privateer. Though he amassed a significant fortune, his avarice was insatiable; when his patron monarch demanded taxes on Anton&#039;s looted plunder, the privateer went renegade rather than part with so much as a single coin, bombarding and looting his own homeport before sailing away to become a feared pirate.&lt;br /&gt;
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Establishing a hidden stronghold in the set of islands known as the Dismal Four, specifically on Locknar Cove, he continued to prey on merchant ships and amassed an enormous fortune. So much so that his own men began to dream of stealing it for themselves. One misty night, as Dusard&#039;s ship the Grasping Claw sailed into Locknar Cove, they mutineed. Though Dusard fought like a demon, he was outnumbered with few supportors; in a final act of spite, he ignited the ship&#039;s powder magazine and blasted them all to splinters.&lt;br /&gt;
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The explosion flung his maimed body into the cold, black sea, where the dying man floated. He clung to life long enough to see a single lifeboat sail past, bearing with it the crew&#039;s sole survivor. That sight snapped Dusard&#039;s mind, and he called upon every ounce of his being, swearing to keep his treasure from beyond the grave. As he slowly sank into the waves, the mists closed in.&lt;br /&gt;
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Ever since that day, Dusard has lurked in the depths of his fortified, trap-laden labyrinth on Locknar Cove, a [[ghost]] [[pirate]] jealously guarding his treasure. His curse is simple: the absolute terror of knowing he can &#039;&#039;never&#039;&#039; end his vigilance. To heighten his fears, he instinctively knows when somebody else in Locknar Trove is aware of his treasure&#039;s existence, although not who they are or where they are. Furthermore, the sole survivor of his crew, William Copperplate, still lives an unnaturally preserved life, and wants Dusard&#039;s treasure for himself, and is eager to manipulate others into doing the dirty work for him. As for the crew who died when the Grasping Claw blew up? They rise from their watery graves as ghosts once a year, and immediately launch an attack on the island, hoping to plunder the horde they gave their lives to try and win. Although Dusard can banish them with a touch, their efforts stoke his terror. Furthermore, the ghostly crew is also instantly returned to undeath and given a chance to assault his hoard whenever Dusard uses his &amp;quot;horrifying appearance&amp;quot; ghostly power, and so he is loathe to use it.&lt;br /&gt;
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When he wills the closure of the cove, the seas become dangerously turbulent and choked in an impenetrable mist, whilst the forests of the western border become twisted walls of gnarled wood and the roads twist back on themselves, so every step only leads a traveler back to Ruttledge village.&lt;br /&gt;
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If defeated, Dusard will reform in a single night. Only by plundering the entirety of his hoard, down to the last coin, will he be banished to the afterlife forever.&lt;br /&gt;
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===Benada Nameless===&lt;br /&gt;
Darklord of Vin&#039;Ejal. Conceived when the Eye of Toldun, the fake prophet of a phony goddess called Appissa (actually a powerful half-breed [[yuan-ti]] [[psion]] magically held in stasis), used a potion given to him by his goddess to drug and rape a woman named Dillura Ogfenhauer, Benada&#039;s mother despised her daughter from the moment she was born. Only Benada&#039;s uncle, Dillura&#039;s 12-year-old brother Ekkim, cared for her, and he raised her throughout her life, even taking her off with him to be his squire when he went to war after discovering her nature as a [[psion]]icist [[weresnake]]. Even when they returned, however, Dillura wanted nothing to do with her bastard daughter.&lt;br /&gt;
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Finally, the enraged Benada sought to confront her mother one evening, only to track her to the Shrine of the Eye. When she saw Dillura embracing the Eye, she realized that this man was her father. Filled with hatred, she grabbed a bone knife and fatally stabbed her mother, before psionically torturing her father to death. As she turned to leave, she found herself confronted by her uncle Ekkim, who had seen everything. Realizing she couldn&#039;t let him live now, a weeping Benada killed the only person to ever show her love, transporting Vin&#039;Ejal to the Misty Realm.&lt;br /&gt;
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Benada&#039;s curse seems to be an insatiable hunger that only human flesh can sate; she only gives in to its demands once per month, however, as she fears depleting her domain&#039;s population. If she wishes to close the domain, the waters around Vin&#039;Ejal decrease in temperature to the point that would-be swimmers will freeze solid, whilst hail begins savagely pelting down from above.&lt;br /&gt;
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===Baroness Ilsabet Obour===&lt;br /&gt;
Darklord of Kislova. This female human [[alchemist]] was born the youngest daughter and favored child of Baron Janosk Obour of Kislova, and remained loyal and obedient to him even as he descended into brutal tyranny and made a failed attempt to conquer a neighboring barony, only to be crushed, captured and executed. Before he died, Janosk commanded each of his three children to take steps to both preserve their family and avenge the loss of their power.&lt;br /&gt;
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Of the three, Ilsabet was the most loyal to her father, honing her alchemical skills and delving into dark alchemical practices, focusing on hideous poisons and the creation of alchemical undead. She crippled and maimed many prisoners who had dared to rebel against her father&#039;s rule before his conquest by Baron Peto, created a unique strain of alchemical vampires, fatally poisoned her elder siblings for perceived disloyalty to their father&#039;s dying wishes, and finally married Baron Peto herself and bore him a son in order to gain the opportunity to poison him with a paralytic venom. It was only as she administered what she intended to be the final, fatal dose, killing her mentor (and true love) to do so, that the Mists finally claimed her.&lt;br /&gt;
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Ilsabet currently suffers two curses. Her most direct darklord-related curse is that her desire for power and revenge are thwarted; though her husband, Baron Peto, remains incurably paralyzed, he also remains unkillable - no matter what she does, he always returns to life. As a result, she remains forever his regent, rather than the true Baroness of Kislova, which she regards as unacceptable; she yearns to resume the interrupted reign of her own family. Secondly, Ilsabet has become a vampire-like creature that feeds on pain, and must have one person killed every day in order to survive.&lt;br /&gt;
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Unlike many Darklords, Ilsabet has no particular powers of supernatural survival. If you can beat an 11th level [[wizard]] protected by her guard of alchemical vampires, you can kill her.&lt;br /&gt;
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When Ilsabet closes the borders, a poisonous green mist surrounds Kislova, inflicting irresistable damage per round until the would-be escapee returns to Kislova.&lt;br /&gt;
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===Bethany Stone===&lt;br /&gt;
Darklord of Stonewall. A sad, broken, bitter woman, Bethany was born the daughter of a family of puritans, self-righteous and obsessed with sin. When her father discovered the child Bethany, a cheerful, whimsical young girl, had dreams of leaving the family home to become a dollmaker, he destroyed the dolls she had painstakingly constructed over years of work and beat her within an inch of her life. Later, when she came of age, he arranged her marriage to a man of high standing.&lt;br /&gt;
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After long years of often-lonely marriage, pregnant with her sixth child, Bethany&#039;s father and husband were caught in a terrible accident, with the former dying and the latter being left in a coma. That was hardship enough, but as she cared for her husband, Bethany discovered his diary, in which he revealed he had only wed her to cover up his &amp;quot;sinful&amp;quot; nature as a homosexual. Enraged, Bethany began tampering with her husband&#039;s medicine to ensure he remained comatose, and then launched her own moral crusade, something aided by the fact she established her charismatic but broken-willed son Clarence as the town&#039;s minister.&lt;br /&gt;
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When the Salem Witch trials broke out, Bethany eagerly spread their madness to Stonewall. But the tenth victim was the friend of Bethany&#039;s youngest daughter, Katherine, who unearthed evidence that this was really a way for Bethany to resolve a land-dispute between their families in the Stone&#039;s favor. When Katherine tried to intervene, she called out her mother for the cold, twisted monster that she was. Bethany promptly stabbed Katherine in the heart, and that was when the Mists took the town.&lt;br /&gt;
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Bethany Stone is now a [[harpy]], although she has limited shapeshifting abilities that let her masquerade as a human. Her curse is that she will be forever doomed to lose her children before they are fully ready, whether by death, betrayal or abandonment. Though she doesn&#039;t know it yet, as part of this curse, she will become spontaneously pregnant and give birth to a human child every 5 years. Both of her arms are permanently blood-red from the elbow down, although she considers it a sign of her righteousness and so doesn&#039;t hide it.&lt;br /&gt;
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The borders of Stonewall are permanently closed; unless the departee has the approval of either Bethany or Clarence to leave, they will be struck by lightning bolts until they turn back. It&#039;s unknown if lightning immunity will nullify this border, but it&#039;s not explicitly countered.&lt;br /&gt;
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Nothing explicitly says that Bethany cannot just be killed in a fight (and, frankly, Stonewall is described as the kind of place where wiping out everybody is actually the heroic thing to do), but she &#039;&#039;does&#039;&#039; have an explicit method of redemption. If the party can find one of the dolls she made as a child, as one survived her father&#039;s wrath, and present it to her, she will break down in tears. If consoled and successfully reminded of her long-lost dreams, the rest of the town will break down weeping with her, and then Stonewall will slide out of the Mists and back to the prime material. On the other hand, if they fail, then she&#039;ll destroy the doll herself and become even more fanatical.&lt;br /&gt;
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===Caleb Wicks===&lt;br /&gt;
Darklord of Wayward on the Bone Sands. Even at the age of 10, Caleb was a fearless, stubborn, trouble-making brat. The only thing able to scare him into obedience were stories of a local boogeyman: Black Hat the Swordslinger.&lt;br /&gt;
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Caleb&#039;s transformation from mere brat to full-blown Darklord came when his family were hired by the lord of the distant Hangingshire, which required a long trek that passed through a desert region known as the Bone Sands. During this leg of the journey, Caleb&#039;s family were seperated from the caravan and veered their wagon over a tall, steep dune as a result of a sudden sandstorm. The wagon was destroyed, their horses killed, and Caleb&#039;s elder brother Horatio was severely injured. Though they initially settled in to wait for the caravan to send a rescue party after them, their food swiftly ran out and they realized they would have to try and walk out of the desert on foot... a journey that Horatio couldn&#039;t make.&lt;br /&gt;
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The senior Wicks came to a grim realization: Horatio wasn&#039;t going to live much longer anyway, so when he died, the family would eat his body for sustenane before making their trek towards safety. They were content to wait... but Caleb found out about their plans, and taunted his brother with this fact; when Horatio began to scream and cry, Caleb panicked and stabbed him to death with a cooking knife. Caleb&#039;s parents were horrified, but ultimately decided there was nothing left to do. They ate their dead son, and then broke camp the next morning.&lt;br /&gt;
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As they were traveling, Caleb found himself separated from his family by another sandstorm, wandering on his own for days before he stumbled across a small town called &amp;quot;Wayward&amp;quot;. Mad with hunger, he murdered the first townsman who tried to offer him help, devouring as much of the man&#039;s flesh as he could before fleeing into the night. The next morning, he revealed himself to the horrified townsfolk and claimed that he had witnessed Black Hat kill and eat the man. Unable to believe a youngster like Caleb could be responsible for so monstrous a crime, the townsfolk believed him, and opened their homes to the young cannibal.&lt;br /&gt;
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Caleb became a beloved fixture of the community... and then, the neighboring [[gnome]] community of Rumbleton was destroyed in an earthquake that crushed the subterranean village like an egg. They begged Wayward for shelter whilst they tried to rebuild, and the humans took them in. But rebuilding a new gnomish settlement wasn&#039;t easy, as Rumbleton had already been built in what was considered the most stable, accessible ground for miles around. With little choice, the gnomes began to put down roots in Wayward.&lt;br /&gt;
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Which was a problem: Wayward already had troubles supporting its own population before the gnomes came in, and now things were worse than ever. The population increase led to a famine, known as &amp;quot;The Lean Times&amp;quot; by the locals, and tensions began to grow between humans and gnomes... tensions only fanned by Caleb, who began advocating the humans of Wayward should eat the baby gnomes born after the refugees settled in their village. Whilst initially this proposal was rejected, the gnomes took affront when they learned of its proposal at all, and relations only continued to deteriorate... especially because Caleb was continuing to egg things on, pushing his cannibalistic plan in secret.&lt;br /&gt;
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Finally, it all came to a head; on the first night of the full moon, the Waywarders, driven mad with hunger, descended on the gnome shantytown and abducted as many gnomish children as they could, cannibalizing them in a disgusting, bloody orgy. Over the next two days they massacred the surviving gnomes and ate them as well, then they ate the few Waywarders who had protested &amp;quot;The Feast&amp;quot;, as it was dubbed. And on that final full moon night, as the cannibal villagers slept off their full bellies, Wayward on the Bone Sands was pulled into the [[Demiplane of Dread]].&lt;br /&gt;
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Caleb and the other villagers are now [[quevari]]. They spend most of their time in an enchanted slumber, only waking when visitors come to town. Like all quevari, they are peaceful and innocent-seeming during the day, but revert to bloodthirsty cannibals at night, as the first three nights after outsiders arrive are all full moons - after those three nights, they fall back into slumber until disturbed again. It&#039;s unclear what happens if a survivor somehow avoids being killed on that third night. &lt;br /&gt;
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Wayward itself has a couple of curses. Firstly, there are no children here; all of their youths were left behind when the village was pulled into the Misty Realms, and none of the women ever fall pregnant, save when Caleb is killed (we&#039;ll get to that). Secondly, all food and drink in the domain is inherently inedible - even foods brought in from outside instantly spoil, although the look and smell perfectly fine. Finally, none of the villagers will ever age beyond the day they were when they committed their sins.&lt;br /&gt;
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Caleb himself is a 5th level [[quevari]] [[thief]] who wields an enchanted knife +3 of bleeding. He can Charm Person 1/day by speaking to them, and still carries the Triangle of the Feast - the triangular dinner bell he played before the cannibalism of the gnomes. This can function as a Chime of Hunger that only affects non-Waywarders 3/day, and can also summon 2d6 Waywarders to his aid at will. The other quevari only openly recognize him as their lord and master during the night, but still are fiercely protective of him during the day. He can potentially be driven away in fear by forcefully invoking Black Hat - this requires something like disguising yourself &#039;&#039;as&#039;&#039; the boogeyman or telling a Black Hat story, simply saying the name won&#039;t scare him.&lt;br /&gt;
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If killed, one of the Wayward women will find herself pregnant within a week, and give birth to Caleb&#039;s reincarnation a month later. Caleb will resume his true form as an elven year old a month after being born. The only way to kill Caleb for good is to wipe out the entire town of Wayward, which frankly you should be wanting to do anyway.&lt;br /&gt;
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Caleb can close the borders by summoning tornadoes that lash all around the domain&#039;s periphery, kicking up lethal sandstorms and making it impossible to flee.&lt;br /&gt;
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===Cassandre Desesprits===&lt;br /&gt;
Darklord of Miseria. Born to a humble farmer&#039;s family, Cassandre was gifted with the ability to see and communicate with the spirits of the dead, which also made her a very effective seer. When this was revealed to her village, she became an immediate celebrity, and this situation - never permitted time to herself or any true friends, but also showered in displays of good will and thanks - twisted her heart. She became completely self-centered, egotistical and immoral, regarding all others as nothing more than things to use for her own amusement and gratification.&lt;br /&gt;
&lt;br /&gt;
When a war broke out amongst the local villages over the ability to use her seer powers, Cassandre exploited this to become a veritable queen, feeding just the right predictions to all factions to keep the war dragging on perpetually for over two years, wallowing in opulence whilst others bled, died and starved over her. Inevitably, the war drew to its climax, with both factions preparing to launch a decisive blow with a super-spell; Cassandre manipulated them into both acting at the exact same time, figuring that this would cause the spells to negate each other and stalemate, thus preserving the war and her power. Instead, they magnified each other, resulting in the annihilation of the warring armies and Cassandre being literally blown into Miseria.&lt;br /&gt;
&lt;br /&gt;
Cassandre&#039;s curse is, fundamentally, that she will never again enjoy the lifestyle she once enjoyed. Although surrounded by people who genuinely like and care for her rather than her gifts, she pines for the days when people doted upon her every wish and resents being forced to work for a living as a barmaid. Her [[diviner]] powers have dwindled and become almost useless, but her spiritual powers have expanded; she now commands incorporeal [[undead]] with the proficiency of a master [[necromancer]], and her life is supplement with the years drained by her [[ghost]]ly minions. None of her schemes to regain her &amp;quot;royal&amp;quot; status will ever work, and so she seems doomed to an eternity as a beloved but otherwise unremarkable barmaid.&lt;br /&gt;
&lt;br /&gt;
When she closes the borders, Miseria is surrounded by thick red fog that causes those who try to leave to age and eventually crumble to dust, whereupon they become ghosts under her command.&lt;br /&gt;
&lt;br /&gt;
If slain, Cassandre becomes a ghost herself, but then resurrects 2d4 days later. Only if she is confronted in ghost form by an exorcist of the local deity Saint-Ambroise who can denounce her for her crimes in life will she be banished from the world of the living forever.&lt;br /&gt;
&lt;br /&gt;
===Coyote===&lt;br /&gt;
Darklord of Yatehcaa. Once, this animal god aided the First Man in protecting his American Aboriginal-flavored world from powerful monsters. But his greed, malice and cruelty led to him committing many dark acts, and so the gods declared him unfit to remain amongst their ranks. First Man took back Coyote&#039;s cloak of stars, condemning him to stay forever on the world and be vulnerable to the monsters he had once battled. But Coyote showed no regret, no compassion, no willingness to learn from his mistakes or to try and make amends, and so he found himself trapped in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Ever since, he has continued his old ways, playing cruel, malicious tricks on the people of Yatehcaa, all the while trying to distract himself from how afraid he is that some day, he might be caught and killed by &amp;quot;The Dark Watchers&amp;quot;, the antediluvian monsters whom he once battled alongside First Man.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing protects Coyote from death, but between his lack of shame and utter cowardice combined with his powerful magical abilities, actually killing him in a fight is easier said than done.&lt;br /&gt;
&lt;br /&gt;
===Dr. Dorothy Hemphyll===&lt;br /&gt;
Darklord of Immerabt. This female human alchemist could in many ways be considered a mirror to Dr. Mordenheim of Lamordia. Like him, she was born a scientific prodigy who had neither time nor patience for religions and matters of faith. When she was twelve, Dorothy&#039;s mother died in childbirth giving birth to a son, something Dorothy blamed upon both the local priest - for he had both refused to allow Dorothy to be present at the birth, despite her knowledge of herbs and medicines, for her lack of faith, and proven unable to save Lady Hemphyll&#039;s life with his limited divine magic - and her father, for he had listened to the priest.&lt;br /&gt;
&lt;br /&gt;
This became the cornerstone of Dorothy&#039;s growing loathing for religion, something that grew ever stronger as she aged. She went abroad to study medical sciencies, [[transmuter|transmutation magic]] and [[alchemist|philosophical alchemy]], always seeking to refine her medical skills. She also visited the dark, seedy corners of society: brothels, dog-fighting arenas, drug-fueled parties and other such realms that further convinced her of the absence of divine intervention.&lt;br /&gt;
&lt;br /&gt;
The kicker was when she met and fell in love with another medical student of noble ancestry; Hermann Leawly. Despite her feelings, she refused to marry him, for that would require submitting to a religious ceremony she wanted nothing to do with. But he bent under the pressure from his traditional family and returned to their home, something that enraged Dorothy, who now derided him as a weakling.&lt;br /&gt;
&lt;br /&gt;
After a long, bloody war, a terrible plague gripped her homeland, and Dorothy came up with an idea for a new method to care for the terminally ill. She purchased an abandoned penitentiary on a small rocky island and converted it into a sickbay, hiring the best healers she could find (so long as they weren&#039;t divine spellcasters). One of those she hired was Hermann. She became ever-more obsessive, pushing her followers brutally, and gaining the first attention of the [[Dark Powers]]. When she perfected her prototype life support mechanisms and began abducting the terminally ill from her hospice to install them in the devices, trapping them at the brink of life and death in a state of constant, unrelenting pain, they grew anticipatory. But it wasn&#039;t until she got drunk at a party celebrating her newly produced plague vaccine, and revealed to Hermann her monstrous experiments, injecting him with concentrated plague serum and deliberately waiting for him to reach the still-incurable terminal stage of the disease before strapping him into one of her hideous living death machines that they seized her and transformed goal island into Immerabt.&lt;br /&gt;
&lt;br /&gt;
Dorothy&#039;s curse is three-fold, and could be a considered a blend of Mordenheim&#039;s and Azalin&#039;s. Though she is well-aware of the fact that the local industries of Immerabt are poisoning the population, her attempts to plan and execute social projects to counter the pollution invariably fail due to being rejected or ignored. Secondly, she is kept so busy working her daily job that she cannot devote the time to furthering her understandings of magic and alchemy, preventing her from attaining the greater power she needs to pursue her goal of the ultimate curatives. Finally, she is unable to invent a vaccine to cure those suffering from the terminal effects of the plague, which means she cannot cure Hermann, who remains bound and suffering in his life-support in the depths of her sanitarium.&lt;br /&gt;
&lt;br /&gt;
Unlike many darklords, Dorothy has no inherent abilities that make her unkillable, although her disease-bearing touch and biomechanical golem guards make her a force to be reckoned with in combat. She can regenerate, but she&#039;s vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
If she wishes to close the borders of Immerabt, violent storms with strong winds and heavy rain surround the archipelago, whilst the waters boil with mutated [[shark]]s and other aquatic predators.&lt;br /&gt;
&lt;br /&gt;
===Elizabeth Michelle Cole III===&lt;br /&gt;
Darklord of Hibernate. This female human [[vampire]] was born to the noble family of the Coles in the land of Hybernaya on Boram&#039;ith. Despite her aristocratic lineage, she did not believe in the inherent superiority of her bloodline, and fell in love with a peasant boy, whom her parents had executed on trumped-up charges. This engendered a deep hatred for her parents in Elizabeth&#039;s heart, and at the age of 28, she left home to &amp;quot;think about things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In her wanderings, she met and fell in love with a man named Alexander Berzinski, a [[vampire]] who converted her into one as well. They traveled together for seven years before parting, whereupon Elizaeth returned home, murdered her parents, and ruled  their lands with an iron first for a decade.&lt;br /&gt;
&lt;br /&gt;
During this time, she became a high priestess of [[Thanatos]], and attempted to lure a prophesied warrior known as &amp;quot;The Son of the Black Moon&amp;quot; into Thanatos&#039; service. A task she delighted in, for she fell in love with him when she met him - a one-sided love, for he was devoted to his [[half-elf]] girlfriend. When he died escaping from his contract with the dark god, Elizabeth had him resurrected and attempted to lure him through a portal to the [[Lower Planes]], only to find herself alone in Darkon. Here, she fell afoul of the Kargat and fled to the Sea of Sorrows, only to find herself bound to the newly formed isle of Hibernate when she set foot there.&lt;br /&gt;
&lt;br /&gt;
She has risen to power as the madame of the most well-respected brothel in Hibernate, leading a force of twenty eight call girls, all of whom she has turned into [[vampire]]s. Her curse is that she yearns to find the Son of the Black Moon and claim him for herself, but he has never materialized in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Elizabeth is unaffected by Hibernatian holy symbols, due to the combined facts that they represent a non-existant god and the lack of true faith endemic in Hibernate&#039;s people, but can be slain by a pine wood stake, or paralyzed with any other kind of stake. If Elizabeth is killed, one of her vampire prostitutes will fall into a month-long coma, during which she will physically and mentally be subsumed and transformed into a new incarnation of Elizabeth. It&#039;s unclear how this can be prevented.&lt;br /&gt;
&lt;br /&gt;
When she wishes to close the domain, Hibernate&#039;s borders are choked by a thick fog that is impossible to navigate; those who try only find themselves circling back to Hibernate, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
The [[Undead Sea Scrolls]] 2002 version of Elizabeth emphasizes her fundamental selfishness and cruelty, and also notes that her Undying Soul will allow her to possess any woman in Hibernate should all of her prostitutes be killed.&lt;br /&gt;
&lt;br /&gt;
===Gatwe and Mr. Klein===&lt;br /&gt;
The domain of Nzari is home to two darklords, struggling for dominance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gatwe&#039;&#039;&#039; is the original Darklord; an Mwele man who was forever questioning the traditions of his people even from a youth and who burned to hold power. He apprenticed himself to the tribal shaman, whom he perceived held the true power, but his ambitions remained unchecked. When the most beautiful woman in the village chose to marry a respected hunter, that was the last straw; he forsook all the traditional limits on the shaman and began practicing sorcery. He used curses to sicken and kill those he hated, and goad the tribe into war, slowly building an empire from the scattered tribes of the Mwele. When suspicion began to fall upon him, he murdered his own family to try and throw it off, assuming the form of a leopard to plant a curse-bundle that would kill them all slowly and painfully. When he began to resume his human form, that was when the [[Dark Powers]] struck, trapping him in a twisted [[Broken One|nightmarish conglomerate form]], incapable of wielding his former magic, and launching Nzari into the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Klein&#039;&#039;&#039; came to Nzari after its appearance in the [[Demiplane of Dread]]. A fanatical devotee of [[Ezra]], he yearned to be a missionary, but found that goal stymied during the initial rush to explore the Sea of Sorrows; the merchants who controlled the expedition wanted profits, not proselytizing. Only when Nzari was discovered, with its savage cannibal tribes and vast wealth of ivory, did Mr. Klein finally find his desire within his grasp. He founded the Dementlieur Exploration Company, and led its first expedition to Nzari. The Mwele naturally resisted this foreign invasion, but Klein had the zeal of a fanatic and pressed on, resorting to ever-more brutal tactics as months of battle and disease took its toll on his followers. Eventually, he caught the attention of Gatwe, but managed to fight the feared &amp;quot;leopard-devil&amp;quot; off - an act that won him inroads amongst the Mwele. His followers swelled in numbers, and he seemed to make real progress in &amp;quot;civilizing&amp;quot; Nzari... until he realized that his followers were not worshipping Ezra, but Klein himself, and that those he conquered were merely paying lip service to his commands. Furious, he resorted to to ever-more draconian methods to &amp;quot;stamp out the heathenism&amp;quot;, but succeeded only in pushing the Mwele to rebel. Klein counter-attacked viciously with his own forces, and responded by flaying every last one of them alive before he had them beheaded, their bodies cast into the river, and their heads impaled on stakes around his house.&lt;br /&gt;
&lt;br /&gt;
In the face of such brutality, the Dark Powers aren&#039;t sure &#039;&#039;which&#039;&#039; of the two better deserves the title of Darklord.&lt;br /&gt;
&lt;br /&gt;
Gatwe&#039;s curse is simple: he is forever cut off from the adoration and power he changes. No Mwele will have anything to do with one so obviously marked as a sorcerer, and he cannot change or disguise his form regardless of what artifice he tries. Mr. Klein, on the other hand, is cursed that when he sleeps, he sees the world through Gatwe&#039;s eyes, experiencing the broken one&#039;s life as he lives it. Both, ironically, share the curse of wanting to change the Mwele culture, but being completely incapable of doing so.&lt;br /&gt;
&lt;br /&gt;
The two Darklords &#039;&#039;despise&#039;&#039; each other. Gatwe has become convinced that if he can kill Klein, his full powers will be restored to him. Klein, on the other hand, believes that Gatwe is a literal demon, a symbol of the savagery hidden in humanity&#039;s heart, and that only by &amp;quot;civilizing&amp;quot; the Mwele will the nightmarish dream-visions cease.&lt;br /&gt;
&lt;br /&gt;
Unusually for co-darklords, they can both close Nzari&#039;s borders; Gatwe surrounds the domain an impenetrable thicket of vegetation, whilst those trying to flee against Klein&#039;s wishes find themselves lost in thick fog and eventually attacked by an endless hail of arrows.&lt;br /&gt;
&lt;br /&gt;
Both darklords also have their own unique forms of immortality. If Gatwe is killed, one of the leopards of Nzari will become his reincarnation a day later. Klein, on the other hand, is simply impervious to all attacks not dealt with an ivory weapon (a &#039;&#039;blessed&#039;&#039; ivory weapon deals double damage!) and will not return if slain.&lt;br /&gt;
&lt;br /&gt;
===Geren Horstadt===&lt;br /&gt;
Darklord of Seradan.  Born the favored son of a minor noble family, Geren was a bullying braggart in private, but a charming and idolized peer in public. All that changed when, at the age of 17, he was struck by a strange wasting disease that crippled him irreversibly; he lost use of his legs, his muscles withered, and all his senses faded. Though his family bankrupted themselves to try and cure him, nothing worked. He spent fifteen years in his own personal hell, watching and envying those with normal lives, and resenting his family despite the love and care they still showered him with.&lt;br /&gt;
&lt;br /&gt;
His true descent into damnation came when one of his brothers brought down a trunk full of books from the attack, and Geren learned one of his great-grandfathers had been a powerful [[wizard]] - one with considerable experience in summoning beings from the [[Lower Planes]]. When his family refused to hire a wizard to tutor Geren in magic, he decided to try summoning a [[fiend]] on his own. He called forth a [[yugoloth]], who was so surprised by the venomous manner in which Geren pleaded his case that he offered Geren a trade: the souls of Geren&#039;s families in exchange for the ability to &amp;quot;help Geren feel what others feel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It was a bargain Geren made without hesitation. He hired an [[assassin]] to kill every last member of his family, other than his mother. In exchange, the yugoloth gifted him with the ability to possess others, which allowed him to vicariously experience life as a normal person again. He slowly began to rebuild the family&#039;s fortunes by using possessed thralls to commit acts of murder and theft... then the townsfolk began to suspect his mother was involved, and she in turn wondered if Geren was responsible. When she confronted him, however, Geren petuantly seized control of her mind and made her kill herself. But some of the townsfolk had just arrived to question her again, and they discovered her slumping over the infamous and now-hated cripple. Realizing that Geren had been responsible, they beat him with clubs and then dragged him into the streets, where the mob lynched him; hanging him from a tree and beating him to death as they burned his family&#039;s home and himself. &lt;br /&gt;
&lt;br /&gt;
Such was Geren&#039;s rage at this fate that he returned from the grave as a powerful haunt - a [[Ravenloft]] strain of [[ghost]]. With his possession abilities enhanced, he used them to massacre the entire population of the village... which was when the Mists rolled in and claimed him for Seradan.&lt;br /&gt;
&lt;br /&gt;
Geren&#039;s darklord status brings with it a cocktail of curses. The standard Darklord curse of being unable to leave his domain chafes him particularly, being that he yearns to explore and experience the world. Making matters worse is that he is now trapped in a realm of dullards, so docile, unimaginative and unfeeling that possessing them is little better than staying a ghost. For further insult, Geren can now only possess hosts for short periods of time, or else they die of a supernaturally induced fever, forcing him to largely avoid using his possession abilities.&lt;br /&gt;
&lt;br /&gt;
Geren always reforms one week after being destroyed. Only if he is allowed to kill Wilhelm Braugh, the only survivor of Geren&#039;s hometown and the inspector who gave him over to the mob, will he cease to exist, having decided that there is nothing left to live for. If he closes the borders, supernatural exhaustion claims any who try to leave the domain, sapping their strength until they are left helpless.&lt;br /&gt;
&lt;br /&gt;
===Jarl Gravstein Hansen===&lt;br /&gt;
Darklord of the Northlands. This male human was born to the Gand tribe, son of the man who had founded the trade guild known as the Key, which was bringing much-needed prosperity to the realm. He railed against the tradition by which the Gand and Kosti tribes alternated ownership of the capital city of Miklaheim every five years, and was determined to keep ownership of the city for himself.&lt;br /&gt;
&lt;br /&gt;
To do so, he launched a brutal campaign against the Gand tribe, taxing his own people into famine and ruin to do so. When they were devastated, he turned his back on the traditional religion of the seidmen, secretly siphoning away funds from the church who thought he was supporting them. Finally, he began taxing the trade guild to borderline ruin itself. Through his short-sighted greed and selfishness, the realm was drawn into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Secretly, Gravstein yearns to be respected and loved, but he cannot attain it - only if he returns all the land of the Gand to them will this curse be broken, which mechanically manifests as an automatic failure on any Charisma check other than Intimidation. He doesn&#039;t have any magical powers to preserve his life, but whoever takes up the mantle of leadership should he die will be cursed in the same manner.&lt;br /&gt;
&lt;br /&gt;
Closing the borders results in a vast army of warrior spirits descending from the heavens and physically blocking passage.&lt;br /&gt;
&lt;br /&gt;
===The Barons Gustav===&lt;br /&gt;
Darklords of Gustavstan.&lt;br /&gt;
&lt;br /&gt;
Baron Gustav the Elder is a male human ghost who once ruled a small kingdom in his homeland. Though he had intended to pass his holdings on to his younger brother Klaus, the younger sibling had no interest in ruling, so the elderly Gustav took a wife and fathered a son, Gustav the Younger. Then, when his son was fifteen, Gustav the Elder stepped on a snake in his garden and was fatally bitten.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger (male human [[Fighter]]) was inconsolable, his mind fracturing under the sudden death of his beloved father. In his grief, he refused to take up the throne, forcing his uncle Klaus to become Baron in his place - as well as to wed Ingrid, Gustav the Elder&#039;s widow and Gustav the Younger&#039;s mother, to secure the Younger&#039;s inheritance. Unfortunately, this gesture was misunderstood by &#039;&#039;both&#039;&#039; Gustavs; the Younger began to despise his uncle and mother for their apparent disloyalty, whilst the Elder&#039;s restless spirit also became incensed at Klaus&#039;s apparent betrayal. He seized upon the idea of exploiting his son&#039;s fractured mind to both weaponize him against Klaus and to make him vulnerable, so the Elder could live again by stealing his son&#039;s body.&lt;br /&gt;
&lt;br /&gt;
This domain is basically [[grimdark]] Hamlet, in case it&#039;s not obvious already.&lt;br /&gt;
&lt;br /&gt;
So Gustav the Elder manifests to his son, lies that he was murdered by Klaus, and convinces his half-crazed son that Klaus wants to steal the throne for himself. Klaus the Younger swallows this bullshit hook, line and sinker, and pretending to be even madder than he actually was, he began preparing to kill his uncle and his mother both - ignoring that Gustav the Elder wanted Ingrid spared, having figured that once he stole his son&#039;s body, [[/d/|he could reclaim her as his wife]].&lt;br /&gt;
&lt;br /&gt;
This led to Gustav the Younger murdering the father of Elaine, the woman he loved, and driving her so insane that she ended up committing suicide by throwing herself off the battlements of the castle - which didn&#039;t do Gustav Junior&#039;s sanity any great shakes. Instead, it provoked him into finally battling his uncle, killing Klaus and his mother in the process. Which was when Gustav the Eldler showed up and, horrified at his wife&#039;s death, he revealed the truth about how he&#039;d played his son for a fool. Enraged, the son attacked his father&#039;s ghost, and that was when Gustavstan was snatched up by the mists.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger now burns with the urge to hunt his father&#039;s spirit down and destroy him, a task not helped by his paranoia. Every night, he is haunted by the angry ghosts of Elaine and Klaus, who spend the night cursing him out for their murders.&lt;br /&gt;
&lt;br /&gt;
Gustav the Elder now spends his days haunting the local insane asylum, where Ingrid - who actually survived her son&#039;s attack, but was left a raving madwoman - is now kept. At night, he strives to manipulate others into killing his son.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be permanently destroyed by violence; they regenerate and revive from destruction. Only by killing Ingrid will their resurrective regeneration cease... but doing this will cause the killer to immediately suffer a failed [[Powers Check]], whilst those who watch get to roll one. &lt;br /&gt;
&lt;br /&gt;
===Hakaan na Uruk===&lt;br /&gt;
Darklord of Saarkaath. This male [[half-orc]] was born to an unknown human slave and her orcish master in the [[orc]] stronghold known as the Dark Fork Holding. When Hakaan was young, the Holding was put to the torch by a [[paladin]] order called the Storm Templars; whilst the orcish women and children fled, Hakaan was left behind, and rescued by a paladin named Leith Kelbar. As Hakaan favored his human heritage in appearance, Leith took the child in and informally adopted him.&lt;br /&gt;
&lt;br /&gt;
Officially, Hakaan was just Leith&#039;s &amp;quot;dog robber&amp;quot;, a menial worker, but Leith showed the boy an undemonstrative but very real affection and even trained him in weapon&#039;s use and other page skills. This in turn engendered a hero&#039;s worship attitude in the young half-orc.When Hakaan entered puberty and his orcish heritage became more appropriate, the other knights of the Storm Templars began encouraging Leith to abandon the half-orc and take a human servant instead. The stubborn and idiosyncratic paladin flatly refused them, and instead made Hakaan his squire at the age of 14. The half-orc&#039;s respect for his adoptive father only increased at this decision, and he began to dream of becoming a full-fledged Storm Templar himself, determined to prove his worth despite his heritage.&lt;br /&gt;
&lt;br /&gt;
The orc/human war was still raging at this point, and soon after becoming Leith&#039;s squire, Hakaan saw his father killed during a climatic battle at Shadow Mountain. Leith&#039;s dying wish was for Hakaann to take his [[Holy Avenger]] and his armor back to the Storm Templars. The half-orc fought heroically and made the 400 mile trip back to the central temple of the Storm Templars. To his dismay, he found himself coldly received and sharply censured for daring to carry Leiber&#039;s weapons and armor as a mere squire; many of the Templars even pushed for him to be expelled from the order entirely. But his actions and skills did win him the support of a few key members of the order, and so a compromise was offered: Hakaan could &amp;quot;prove himself&amp;quot; by beginning his squire&#039;s training over from the beginning, with vague promises of a future &amp;quot;consideration&amp;quot; for full knighthood.&lt;br /&gt;
&lt;br /&gt;
The young half-orc was outraged and indignant, feeling he had proved his worth through his skills already. He left the order and sought membership in another elite martial unit... however, none would take a half-orc. Only a mercenary force allowed him membership, and whilst initially distressed by their monetary emphasis and neutral (at best) morality, he soon adjusted. In fact, by the time he was 30, he was the Captain-General of his own mercenary army! But he never forgot the way that the Storm Templars and the other elite forces of the human military had rejected him, and a bitter enmity grew in his heart. Things finally came to a boil when the human kingdom declared war on the southern [[hobgoblin]]s; not only was Hakaan&#039;s army hired to work alongside an offensive led by the Storm Templars, but despite his vital role, he was not invited to the meetings held by the various generals of the royal army and the order.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. Hakaan began secretly communicating with the hobgoblin armies, and through his treachery the human forces suffered reverse after reverse. At the final climatic battle, the humans&#039; last gamble, Hakaan deliberately &amp;quot;misunderstood&amp;quot; a signal to reinforce the Storm Templars and fell back, allowing his former order to be annihilated and delivering a crushing defeat to the forces of humanity. He promptly surrendered to the hobgoblins and offered them the services of his forces; those mercenaries who refused to follow him were promised safe passage to the lines, but instead were betrayed and given over to the &amp;quot;correction officers&amp;quot; of the hobgoblin forces.&lt;br /&gt;
&lt;br /&gt;
Fighting at the side of the hobgoblins, Hakaan&#039;s forces swelled with the addition of several hundred orcish conscripts, all eager to serve &amp;quot;under one of their own&amp;quot;. Howerver, he soon fell out with the hobgoblins and tried to betray them as well, but they were better prepared than the human forces and Hakaan found himself forced to flee with less than a thousand surviving troops into the mountains, pursued the whole way by [[hobgoblin]]s, [[goblin]]s and [[worg]]s.&lt;br /&gt;
&lt;br /&gt;
He escaped by fleeing into a thick mountain fog, only to emerge in a strange mountainous region completely alien to him and his followers, and magically prevented from finding their way back to more familiar ground. Discovering a massive complex of tunnels and caverns within the mountains, at the encouragement of his orcish followers, Hakaan settled into the caves and began operating like a typical orc warchief, sending his forces out to raid the surface villages for supplies, slaves and concubines; many of those slaves or their ill-favored human-looking halfbreed children subsequently escaped to the surface, and thus the domain of Saarkaath was born.&lt;br /&gt;
&lt;br /&gt;
A hundred years have passed, but Hakaan&#039;s aging has been slowed, and so he only appears to be fifty... of course, even a very-well preserved fifty is still a pretty significant age for a half-orc! In mockery of Hakaan&#039;s life-long loathing of his orcish heritage only to willingly stoop to the worst behaviors associated with orcdom, his orcish traits have been exaggerated over the years, and so he now not only looks like a pureblooded [[orc]], but he suffers even worse sensitivity to sunlight than a true orc would - combined with his curse-spawned intense agoraphobia, and Hakaan can no longer bring himself to visit the surface. Hakaan attempts to hide from his self-loathing by celebrating the orcishness of his people, surrounding himself with those who most strongly favor their orc heritage and punishing the least orcy-looking denizens of Saarkath, but truthfully it still rankles him. Combined with his inability to leave Saarkaath to take revenge on his ancient human and hobgoblin foes, and his &amp;quot;kingdom&amp;quot; is a glorified prison whose bars he can never deny.&lt;br /&gt;
&lt;br /&gt;
Hakaan is amongst the most vulnerable of all darklords; aside from the hitpoints of being a 12th level [[fighter]] as well as owning a +2 greatsword and a Ring of Regeneration, he has no magical protections of any sort to preserve his life. If you can kill him, he&#039;ll stay dead. Amongst his more unusual abilities, he can fly into a berserker rage similar to a [[barbarian]], and detect [[paladin]]s with perfect accuracy.&lt;br /&gt;
&lt;br /&gt;
When Hakaan closes Saarkaath&#039;s borders, a forest of magical spears and swords appears at the border; those who try to force through will suffer 1d10 damage per round, which can only be restored by magical healing - and, of course, those who try to fly over will instead just drop straight onto them.&lt;br /&gt;
&lt;br /&gt;
===Henry Arlington===&lt;br /&gt;
Darklord of Arlington Farm. Henry Arlington was a farmer who obsessed about success. Inheriting his farm after the tragic death of his parents in a house fire, he killed his own elder brothers in a duel to secure his inheritance. He proved to be a demanding, overbearing farmer, and obsessed with successful crops; when an unexpected New Year&#039;s late frost resulted in damage to a significant portion of the crops, Henry flew into a rage, even though he had more than enough funds to weather this less-than-perfect year. In his rage, he murdered one of his farmhands, concealing the crime by cutting up his body and hiding it amongst the scarecrows on the property. That year, the farm bloomed with a record-breaking bounty.&lt;br /&gt;
&lt;br /&gt;
The next year saw a similar pattern: the crops failed early in the year, but when Henry killed (in this case a stray dog), they suddenly reversed fortune and flourished. Henry became convinced that his farm would reward him with bounty only in exchange for blood sacrifices, and he began a yearly ritual of murdering some human victim and stuffing their dismembered body into the scarecrows. Over a decade of this grisly work, he soon had no farmhands left to sacrifice, and so instead he slaughtered his entire family for the sake of his farm.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. The grisly, corpse-stuffed scarecrows came to life and burned down all his crops, then dragged Henry out into the field and mutilated him, turning him into a fleshy scarecrow like themselves. That was when the Mists swallowed the farm.&lt;br /&gt;
&lt;br /&gt;
In the present, Henry still tends to his farm as an animate corpse [[scarecrow]], only to find his labors undone whatever he achieves. In addition, every harvest moon, he finds himself human once more - and subsequently butchered by his vengeful scarecrow &amp;quot;workers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Henry can close the border for up to an hour at a time by summoning a vast murder of crows that attack whoever tries to leave. After an hour, however, Henry is exhausted and must rest for 3 rounds before he can resummon the swarm. If slain, Henry remains dead until the next full moon or blue moon, whereupon he will possess one of the scarecrows in his domain and return to life. Theoretically, he can be destroyed forever by destroying all of the scarecrows.&lt;br /&gt;
&lt;br /&gt;
===Hercules===&lt;br /&gt;
Darklord of Olympus. Born the son of the High Priest of [[Zeus]] in a theocratic nation ruled over by a collective of seven temples to the Greek Gods - Zeus, [[Athena]], [[Aphrodite]], [[Hermes]], [[Ares]], [[Apollo]] and [[Hades]], the man now known only as Hercules earned great fame in his youth by speaking up against the brutal repression of the priest-lords and championing the rights of the oppressed commoners. Although originally he sought peace, the overwhelming corruption opposing him led him first to delving into the murky depths of politics, and finally into leading a full-blown revolution.&lt;br /&gt;
&lt;br /&gt;
This angered the realm&#039;s rulers, the conclave of High Priests known as the Council of Seven, who came up with three plans to ruin Hercules. The High Priest of Zeus sent his son cursed gauntlets that would drive him into bloodthirsty rages under false pretence of truce. The High Priestess of Athena sought to summon a daemonic entity that would grant the Council magical powers that would allow them to crush the rebels and prove themselves the true &amp;quot;Voices of the Gods&amp;quot;. Finally, the High Priestess of Aphrodite arranged for one of her serving girls to be sent to seduce Hercules, with the ultimate plan of disgracing him by tempting him into committing the blasphemous act of making love in the holy ground of the temple of Zeus.&lt;br /&gt;
&lt;br /&gt;
They couldn&#039;t have expected that Dejanira, the girl chosen by the Voice of Aphrodite, would fall in love with Hercules and reveal the ploy to him. Any more than she could have expected for him to revile her as a traitorous seductress, but hide his loathing and use her to deliver a strike against the Council as they performed the summoning ritual. At the height of battle and ritual both, Hercules turned on Dejanira and stabbed her to death before throwing her into the center of the Council, then beating his father to death as he was paralyzed by the sudden influx of magical energies from the rite.&lt;br /&gt;
&lt;br /&gt;
The Seven Voices of the Gods were transformed into quasi-daemons in their own right, and Hercules became the Darklord of the realm now called simply &amp;quot;Olympus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hercules is cursed both with the erratic and dangerous rages from his braces, and in that he is haunted by the terrifying spectre of Dejanira, who still loves him even in death. Worse still, his reputation continually sours due to his berserk rages.&lt;br /&gt;
&lt;br /&gt;
The only way to kill Hercules for good is to force him, the six &amp;quot;Living Gods&amp;quot; of Olympus and the Forsaken One (the half-daemonic ghost of the High Priest of Zeus) to meet in the abandoned temple of Zeus and perform the fiend summoning ritual again. Only if Hercules allows himself to be sacrificed as part of the ritual will his curse be ended - which will also strip the Living Gods of their powers and make them mortal as well.&lt;br /&gt;
&lt;br /&gt;
If Hercules wishes to seal the borders of Olympus, a titanic lightning storm envelops the domain, striking down any who attempt to escape.&lt;br /&gt;
&lt;br /&gt;
===Heresa Heri, The Vulture King===&lt;br /&gt;
Darklord of Tsuu-Y-Teke. Long ago, Heresa Heri was one of the great animal lords, powerful spirits subordinate to the greater animal gods, but he betrayed his master&#039;s wishes after being named ruler over the skies: when given the ability to create permanent light from enchanted crystals, rather than sharing this light with the world, he selfishly kept them for himself, turning them into a shining feathered headdress. But his treachery was uncovered by a human hero-shaman named Kanaciwe, who captured Heresa Heri and tore out the golden and silver feathers, turning them into the sun, moon and stars. But the appearance of the sun dazed Kanaciwe, allowing Heresa Heri to break free of the shaman&#039;s grip and kill him.&lt;br /&gt;
&lt;br /&gt;
This act enraged his rival, the newly empowered Haloe-Tsuu (Sun Puma), who cursed Heresa Heri; never again would he be allowed to face the sunlight, or else it would destroy him. Though the Vulture King fled into the deepest cave, he was mortally wounded, and summoned his underlings to ceremonially preserve his body and spirit. As he died, he cursed all those who had robbed him of &amp;quot;his&amp;quot; treasure, from the humans whose shaman had taken his headdress of shining light to the skies themselves for being home to the sun and moon. Thus was the domain of Tsuu-Y-Teke born.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Vulture King is a white-feathered giant vulture with a dark red bonnet of dried blood on his head, sickly yellow eyes that glow in the dark, and a jagged, uneven beak that gives him the appearance of fanged teeth. He is an [[undead]] creature with powers similar to those of a [[mummy]], althoug he looks like a living bird.&lt;br /&gt;
&lt;br /&gt;
As Darklord, Heresa Heri is trapped in his cavern lair except during True Night, the one period of darkness that comes to Tsuu-Y-Teke once per month. He has become obsessed with the idea that if he can amass a sufficient number of gems, he can reimprison the light and restore the endless Night that the world once knew... but he knows that to do so, he needs the &#039;&#039;exact&#039;&#039; number of gems as there are stars in the sky, and he no longer remembers how many that is!&lt;br /&gt;
&lt;br /&gt;
In combat, Heresa Heri is a powerhouse and all but impossible to destroy without the use of sunlight or powerful magical light. Even then, if destroyed, his spirit will possess any giant vulture within a 13 mile radius, which will transform into the Vulture King 1 week later.&lt;br /&gt;
&lt;br /&gt;
When the Vulture King seeks to seal Tsuu-Y-Teke, then impenetrable magical darkness gathers on the borders; those who try to escape instead get lost in the utter blackness and stumble right back out into the domain.&lt;br /&gt;
&lt;br /&gt;
===Commander Hernando Mouriros===&lt;br /&gt;
Darklord of Mictlan. Born into poverty, Hernando Mouriros was the son of a simple laborer; a brutal drunkard who savagely beat his wife and children. Hernando&#039;s mother died birthing Hernando&#039;s younger sister when he was ten, and six months later, his father took another wife, which pushed the embittered youth over the edge. Only the city guard&#039;s intervention kept Hernando from being beaten to death by his father, and he repaid their mercy by throwing himself into their ranks.&lt;br /&gt;
&lt;br /&gt;
Despite his background, Hernando&#039;s rise was meteoric, and he soon graduated from the city guard to the Imperial Army, and from there worked his way up the ranks to captain. When the Holy Empire launched its great crusade, Hernando flung himself into the slaughter, eager to showcase his loyalty and win wealth and power for himself. He became renowned for his uncompromising nature, devious tactics, draconian authority over his men, and utter lack of mercy towards the &amp;quot;pagans&amp;quot; he battled.&lt;br /&gt;
&lt;br /&gt;
After ten years of crusading, he was called back to the Empire and charged with leading the first expedition to conquer the newly discovered jungle realms beyond the Sierra Acora mountains. Hernando was honored - and the discovery of the distinctly [[Aztec]]-like native cultures, with their bloody [[theocracy]], only fueled his desire to succeed. When the first natives they met offered them peaceful greetings and a tribute of gold and gems, Hernando took the offerings and then launched an attack anyway, slaughtering the natives down to the last child - the act that finally earned him his position as Darklord.&lt;br /&gt;
&lt;br /&gt;
The curse of Hernando Mouriros is similar to Vlad Drakov&#039;s: he yearns to conquer Mictlan and bring it to heel, but he is handicapped from doing so. Not only are his forces outnumbered and demoralized, but the agonizing immortality that allows them to defeat superior numbers carries its own curse; one soldier randomly dies permanently whenever Mouriros&#039; forces conquer a city, and so their numbers shrink as he gains closer to achieving his goal. Whilst he doesn&#039;t lose his own forces if an allied force of natives conquers a city, the natives have no real respect for Hernando and constantly betray him for no reason he can determine. His own self-discipline and authoritarian control, once his greatest strengths, have become crippling weaknesses; he can&#039;t adapt to the ever-shifting chaos of life in Mictlan. The random nightmares he has of being a hapless child at his brutish father&#039;s nonexistent mercy merely adds insult to injury.&lt;br /&gt;
&lt;br /&gt;
A rarity amongst Darklords, Hernando &#039;&#039;isn&#039;t&#039;&#039; protected from death, unlike his men. But, if he were to be killed, then his body would burst into enchanted, inextinguishable flames that would ignite anything they touch (although these secondary fires could be extingiuished normally). It&#039;s unclear how long Hernando&#039;s corpse would burn for, but the wildfires it would cause would almost certainly lay waste to vast swaths of Mictlan in the process.&lt;br /&gt;
&lt;br /&gt;
If Hernando dies, the most likely candidate to replace him as Darklord is the cruel, unhinged high priest of [[Huitzilopochtli]], Cuxi Yapanaque.&lt;br /&gt;
&lt;br /&gt;
===Isabel de Sargas===&lt;br /&gt;
Darlord of San Bartolome. From her earliest days, Isabel de Sargas was a natural charmer, able to get anything she wanted... until the day she met a [[monk]] named Fernando in Porta Coeli. He refused to bend to her charms, and had no desire for anything she could offer him; all he cared about was attaining self-perfection, so that his soul could become an Njelx - the local term for [[angel]]s. Intrigue at his defiance soon grew into an all-consuming obsession; Isabel became convinced that she was in love with Fernando, and determined to make him reciprocate.&lt;br /&gt;
&lt;br /&gt;
Finally, she decided that the only way to make Fernando come to her was to become an Njelx herself. Soon after, the dark Njelx Ezimel began to whisper in her dreams, offering to make her dream come true; Isabel resisted at first, but ultimately succumbed. Months later, the ritual was cast and Isabel became a beautiful winged woman; under the light of the moon, she flew to Fernando&#039;s room and told him that she had been an Njelx all along, one sent to test him and determine if his soul was worthy of similar ascension. She claimed he had passed this test, and also won her love, and so they would be together forever in Coeli. Fernando was delighted, and finally yielded to her embrace...&lt;br /&gt;
&lt;br /&gt;
And that was when the sun rose. A strange feeling of lightness, of somehow being detached from her body, came over Isabel, and she saw horror in Fernando&#039;s eyes. Looking about, her eyes fell on a mirror, where she saw the truth; she was no Njelx, but a bat-winged horror, with razor-clawed fingers and the legs of some monstrous flying beast - she had become a [[harpy]]. And she wasn&#039;t tenderly embracing Fernando, but instead ripping him apart with her bare hands.&lt;br /&gt;
&lt;br /&gt;
As she was snatched back to reality, the mists swallowed her and brought her to the demiplane of dread.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Isabel has hated the churce of San Bartolome. Though she can assume the semblance of her old form, the illusion doesn&#039;t last for long and can be forcibly dispelled by the light of both sunrise and sunset - she knows that if her true form were revealed, she would be hunted as a monster. As such, she can no longer exploit her charms to enthrall men, and has been forced into a bitter, self-loathing life as a social recluse. She likes to creep about the city at night and attack couples out of her rage and jealousy. By day, she opoerates a small fishing boat, desperately hoping to accrue the finds to try and overthrow the reigning theocracy, a task she will never complete.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isabel, when she completed her dark pact, her soul was physically removed and now lies hidden somewhere in Nove Circulae, the realm of Ezimel and his fellow fallen Njelx. Unless her soul is returned to her, rendering her mortal, Isabel is unkillable; when slain, she returns to life within a tenday.&lt;br /&gt;
&lt;br /&gt;
If Isabel chooses to close her domain&#039;s borders, then a great storm lashes the seas surrounding the island, rendering it impossible to sail or fly through.&lt;br /&gt;
&lt;br /&gt;
===Jack Karn===&lt;br /&gt;
Darklord of Farelle. Originally, the entity now called Jack Karn was a jackal from the Wildlands who hated that his people were content to be scavengers rather than hunters, a fact that saw them labeled as cowards by the beasts of the Wildlands. He convinced other Wildlands jackals to follow him, and began to incite conflict between the other animals of the Wildlands; when the two groups were fighting, he and his followers would attack their dens and drag away their children as food. This filled The Jackal Who Would Not Be A Coward with great pride - and ever-greater bloodlust. But eventually his tricks were discovered, and the vengeful animals turned upon the jackals of the Wildlands, slaughtering them and driving the survivors into the swamp of King Crocodile. When one of the elder jackals denounced him for bringing ruin upon their race, the murderous jackal attacked this elder - but was instead driven away by the other survivors, who savaged him with their fangs.&lt;br /&gt;
&lt;br /&gt;
The murderous jackal escaped, pausing only to watch as his few surviving packmates were devoured to the last by King Crocodile, and then trotted off into the mists, vowing to find a new pack and teach them his vicious ways. Instead, he found himself in a strange land; a snow-bound conifer forest, where he fell afoul of a common leg trap. He would have died, had not the original Jack Karn, a kindly human tinker, stumbled across him.&lt;br /&gt;
&lt;br /&gt;
Jack Karn, a peaceful soul who loved nature, instantly felt sympathy for the jackal, and tried to help him. The murderous jackal repaid his efforts by trying to kill him, failing only because of his wounded leg. Undaunted, Jack beat the jackal senseless with a length of iron, then used this as an opportunity to chain the jackal up, muzzle him, and tend his wounds. For weeks, he took the jackal along his cart, trying to befriend the creature and convince him that, together, they could help battle man&#039;s despoilment of nature. The jackal would not listen, full of bloodlust and egotism, and instead made himself a veritable devil; though Jack showed the jackal nothing but kindness and patience no matter how frustrated he grew, the jackal cursed him endlessly and terrorized the people who came to Jack&#039;s cart for their tinker needs.&lt;br /&gt;
&lt;br /&gt;
Starving, Jack&#039;s patience finally gave out as he accepted that he alone could not hope to redeem the murderous jackal. So he set out in search of [[Vistani]], reasoning that they would be both willing and able to keep the jackal alive but prevent it from harming others. He soon stumbled across a clan of the Naiat tasque, who accepted the jackal for their menagerie and invited Jack to spend the night at their fire, impressed by his patience and kindness. As they supped, however, the jackal used his magical abilities to compel the Vistani&#039;s dogs to free him, and then began attacking the clan&#039;s children. However, the startled Vistani swiftly regained the upper hand, and the jackal was about to flee... when he caught Jack&#039;s scent.&lt;br /&gt;
&lt;br /&gt;
Unwilling to temper his bloodlust with sense, the jackal attacked the tinker and fatally mauled him, giving the Vistani the chance to catch him. As he lay dying, the original Jack uttered a dying curse, condemning the jackal for his arrogance and declaring that he would become the thing that both the jackal and Jack despised most before that same thing would destroy the jackal. The Vistani&#039;s raunie stepped forth and added her own mystical might to the curse, guaranteeing it would take root, and commanded her people to release the jackal to suffer this curse.&lt;br /&gt;
&lt;br /&gt;
Fleeing into the mists, the jackal became a [[jackalwere]], trapped almost permanently in human form - which the people of Farelle recognize as &amp;quot;Jack Farn&amp;quot;. He can only resume jackal form for a few minutes at a time before he is ultimately compelled to return to human form; he can take hybrid form for ten times the duration of jackal form, but he finds this form a hideous abomination and refuses to use it unless compelled to do so. A secondary curse is that he cannot harm humans or even human-like monsters unless they attack him in anger first; so long as they are not the aggressors, he suffers crippling nausea should he try to raise a hand against them. Further compounding his curse, whilst he has total control over all canines in Farelle, they are all ordinary animals, not the intelligent animals of the Wildlands, so he finds himself as effectively the only &amp;quot;thinking&amp;quot; animal amongst a bunch of idiots.&lt;br /&gt;
&lt;br /&gt;
The Jackal Who Would Not Be A Coward cannot close the borders in a conventional manner, but instead commands the canines of the realm to swarm to Farelle&#039;s edges and attack whoever tries to escape. Theoretically, nothing prevents you from fighting or magicing your way through them. Also, these closed borders only keep people &#039;&#039;in&#039;&#039;; to the jackal&#039;s rage, they ignore people entering the domain, no matter how viciously he punishes them for doing so.&lt;br /&gt;
&lt;br /&gt;
The curse of the original Jack Karn keeps his namesake from knowing true death; if slain, he revives a week later. However, Farelle is doomed to experience an ultimate ecological collapse, having changed from a bountiful wilderness with a few scattered hunter-gatherer tribes to a widely agricultural community centered around two massive villages of an Early Medieval level or higher in only 250 years. When the swelling tides of rampant humanity finally cause a total ecological upset of Farell, only then will the cursed jackal die, the victim of a species he has spent the last few centuries belittling.&lt;br /&gt;
&lt;br /&gt;
Given &amp;quot;Jack Karn&#039;s&amp;quot; curse, it&#039;s actually best not to attack him. If he is attacked, and thus given the ability to respond in kind, the he is immune to all weapons that do not represent &amp;quot;civilized man&amp;quot; - unarmed strikes, natural weapons, clubs, arrows and any other &amp;quot;Savage&amp;quot; cultural tier weapon do nothing to him, whilst those that appear from Bronze Age or higher cultural tiers are fully effective.&lt;br /&gt;
&lt;br /&gt;
===Captain Jacobi Robertsonn===&lt;br /&gt;
Darklord of Whal. Born a fisherman&#039;s son on an unnamed world, Jacobi grew up in seas that were plentiful with a father who loved him and loved his life on the sea. Then, when Jacobi was young, he and his father were caught in a terrible storm whilst fishing, during which the youth spotted a giant whale - a &#039;&#039;leviathan&#039;&#039; - playing in the rough surf. Play that ended with the breaching whale crashing right on top of the small fishing boat; Jacobi awoke washed ashore, scarred, surrounded by debris, and with his father missing.&lt;br /&gt;
&lt;br /&gt;
Years later, Jacobi was commanding a trading galleon called the Sailor&#039;s Blessing with his beloved only son Abram when the ship was caught in a tropical storm. On the fourth day, the ship hit something in the water and began to sink, and during the scramble to escape, Abram was swept over the side and vanished. Spotting a leviathan in the storm, Jacobi blamed his son&#039;s apparent death on the creature, and in fact convinced himself it was the same whale that had killed his father. &lt;br /&gt;
&lt;br /&gt;
Returning to port, he purchased a new ship, the Retribution, and became a whaler, venting his wrath on whales indiscriminately for the next decade. He was beginning to lose all hope of ever attaining vengeance when he finally encountered the biggest whale he&#039;d ever seen - what he was sure was the leviathan that had killed his father and son. He personally led the hunt and harpooned the beast, only for it turn and smash his boat to pieces. Driven by rage, the wounded Jacobi hauled himself onto the beast by climbing the rope of the embedded harpoon; even as the surviving crew fled, he stabbed the whale over and over again, all the while cursing it, himself and his crew with all his soul... until everything went black.&lt;br /&gt;
&lt;br /&gt;
Then he awoke and found himself on a strange, yet vaguely familiar, island; the land of Whal. A place of whalers who, to his surprise, deferred to him with their problems. He has since figured out he rules Whal, but is cursed to never leave it.&lt;br /&gt;
&lt;br /&gt;
As a Darklord, Jacobi&#039;s curse is that he has become a rare oceanic [[therianthrope]]: a [[wereorca]]. He has distinctly mixed feelings about this form; he  acknowledges the appropriateness of it, but he loathes being associated with a whale. He&#039;s also been cursed to suffer from intense sea-sickness if he ever sets foot upon a water-borne vessel, so whilst he does enjoy the freedom offered by his alterante form, the fact he can only hunt as an orca means he misses the thrill of commanding his own ship. Whilst normally he has control over this changes, he is forced to assume orca form on the days of his father&#039;s and son&#039;s deaths, days that are also marked by intense storms.&lt;br /&gt;
&lt;br /&gt;
Perhaps his true curse, however, is that despite his obsession with killing the leviathan he blames for ruining his life, the creature never appears in the waters off of Whal.&lt;br /&gt;
&lt;br /&gt;
When Jacobi closes his borders, the sea parts down to the sea floor, creating a 300ft wide chasm between the two bodies of water. Flight is, of course, impossible. Nothing explicitly prevents you from walking across the chasm and then using water-breathing magic to escape through the water on the other side, though.&lt;br /&gt;
&lt;br /&gt;
Jacobi has no life-preserving powers outside of his immunity to any weapon that isn&#039;t +1 or made from whalebone. He is a 16th level [[Avenger]], however, which combined with the aquatic capabilities of his form makes him more dangerous than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Jinx===&lt;br /&gt;
Darklord of the Lost Wizard&#039;s Tower. This male black cat was once the [[familiar]] of a [[transmuter]] named Margaret Landsdale, a caring and heroic individual, but a slightly neglectful owner, and also too hubristic for her own good. Jinx&#039;s journey into damnation began when she decided to use the cat as the test subject for an experiment in increasing the intelligence of animals.&lt;br /&gt;
&lt;br /&gt;
It worked... but it also made Jinx smart enough to realize just how much more there was to Margaret&#039;s life than him. He became convinced that she had chosen him as her test subject because she simply didn&#039;t &#039;&#039;care&#039;&#039; if he lived or died, developing a burning resentment for it. Worse, he became mentally human enough to become convinced that he was in love with Margaret, and to be consumed with jealousy that she had other interests in her life.&lt;br /&gt;
&lt;br /&gt;
When the region where they lived was attacked by [[barbarian]]s, Jinx went out of his way to assist Margaret, hoping to prove his worth in the hopes that she would come to reciprocate his jealous, obsessive love. She did not. Instead, she fell in love with a young warrior under her command. When she announced their upcoming marriage, he devised and enacted a plan to lead the man Margaret had fallen for to his death in battle. With no spellcasters in the region powerful enough to revive the fallen, Jinx was sure that this would be the end of his &amp;quot;competition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To Jinx&#039;s fury, the death of her betrothed only filled Margaret with rage and suicidal grief. She prepared a super-powerful alchemical explosive, and made a personal assault on the horde&#039;s camp. Blind with fury, she waded through the ranks of the enemy, surviving many attacks only because Jinx fought like a hellcat to save her - to the familiar&#039;s growing rage as he realized she didn&#039;t even notice her efforts. Finally, Margaret planted the explosive, only to be attacked by the horde&#039;s leader. Though she defeated him, she was badly hurt in the process, leaving her helpless in the face of the coming explosion.&lt;br /&gt;
&lt;br /&gt;
Jinx tried to pull her to safety, but was too weak to do so. Margaret told him to flee to safety, and expressed her happiness that in dying, she would meet her beloved fiancee in the afterlife. At that, the cat flew into a rage and revealed how &#039;&#039;he&#039;&#039; had arranged the warrior&#039;s death, blaming his actions on Margaret&#039;s decision to give him the curse of reason. Finally, he vowed that Margaret would neither see Jinx&#039;s death nor her beloved, raking her eyes with his claws and then fleeing his master, whose screams of pain were swiftly cut off by the explosion.&lt;br /&gt;
&lt;br /&gt;
Unrepentant, yet fearful, Jinx fled all the way back to the tower where he and Margaret once lived, only to find it mysteriously deserted. He has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Jinx waits endlessly now for people to visit the lost tower, hoping to claim a new master. His first preference is a female [[wizard]], then a female [[sorcerer]], then a female [[bard]] or any other arcane spellcasting clas, and then finally a male arcanist. He will do whatever he can to first persuade them to accept his presence, and then separate his chosen master from their former companions. His curse, of course, is that he will always destroy any relationship he establishes - if nothing else, he will end up killing the would-be master when they fail to meet his standards for loving and doting upon him. He prefers to use his retained spells ability, which allows him to cast Flesh to Stone one per day, to &amp;quot;immortalize&amp;quot; failed masters by petrifying them.&lt;br /&gt;
&lt;br /&gt;
Jinx has no specific powers keeping him alive, so if you can kill the little beast, he&#039;s done for. He can&#039;t even close the borders properly, but instead just summons the Mists; those who flee will find themselves emerging from the mist elsewhere in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
===Warden Jonar Tamh===&lt;br /&gt;
Darklord of Karss. This [[Harmonium]]-sworn male [[aasimar]] [[Fighter]] joined the Harmonium at a young age, and very quickly moved up the ranks, attaining the position of Mover One at the age of 25. When he was selected to lead the experimental Great Prison of Ortho, a reformation-focused alternative to the [[Mercykiller]]-run prison of [[Sigil]], he saw it as a great honor... until it became apparent that the majority of the cynical Sigil-originated prisoners were unwilling to cooperate with the project.&lt;br /&gt;
&lt;br /&gt;
Fearful for his reputation, Jonar Tamh resorted to increasingly brutal and draconian punishments, covering up the ongoing breakdown from his superiors and replacing subordinates who dared to question him. Growing convinced that some force - the [[Mercykiller]]s, the [[Revolutionary League]], or the agents of evil - was sabotaging the Great Prison, he descended ever-deeper into brutality. Finally, his best friend, the deputy warden Zet Keffen, tried to convince Jonar to return to the Great Prison&#039;s original premise; when Jonar refused, he declared he would bring this matter to the Factol of the Harmonium.&lt;br /&gt;
&lt;br /&gt;
Jonar panicked and killed Zet right then and there, covering it up by blaming the murder on two particularly troublesome prisoners and executing them for it.&lt;br /&gt;
&lt;br /&gt;
But Jonar couldn&#039;t cover it up forever. Hearing that his superiors were on their way to investigate the prison, and also that there were plans for a mass uprisiong, Jonar gathered 28 of the most outspoken and problematic inmates and hanged them all, one by one. As the last expired, a great hurricane arose from nowhere, forcing the Harmonium guards indoors. When the storm ended, the Great Prison now sat on the barren island of Karss.&lt;br /&gt;
&lt;br /&gt;
Jonar Tamh suffers two major curses. Firstly, although he now has the ability to mentally control large numbers of people at once, he experiences all of the pain and misery of those he is controlling. Secondly, the vengeful spirit of Zet has become bound to Jonar&#039;s sword; if Jonar inflicts 12 or more damage with it against a single foe, Zet gains the abilities of a rank 2 ghost for one hour, allowing him to attack his former best friend.&lt;br /&gt;
&lt;br /&gt;
The aasimar darklord cannot close the borders of Karss.&lt;br /&gt;
&lt;br /&gt;
===Kasselheim Blightlyng===&lt;br /&gt;
Darklord of Vulnara. This [[gnome]] [[vampire]] had the misfortune to be born a gnome with no sense of humor. Whilst other gnomes were happily running round, playing stupid pranks and making silly illusions, Kasselheim was stuck fuming over how non-gnomish races didn&#039;t treat them with the slightest respect, all whilst the other gnomes reacted to his pleas for them to just try and be a little more serious by pranking him worse than ever. Eventually, he became a [[Transmuter]], bitterly thumbing his nose at a centuries old family radition, and withdrew to the deepest depths of their underground home. Then a few years later, a great flood washed through the gnome community and drove them up onto the surface, and the survivors counted Kasselheim as one of the dead.&lt;br /&gt;
&lt;br /&gt;
They didn&#039;t know that Kasselheim had severely blinded and deafened himself in an alchemical explosion during his period of isolation. Nor could they know that many of those presumed dead in the flood were actually kidnapped by Kasselheim, who began experimenting in dark magic to steal their senses for himself, ultimately transforming them into warped monsters called &amp;quot;tactyles&amp;quot;. But when they finally began moving back into the tunnels years later, they found out.&lt;br /&gt;
&lt;br /&gt;
They formed a great war party with the aid of [elf]], [[dwarf]] and [[human]] adventurers from communities who had also suffered Kasselheim&#039;s depredations, and tracked him down to his underground fortress... only to be all but wiped out. Even though former friends (well, &#039;&#039;they&#039;&#039; considered themselves to be his friends, at least) and family were amongst the party, Kasselheim killed or captured them all. The last survivor was one of his sisters, a [[cleric]] of the gnome gods who threw herself to her death over a cliff whilst cursing him. An earthquake, and Kasselheim was knocked unconscious, rising to discover he had become a unique form of gnomish [[vampire]].&lt;br /&gt;
&lt;br /&gt;
Kasselheim&#039;s curse is that he must &#039;&#039;constantly&#039;&#039; feed; his stolen senses of sight, hearing, scent and taste dwindle rapidly after feeding, until all that he has left is enough of a sense of touch to register pain. However, because of how fast his senses fade, and the isolated nature of his lair, he is effectively confined to a small part of his domain, and thus must go long, terrible intervals between feedings.&lt;br /&gt;
&lt;br /&gt;
Killing Kasselheim can be done in two ways. First, if he is exposed to sunlight, he becomes incorporeal; if he is kept from fleeing back to his lair for two hours whilst in this form, he dissipates into nothing. Secondly, one can complete a complicated ritual, slightly altered from the traditional gnomish vampire. To achieve his permanent destruction, Kasselheim must first be immobilized by staking him with a silver spike through the heart. Then his hands must be cut off and boiled in a volcanic hot spring for 24 hours, after which his eyes must be gouged out and replaced with precious gems (100gp value minimum for each eye). Finally, his inert body must be carried to some place where it can be exposed to direct sunlight for an hour - but this will revive him in his incorporeal form, so the would-be vampire killer will need to use some method to trap him in the light for the full hour.&lt;br /&gt;
&lt;br /&gt;
===The Lady of Ravens===&lt;br /&gt;
The Darklord of the Isle of Ravens occupies a strange and nebulous position between being a canonical darklord and a netbook darklord. Whilst she was first mentioned in the official [[splatbook]] &amp;quot;Domains of Dread&amp;quot;, the last [[TSR]]-produced iteration of the [[Ravenloft]] corebook released to revise the setting in the wake of the [[Grim Harvest]], all of her actual lore expansions have been through [[netbook]]s, starting with the [[Books of S|Book of Sacrifices]] - canon simply mentions she existed and left it at that.&lt;br /&gt;
&lt;br /&gt;
According to the Book of Sacrifices, the future Lady of Ravens was born the only child of a noble family who inhabited a massive, decaying castle in a remote corner of their world, scion to a once-great line fallen into steep degeneration through isolation and inbreeding. Her mother died before she could speak, and her father might as well have been dead, spending all his time either deep in a narcotic-induced stupor or drifting through his castle in the same vapid indifference as the ancestral ghosts. With servants who were forbidden by social codes to casually speak to her, she grew up alone and largely in silence, so isolated that she took the fairytales, myths and legends in her castle library to be unvarnished truth. Naturally aloof and disdainful, her circumstances merely shaped her belief that all others were beneath her, strengthening social awkwardness into full-blown narcissism and borderline solipsism.&lt;br /&gt;
&lt;br /&gt;
The only friends she had, for the other children of the castle disliked her and avoided her when they could, were the ravens who inhabited the 400ft tall Tower of Flint, a spire constructed entirely of flint that was the central structure of the castle. Like all her family, the girl could talk to birds, and she fixated upon them as the only other &amp;quot;real&amp;quot; things in her life, spending much of her time telling them stories from the castle&#039;s library and hearing their stories in turn.&lt;br /&gt;
&lt;br /&gt;
As she aged, the girl developed [[Sorcerer (Dungeons &amp;amp; Dragons)|innate magical powers]] to summon, control, transform, create and destroy, which only furthered her budding solipsism. She became convinced that she deserved to have anything she desired, and that she should always be the best at anything she cared for. At the age of eleven, she used the ravens to murder a serving girl by causing her to fall from a high parapet as she was engaging in one of the climbing games so popular amongst the children of the castle, all because she&#039;d overheard the girl&#039;s beauty being compared favorably to her own. This was but the first of several &amp;quot;accidents&amp;quot; to bedevil the servants, and it soon became understood that any criticism of its future mistress was best kept to one&#039;s self, which only heightened her isolation.&lt;br /&gt;
&lt;br /&gt;
In her late teens, the girl&#039;s father died and she retired to the Tower of Flints, rarely emerging. But one day, on one of her rare excursions into the rest of the castle, she saw one of the serving boys, who had grown into the most desirable man of her generation in the castle - handsome, graceful, cheerful and well-spoken. She fell instantly in love, and began to leave the Tower more frequently, hoping to catch glimpses of him and sometimes covertly following him. Naturally, she never once gave thought to the idea that he might not reciprocate her feelings. Soon afterwards, the outside world finally came to the castle in the form of a draft; the heiress&#039;s &amp;quot;lover&amp;quot; was amongst the young men who were taken away to fight in a foreign war, and so she spent two years pining for his return, tormenting herself with dreams. When he came home safe and sound, she was ecstatic, refusing to eat or sleep for three days prior to his arrival.&lt;br /&gt;
&lt;br /&gt;
...Naturally, she was less than thrilled when the first thing he did upon his return to the castle was seek out one of the serving girls and carry her off to a secluded spot, where they exchanged vows of undying love and discussed their plans to wed.&lt;br /&gt;
&lt;br /&gt;
Enraged, the narcissistic sorceress fled to the Tower of Flints and whipped up the ravens into a murderous frenzy before setting them upon the young lovers. She watched them die a horrible death at the beaks and claws of her avian friends, then retreated into the tower&#039;s depths to weep over how she had been &amp;quot;betrayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When she emerged days later, she found the entire castle gone! She now occupied the lone Tower of Flints, which sat upon a lonely island. She could no longer speak to the ravens, although she could now see through their eyes and speak through their mouths, and strangest of all... she couldn&#039;t remember her name or the name of her family.&lt;br /&gt;
&lt;br /&gt;
Ever since then, the Lady of Ravens has been left in total isolation. She desperately wants to regain her friendship with the ravens, but can&#039;t do so; she is convinced that the cause is because she doesn&#039;t remember her name, and so she often sends &amp;quot;agents&amp;quot; (people who dared to land on her island) to search for her name. As a result of these unwilling emissaries, typically magically compelled to obey her, she has amassed quite a library of tomes, parchments and papers on the Demiplane of Dread, especially its folklore and its noble families. Regarding all other beings as nothing more than tools or nuisances, depending on the context, she is more alone than she has ever been in her life.&lt;br /&gt;
&lt;br /&gt;
Those who dare to face the Lady of Ravens are in for a massive struggle. She&#039;s an 18th level [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorceress]], but she can also polymorph anybody she can see into a raven 1/day, and turn people into ravens with her touch. When she wishes to close the borders, her ravens flock out over the sea and attack anyone who tries to pass, which causes an irresistable 5d4 damage per round unless you turn back. If slain, she remains dead for 1 week, during which time her minions are uncontrolled and her borders unclosable, before a random raven will transform into her. Theoretically, you could kill her for good by wiping out all of the ravens on the island, as fans have theorized is the case with Harkon Lukas.&lt;br /&gt;
&lt;br /&gt;
===General Martin Jose Maconda===&lt;br /&gt;
Darklord of Maconda. This charismatic male human was, from his earliest days, both adept at manipulating others with his natural charm and good looks, prone to surprising moments of generosity, and feared for his grudge-holding, horrifying fits of temper, and trait for cold-blooded manipulation. It came a great surprise to him when he discovered that there were people he could not dominate at will - and worse still, his mixed heritage would forever prevent him from joining the upepr echelon of Manzanillan society.&lt;br /&gt;
&lt;br /&gt;
Thus, out of a mixture of pride and genuine interest, he became involved in the growing revolutionary movement, and ultimately he became the leader of the guerilla forces fighting against the brutal suppressionist forces of Don Santiago de Quijada y Alvarez. When Maconda&#039;s beloved wife Isabel died in her childbed as a result of of Don Santiago&#039;s cruelty, Maconda went in search of the fearsome Warlok of the Peak, determined to have the power to triumph over his enemies.&lt;br /&gt;
&lt;br /&gt;
And he returned with that power. Only to find, to Maconda&#039;s fury, that Don Santiago had died of fever in his sickbed mere hours before the last Royalist troops were defeated. Enraged, he ordered the Royalists massacred, cutting down a priest who dared argue against this behavior, and once the bloodshed was over, he left Resistencia for the mainland of Libertad, vowing never to return - a vow the [[Dark Powers]] were happy to fulfill for him.&lt;br /&gt;
&lt;br /&gt;
A year later, he became the president of the Republic, and he soon established himself as a brutal tyrant as bad as the royalists he had overthrown.&lt;br /&gt;
&lt;br /&gt;
The Warlock of the Peak transformed Maconda into a powerful [[wereanaconda]], and despite the many powers his state gives him, Maconda loathes this form, in part because he believes Isabel would be disgusted by it, and also in part because he is compellede to transform into a giant anaconda and feed on human flesh on the night of the new moon. Unusually, he cannot create other wereanacondas with his biter, but those who drink or touch his blood, even if they are spattered with it in combat, risk being turn into either were-fer-de-lanes or were-bushmasters, species of [[weresnake]] (treat as Neutral Evil [[werecobra]]s) native to Libertad and compelled to be loyal to him.&lt;br /&gt;
&lt;br /&gt;
Maconda&#039;s curse is that he desperately yearns to be loved and adored, but his insistence upon doing so by repressing and removing all opposition or dissent merely stokes the hatred and fear of those he rules over.&lt;br /&gt;
&lt;br /&gt;
He can be wounded by weapons made of silver or the wood of the caobo tree, and is sickened by both the smell and taste of guavas. If defeated in battle, Maconda doesn&#039;t die but instead assumes anaconda form and slithers off into the jungle, unable to regain his human form until the next new moon. There is no known way to permanently destroy him.&lt;br /&gt;
&lt;br /&gt;
Maconda can close the domain borders of his island by causing the jungles and seas to become engulfed in massive swarms of lethally poisonous snakes.&lt;br /&gt;
&lt;br /&gt;
===Arcapatos Miguel Agustin===&lt;br /&gt;
Darklord of Igid Rabi-i. Born to nobility, Miguel harbored a fascination with the exotic and the unique from his earliest day, and his ascendence into the hierachy of the Matherion priesthood of the holy empire was, personally, motivated primarily by the chance to ever expand his collection of exotic goods.&lt;br /&gt;
&lt;br /&gt;
The ultimate birth of Igid Rabi-I began when a native fishing family called the Bacani discovered a strange cloth floating in the ocean, bearing a design that they instantly recognized as their people&#039;s now-outlawed elder goddess Angarab, the Great Mother Goddess. They took this relic into their home and began to worship it. News of their discovery inevitably reached Arcapatos Agustin&#039;s ears; when he came to look upon the relic, however, he was convinced that it was in fact a depiction of his own Matherion in a lesser-known aspect; the Holy Mother. Religious zeal, glory hunger and collector&#039;s lust all awoke in Miguel&#039;s heart, and he immediately tried to buy the cloth from the Bacani. But they wouldn&#039;t sell at any price.&lt;br /&gt;
&lt;br /&gt;
Enraged, the Arcapatos returned to his post in Tagudin and summoned his Council, who agreed that such an obvious sacred relic must be the property of the Matherion church, and so bargaining was undertaken. But after weeks of steadfast refusal, with the Bacani vowing they would rather die than give up the sacred cloth, the Arcapatos&#039; rage grew too great to contain any longer. Whilst publically presenting himself as patient and uinderstanding, he vowed that he would have the relic, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
Soon after, as a typhoon approached one night, a band of seven [[assassin]]-priests crept into the Bacani house. Minutes later, the entire family was dead, down to the smallest child. No sooner had they breathed their last than Arcapatos Agustin began ringing the great bells of the Vestibulo, sounding the call for worship. This was greatly confusing to all the peoples of Igid Rabi-i, both natives and migrant Turonites alike; it was the middle of the &#039;&#039;night&#039;&#039;, for Matherion&#039;s sake, &#039;&#039;and&#039;&#039; there was a typhoon blowing in as well! But obediently they came to the church, and watched as a band of seven priests triumphantly barged through the Vestibulo&#039;s main entrance and approached the triumphant Arcapatos Agustin, bearing with them the sacred cloth. As the realization sank in for the people that the Arcapatos would do anything to get what he wanted, Miguel began the ritual of celebration. &lt;br /&gt;
&lt;br /&gt;
The typhoon surged for three days. When it was over, Igid Rabi-I was now part of the Demiplane of Dread. The sun, moon and stars had all dimmed, and monsters began to creep from the shadows. And in his personal collection, Miguel saw the Cloth of Matherion vanish in a cloud of frankincense smoke, and silently vowed that he would never rest until it was recovered.&lt;br /&gt;
&lt;br /&gt;
Arcapatos Augistin has ceased to age since that fatal night, but rarely leaves the Vestibulo, instead forever focusing on chasing down rumors of the Cloth of Matherion&#039;s re-emergence amongst the people of Igid Rabi-i. Though his assassins constantly hunt it down, it magically disappears from their grasp whenever they obtain it, no matter how bloodily they do so.&lt;br /&gt;
&lt;br /&gt;
In combat, Miguel is one of the rare darklords with no special life-preserving powers. He&#039;s a 14th level [[Cleric]] who broadcasts a 20ft aura of fear, he&#039;s immune to all Charm spells, and his touch and weapon attacks can both render victims insensate for 2 rounds if they fail a save vs. poison, but aside from that, if you can kill him, he&#039;ll stay dead.&lt;br /&gt;
&lt;br /&gt;
Like [[Strahd von Zarovich]], Augustin has borders around both his capital city of Tagudin and around Igid Rabi-i itself. If he wishes to seal the former, the city is blanketed in an aura of fear that compels everyone to flee inside and stay there until he relents. If he wishes to seal the latter, a dense wall of frankinense smoke envelops the domain; anyone who tries to breach it instead falls unconscious a turn later, and then reawakens back inside Igid Rabi-i.&lt;br /&gt;
&lt;br /&gt;
===Miles Havelocke===&lt;br /&gt;
Darklord of the Eternal Torture. Born in a coastal city, Miles was pressganged at the age of 15, which ruined his life; he suffered from incurable seasickness, for which his fellows tormented him mercilessly and the bullying captain only made it worse by assigning him to the worst tasks possible for somebody with his condition, ordering him severely beaten when, inevitably, he threw up. With no aptitude for mathematics, Miles couldn&#039;t master the art of navigation, and so couldn&#039;t hope to progress to the higher ranks of the navy.&lt;br /&gt;
&lt;br /&gt;
Twenty years of this treatment turned Miles into a bitter, miserable bully who loathed the sea and used what little authority he could get to exact vengeance upon those few below him on the ship&#039;s pecking order. Why he never simply fled during his first shore leave, nobody knows.&lt;br /&gt;
&lt;br /&gt;
Eventually, Miles&#039; captain was chosen to make a voyage into the uncharted western ocean, to Miles&#039; dismay. But when the captain continued in pressing on in pursuit of ever-richer islands to the west, it led to the ship becoming lost in the waters and supplies running low. Miles seized this opportunity for revenge and began spreading rumors about the ship&#039;s officers hoarding food for themselves, ultimately leading a successful mutiny. When his ineptitude at seamanship led to them being becalmed, he led his mutineers to cannibalize the captured officers, gleefully rubbing their faces in their past abuse of him and coming to relish human flesh.&lt;br /&gt;
&lt;br /&gt;
And then, as this supply of food began to run low, they finally spotted land... but, as they rowed frantcially to reach it, the Mists arose and swallowed the ship. When they cleared, the mutineers found themselves in the middle of a sea in the [[Demiplane of Dread]]. Overwhelmed by misery, they sat down and waited for death... and then, a fortnight later, they arose as [[ghoul]]s under the command of Miles Havelock, a Ghoul Lord, and began searching for food and land.&lt;br /&gt;
&lt;br /&gt;
Miles Havelock suffers multiple curses. Firstly, he can never reach land, no matter how desperately he tries - at best, he can get a brief glimpse of the coast before the Mists immediately rise and teleport his ship elsewhere. Secondly, his seasickness has not only survived undeath, but intensified; he is &#039;&#039;&#039;perpetually&#039;&#039;&#039; seasick and also starving hungry, and these twin pains are why he has rechristened his ship &amp;quot;The Eternal Torture&amp;quot;. If destroyed, his essence will inhabit the body of a living prisoner in the ship&#039;s hold and consume them from the inside out; the only way to end his curse is to kill him, rescue all of the prisoners, and sink the Eternal Torture, then make for land at full speed.&lt;br /&gt;
&lt;br /&gt;
===Rafe Ungard===&lt;br /&gt;
Darklord of Callista. This male [[Half-Vistani]] [[Bard]] used his natural charm (and a complexion that allowed him to hide his hated Vistani blood) to swindle innocent women into marriage scams, start feuds amongst noble families for his own amusement, and delve into increasingly cruel and lethal manipulation. The backstory of poor Susannah Joson from [[Children of the Night]]: [[Ghost]]s is but one example of his misdeeds. When a party of [[adventurer]]s tried to bring him to justice, he continually slipped away, leaving the bodies of victims in his wake to torment them, and ultimately murdered his pursuers by burning down the inn they were staying in as they slept, which is when the Mists took him.&lt;br /&gt;
&lt;br /&gt;
Rafe now possesses a strange form of immortality; he will &#039;&#039;always&#039;&#039; die once per day, no matter what steps he takes to try and avoid it, only to spontaneously return to life the next day. There is no known method to stop him from returning.&lt;br /&gt;
&lt;br /&gt;
When he closes the domain, Callista&#039;s borders become a ring of boiling geysers that will kill anyone who passes through them, and which extend as high into the sky as needed to reach anyone trying to fly through.&lt;br /&gt;
&lt;br /&gt;
===Don Santiago de Quijada y Alvarez===&lt;br /&gt;
Darklord of Resistencia. Born the son of a once-great noble family in the Holy Republic of Aragona, Santiago&#039;s family had fallen in stature to such a degree that the impoverished patricians had mortaged their lands to the hilt and lived a life barely above that of their peasant tenats. They scrimped and saved to send Santiago to court, but the Don of Quijada found himself a laughing stock, regarded as little better than a jumped up hayseed peasant. This only fueled a lifelong hatred for those lacking in noble blood.&lt;br /&gt;
&lt;br /&gt;
Desperate to try and reclaim the respect he had been taught from birth his family name deserved, Santiago bought a commission in the army. He proved little better here than he had in the court; poor of health, average at best with the sword, and no genius in the command of men or the intricacies of tactics and strategy. His only saving grace was his thoroughness and dedication... but even this went sour, breeding in him an obsession with discipline, cleanliness and presentation, and a love of punishment so extreme that even the Aragonan army considered him a draconian tyrant. &lt;br /&gt;
&lt;br /&gt;
Though Santiago managed to win a few fairly creditable actions early in his career, his faults quickly stole away what his successes had won him, sending him into a self-inflicted downward spiral of ever-worsening behavior and failures as a result. He was appointed as the governor a rebellious backwater province, and only made things worse as he extended the same tyrannical, brutal law he held over his military forces to the population.&lt;br /&gt;
&lt;br /&gt;
Then he was offered the chance to take up governship in a minor overseas colony called Neuva Aragona, which was also currently rebelling. Despite recognizing that this was intended to be a sentence of exile, Santiago accepted, dreaming of reversing his fortunes. Instead, he proved the absolute &#039;&#039;worst&#039;&#039; choice for the role; a born-and-bred monarchist with no sympathy for the lot of the peasants, he ignored the legitimate grievances of the rebels and remained fundamentally convinced that the isle of Manzanilla - renamed &amp;quot;Resistencia&amp;quot; by the rebels - was home to a silent majority of good, loyal followers of the kings. Ignoring all opportunities efor a diplomatic solution, he launched into his trademark brutality, which only fueled the rebellious sentiment of the natives.&lt;br /&gt;
&lt;br /&gt;
Among his many atrocities, he took captive the pregnant wife of the rebel leader Martin Jose Maconda, one Isabel de Maconda. Simultaneously smitten with her and repulsed by her loyalty to the rebel&#039;s cause, he alternatively cajoled her and brutalized her, culminating in his ordering that she would be permitted no midwife when she went into labor. The birth went bad, and both mother and child died.&lt;br /&gt;
&lt;br /&gt;
All his atrocities were for nothing, ineptitude and his habit of overworking his never-great health led to him dying in his sickbed, on the very day the last of his depleted forced were overwhelmed and Neuva Aragona formally seceded independence. But even as he died, he cursed that the rebels must be defeated at any cost.&lt;br /&gt;
&lt;br /&gt;
Santiago now exists as a ghost, cursed to forever mentally relieve every battle he lost on Resistencia and see with perfect clarity how he could have won. And, of course, he&#039;s also cursed that no matter how he schemes and plots, on those rare moments he tears himself away from his biter memories and dreams of glory to actually try and do something, his plans to re-conquer Manzanilla are doomed to fail.&lt;br /&gt;
&lt;br /&gt;
If defeated in battle, Santiago reforms in his burial chamber below Castillo Ascension, although he remains trapped there until the next full moon. The only way he can be destroyed is if his personal sword is stolen from this chamber and used to deliver the death blow in combat.&lt;br /&gt;
&lt;br /&gt;
When he closes the borders, the sea surrounding Resistencia takes on an eerie, unnatural calm; sailing ships cannot move, and rowers will find that they simply can&#039;t get more than a half-mile away from the coast.&lt;br /&gt;
&lt;br /&gt;
===Sean Mako &amp;amp; Alice/Alison Marjory===&lt;br /&gt;
Darklords of Carcharodon Isle. Sort of a combination of Ladyhawke and the Little Mermaid. Over a century ago, a male human fisherman named Sean Marko lived in the village of Mistlington. One day, he discovered an injured [[merfolk|mermaid]] washed up on the isle&#039;s northwest shore, unconscious and bleeding from several wounds, including a severed left hand. Unable to turn away from someone in need, he brought her to his home and nursed her back to health. The mermaid, whose name translated into Common as &amp;quot;Alice&amp;quot;, explained that she was the only survivor of a tribe that had been slaughtered by [[sahuagin]].&lt;br /&gt;
&lt;br /&gt;
The two fell in love, much to the displeasure of the locals; the fishermen thought Sean was foolish for pining over a mermaid, and their wives were jealous of Alice&#039;s beauty, leading to them slandering her and Sean&#039;s relationship as &amp;quot;unnatural&amp;quot;. Ultimately, a bunch of the village&#039;s men took it upon themselves to &amp;quot;repatriate&amp;quot; Alice; they came to Sean&#039;s house in the night, bludgeoned him unconscious, and carried Alice away. When Sean regained consciousness, he rowed desperately to catch up to them, but by the time he did so, they&#039;d thrown the still-bound mermaid overboard.&lt;br /&gt;
&lt;br /&gt;
Enraged, Sean snatched up a boathook and attacked the men who had assaulted him and the woman he loved, butchering them. When the carnage was over, he dove into the water after Alice, and then begged the full moon above for a fins and a tail so he might never be separated from his love.&lt;br /&gt;
&lt;br /&gt;
Naturally, the [[Dark Powers]] chose to be dicks about granting this wish...&lt;br /&gt;
&lt;br /&gt;
Both Sean and the revived Alice, now a human calling herself Alison Marjory, have become maledictive [[therianthrope]]s. &lt;br /&gt;
&lt;br /&gt;
Sean is a giant [[wereshark]] who spends most of the month as an intelligent megalodon, unaware that he &#039;&#039;can&#039;&#039; transform and remembering nothing of his human life; only during the nights of the full moon and those nights directly before and after it does he return to his human form... which remembers everything he did as a giant killer shark. Because of his curse-spawned ignorance, the only way that shark!Sean can transform is if he is magically compelled to do so, such as by an Amulet of the Beast. He spends his days asleep and his nights hunting for food.&lt;br /&gt;
&lt;br /&gt;
In contrast, Alison is a [[seawolf]] who spends most of the month as a human, but assumes her seawolf form on the nights before, during and after the full moon - the same nights when Sean regains his humanity. Like Sean, as a seawolf, she is completely ignorant of her human life. She keeps to herself, for the people of the isle still distrust and dislike her, gladly telling the nastiest stories they can think of about her to anyone who&#039;ll listen.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be slain permanently through violence; they fully heal and return to life 1 round after being defeated. They also can&#039;t close the domain&#039;s borders, although since the only local vessels are small fishing boats that are no match for a giant shark or a massive seafaring wolf, they don&#039;t need to do much more than patrol the borders themselves.&lt;br /&gt;
&lt;br /&gt;
Curing them simply requires breaking the curse by getting them to touch as humans, but doing so is tough; aside from the fact that they alternate human and monster forms, neither is aware of the fact that the other survives. Whichever of them is in beast form also refuses to get within 10 feet of the other one. They also won&#039;t willingly get within 5 feet of an Amulet of the Beast. So players are going to have to get creative to break their curse.&lt;br /&gt;
&lt;br /&gt;
===Serenissa D&#039;Aubliet===&lt;br /&gt;
Darklord of Romagna. Serenissa (female human spectre) was born an orphan; her father, a miller&#039;s son, was killed soon after her conception, and her peasant girl mother died in birthing her. She was taken in the local lord to serve as companion to his two daughters, but their initial friendship soured as they came of age and Serenissa realized the social gap between them. At the age of twelve, she was sent to the family of a neighboring lord to become a nursemaid to that lord&#039;s newly born twin children; Serenissa doted upon the children, and happily threw herself into their care.&lt;br /&gt;
&lt;br /&gt;
However, she also became increasingly obsessed with fanciful daydreams about her origins, fixating on the belief that she was actually of noble birth and that her parents were both alive and desperately seeking her. She loved to tell these stories to her two charges... until the eve of their fourth birthdays, when, at the top of the Eagle&#039;s Tower, the two young children scolded her for lying and corrected her that she was nothing more than the bastard daughter of a simpleton and a millerboy, both of whom had died. Mad with rage, especially when the twins revealed that everyone in the castle claimed that this was so, she pushed them off of the tower to their deaths.&lt;br /&gt;
&lt;br /&gt;
Her skill at lying allowed her to escape being blamed for what she described as a terrible accident. For two weeks she festered on the idea that people were &amp;quot;slandering her&amp;quot; behind her back, and finally, two months after the day she had murdered the twins, she set a fire in the Great Hall that night, killing everyone in the castle.&lt;br /&gt;
&lt;br /&gt;
Slinking away from the carnage, she made her way to the barony of Romagna, where she seduced her way into both a respectable position as lady&#039;s maid to the younger sister of Baron Etain and into the arms of Baron Etain himself. After several months of dalliance, he gifted her with a gemstone brooch... and then announced his upcoming marriage to the Lady Fialle, daughter of a neighboring lord, the very next day.&lt;br /&gt;
&lt;br /&gt;
This pushed Serenissa over the edge and soon thereafter, she drew Baron Etain to a high tower, where she grabbed him and leapt off the edge, intending that they die together so she would not live alone.&lt;br /&gt;
&lt;br /&gt;
But this time, with the interference of the [[Dark Powers]], her scheme failed. Serenissa hit the ground and was killed on impact, but her body cushioned Etain&#039;s fall, and so he lived. The madwoman&#039;s spirit rose from its grave as a ghost, trapped in an endless time loop; Romagna experiences only a single year, constantly recycling itself. It starts one week before the equinox Spring Festival, when Fialle arrives in Romagna for her upcoming wedding to Baron Etain. That week is spent in feasts and celebrations, capped off by a three-day non-stop revelry for the weding proper. Then, six months later, Fialle conceives Etain&#039;s child. And then, one week before the first anniversary of the wedding, time looks back and it is the week before the Spring Festival again.&lt;br /&gt;
&lt;br /&gt;
Furthering Serenissa&#039;s torment, she is completely incapable of physically interacting with the people of Romagna, although she can manipulate their emotions despite the fact they cannot see, hear or touch her. She uses her emotional control to turn them into her agents of retribution, although she can&#039;t turn them against Etain or Fialle. This ability is defined vaguely, because she herself hasn&#039;t really studied her full capabilities with it.&lt;br /&gt;
&lt;br /&gt;
Only visitors to Romagna are in true danger from Serenissa, because she is fully visible and audible to them, although still intangible. She invariably attempts to seduce the handsome male visitors to the domain, luring them away if they prove receptive to try and embrace them - doing so, however, results in her draining 1 level per 2 rounds, causing them to disintegrate... but if they break free, she attacks.&lt;br /&gt;
&lt;br /&gt;
Serenissa is vulnerable to holy water, +2 or stronger magic weapons, and functional weapons made of gold. She is impervious to holy symbols, but can be turned with symbols of true love and matrimony - for example, the wedding rings of people who are actually married. If destroyed, she can reform at Etain and Fialle&#039;s wedding. Exactly ho to destroy her permanently is left vague, with her entry in the Book of Sorrows concluding with this paragraph:&lt;br /&gt;
::&#039;&#039;Weapons forged from symbols of love (such as rings, charms, wooden wands, or ceremonial ropes used to bind a man and woman together at their wedding) may have greater effect, rendering her helpless or immobile. Her final death is likely to involve elements of her first experience; rejection, a long fall, and/or a noble lover. Heroes should beware, though—the dark powers may look with interest upon anyone who willingly transforms a symbol of love into a weapon of war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sir Trevor Godwyn &amp;quot;The Mirror Man&amp;quot;===&lt;br /&gt;
Darklord of Vultharesk. There are many crimes that can earn one the unwanted title of Darklord. The ranks of the tormented &amp;quot;rulers&amp;quot; of the [[Demiplane of Dread]] include murderers of all stripes, countless variations of cannibals and torturers and sadists, and more than a few implicit rapists. But Sir Godwyn belongs to a particularly small but repugnant group: the [[SJW|authoritarian moral guardians]].&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn was born on a realm far removed from the Mists, to what was basically a pastiche of the Victorian British Empire; a highly technological advanced nation that began a far-reaching campaign of imperialist expansion, justifying its efforts all the while as being &amp;quot;for the sake of the heathens&amp;quot; - in their propaganda, their efforts were to bring civilization and &amp;quot;proper&amp;quot; behavior to the unfortunates beyond their boundaries, by any means necessary.&lt;br /&gt;
&lt;br /&gt;
The damnation of Sir Godwyn began when he and his entire extended family were sent to a small mountain town called Vultharesk, which lay upon the very fringes of the empire&#039;s territory at the time. A true believer in the &amp;quot;noble cause&amp;quot;, Sir Godwyn was assigned as the town&#039;s military governor and took to his role with brutal dictatorship, demanding execution for not only the traditional capital offenses, but all manner of moral offenses, from adultery and worship of the proscribed non-Imperial deities down to lying. Ten years, Sir Godwyn held court, determined to civilize the people of Vultharesk even if it meant killing them all himself. And then he met Olyana Volienska: a beautiful native woman.&lt;br /&gt;
&lt;br /&gt;
Despite the fact they were both married, Sir Godwyn lusted after Olyana, and within weeks he succumbed to temptation and began an illicit affair with her - one that Olyana went along with in hopes of using this to seduce a better life for herself and her family. After only a handful of trysts, however, her husband suspected her of cheating on him, and managed to find her out. He didn&#039;t discover who Olyana&#039;s lover was, but he found enough to prove her guilt, and he dragged her to Sir Godwyn&#039;s court, demanding the &amp;quot;lord&#039;s justice&amp;quot;. Terrified that his hypocrisy might be revealed, Trevor Godwyn agreed immediately, and executed her on the spot.&lt;br /&gt;
&lt;br /&gt;
That evening, however, when Sir Godwyn glanced up at his mirror from his washbasin, he saw not his own reflection, but the shocked, accusing visage of Olyana. For months, every reflective surface in Sir Godwyn&#039;s view depicted Olyana&#039;s face, although only to him, and the haunting drove him increasingly mad. He became more vicious and brutal a ruler than ever before, executing dozens for imaginary transgressions and slaughtering Olyana&#039;s entire family in an effort to end the curse. Naturally, it failed.&lt;br /&gt;
&lt;br /&gt;
Six months after Olyana&#039;s execution, damnation finally claimed Trevor Godwyn. On an unusually foggy summer&#039;s eve, as mists poured in from the mountain&#039;s peak and smothered Vultharesk, Trevor snapped and demanded his wife come to his room and look into the mirror. But when she told him that she saw nothing but their reflections, as she had done a hundred times before, Trevor grabbed her and began ramming her face into the glass over and over again, shattering the mirror and fatally cutting her to pieces on the jagged glass, all the while screaming at her to open her eyes and &#039;&#039;look&#039;&#039;. And then, once he had smashed the mirror to pieces and dropped his wife&#039;s corpse on the floor, he realized that Olyana still stood in the now empty, jagged shard-lined framed. He had time for one final scream as she reached out, grabbed him by the throat, and pulled him into the mirror.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Trevor Godwyn has become the curse of Vultharesk. The citizens do not remember he once ruled over them, and his living relatives do not believe the &amp;quot;Mirror Man&amp;quot; is anything other than a phantom cooked up by their superstitious followers; they cannot see his face when it appears in the reflective surfaces of their domain, and he is either unable or unwilling to haunt them the way he does everybody else.&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn is now condemned to a life as a phantom inside of a hazy, mist-shrouded netherworld, only able to perceive the mortal world by peering through reflective surfaces, forever haunted by Olyana&#039;s sobs. To try and distract himself, he flits from reflection to reflection, looking for any who might dare to commit even the most mild of immoral acts. He punishes these individuals by afflicting them with a curse of misfortune for so long as they remain in Vultharesk - and if they ever get near a reflective surface large enough, Trevor Godwyn can step forth into the material world and attempt to banish them into the mirror world forever.&lt;br /&gt;
&lt;br /&gt;
When manifesting, Sir Trevor Godwyn is a unique kind of spectral undead. He appears as a tall man dressed in a black, high-collared and longtailed frock coat trimmed in silver, with matching leather boots and pants of midnight blue. His hair, hovering on the border between blond and white, is pulled back tightly into a tail; his eyes are an utterly empty shade of icy blue. Though traces of the handsome man he once was can still be seen in his sharp features, his face now appears to be that of a man dead by starvation; skin is pulled tight over his skull, as though most of the muscle and flesh were sucked out from beneath it. Unless he actively wills it into some other expression, the tightness of his skin constantly pulls his mouth into a rictus grin.&lt;br /&gt;
&lt;br /&gt;
Once he manifests, Sir Godwyn can be slain, but he can only be harmed by weapons that aren&#039;t reflective - anything made of metal will have no effect on him unless it has been dyed, blackened or otherwise made unreflective. There is no known means of killing him permanently; he will reform at the next full moon. One possibility might be exposing his history to the people of Vultharesk, robbing him of his twisted position as enforcer of morality.&lt;br /&gt;
&lt;br /&gt;
Fortunately for those who have angered Godwyn, he can only close Vultharesk&#039;s borders during the 12 hours he is permitted to remain in the material world after banishing a rule-breaker. When he does close the borders, they flood with mist, and any who try to flee the village instead find themselves spat back out at their initial entry point.&lt;br /&gt;
&lt;br /&gt;
===Urdogen &amp;quot;The Red&amp;quot;===&lt;br /&gt;
Darklord of The Raging Tears. Male Human Spectre. In life, Urdogen (who first appeared in the [[Forgotten Realms]] splat &amp;quot;Pirates of the Fallen Stars&amp;quot;) was basically Faerun&#039;s version of Blackbeard - if Blackbeard was a redhead. He terrorized the Inner Sea so badly that the nations of that region united to defeat his fleet, whereupon Urdogen fled and found himself spirited away by the Mists into the Sea of Sorrows... where he promptly hit a hidden reef and sank his ship, drowning.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Urdogen&#039;s ghostly vessel has sailed all the seas of the Misty Realm, cursed to never be able to come within sight of land and only able to rise from his watery grave during the nocturnal hours. Further stymying his desperate desire to reclaim his former reputation as a fearsome pirate lord, any who encounter Urdogen and live to tell the tale are cursed to forget his name.&lt;br /&gt;
&lt;br /&gt;
To put an end to Urdogen, the ruin of the Raging Tears must be hauled up from the seafloor and carried inland, where it must then be burned completely to ash in a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Urdogen&#039;s ghostly ship is actually able to return to the Inner Sea of Faerun on moonless, foggy nights in his homeworld, although he must return to the Misty Realms upon dawn.&lt;br /&gt;
&lt;br /&gt;
If Urdogen chooses to close the borders of his traveling domain, the waters around his ship become rough and infested with a feeding frenzy of sharks; those who try to fly away will instead find themselves sinking into the water.&lt;br /&gt;
&lt;br /&gt;
==5e Darklords==&lt;br /&gt;
As part of its general overhaul of the [[Demiplane of Dread]], 5th edition added a significant number of new darklords - some to replace former darklords, others ruling over brand new domains. Darklords who simply got retconned backstories and other traits have those details added to their entries above. Quite a few of these characters don&#039;t have much info on them due to being only mentioned in the &amp;quot;Other Domains of Dread&amp;quot; section of the book, most of which only have a single paragraph dedicated to their domain and darklord.&lt;br /&gt;
&lt;br /&gt;
One trait common to most 5e darklords is that the personalized domain border closures of the past are largely gone; there might be cosmetic tweaks or some extra mechanical effects, but in general most 5e Domains of Dread all function the same when a person tries to escape through a closed border.&lt;br /&gt;
&lt;br /&gt;
===Chakuna===&lt;br /&gt;
The replacement Darklord of Valachan, and one of the few 5e darklords to explicitly continue on in some fashion from the setting as it existed before. A female [[werepanther]], Chakuna belongs to a tribe of [[werecat]]s (specifically panthers and ocelots) called the Oselo, whom were hunted to the brink of extinction by Baron Urik von Kharkov, as he had come to fixate upon them as the most intriguing and challenging quarry. (Nevermind that Urik was originally &amp;quot;Blacula Strahd&amp;quot; with no real interest in &amp;quot;hunting the most dangerous game&amp;quot;.) To save her people, she went to the literal heart of the domain and performed an unholy rite, cutting out her own heart and offering it to the land as sacrifice in exchange for the power to defeat Urik. Long story short, it worked; she ripped out his heart, tore him to pieces, and buried his still-living and curse-spewing head in the ruins of his castle before building her own treetop hunting lodge atop the ruins. Which is actually kind of badass. But now the jungle has become hungrier than ever, and she must regularly sacrifice human hearts to the land to keep the plants and animals from slaughtering all the Valachani (shades of the Wildlands, there), which she obtains through the &amp;quot;Trials of the Heart&amp;quot; - ceremonially hunting down designated victims with the aid of trained [[Displacer Beast]]s. She won&#039;t touch a fellow Oselo, but everybody else is fair game.&lt;br /&gt;
&lt;br /&gt;
Chakuna can only be killed if her heart is found in the secret grove where she performed her dark rite and destroyed, but unless somebody assumes her mantle in the process, then the jungle will be free to kill everyone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-033.chakuna.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flimira Vhage===&lt;br /&gt;
Currently very little is known about Flimira Vhage other than that their domain is the office of a detective agency which is actually is an extension of their own broken mind.&lt;br /&gt;
&lt;br /&gt;
===Jacqueline Renier===&lt;br /&gt;
While this character is really just a reimagining of Jaqueline Renier, her marginally different name means she&#039;s technically a new character and gets her own section here. Plus, besides being a wererat, she has almost nothing in common with the original Jaqueline anyway.&lt;br /&gt;
&lt;br /&gt;
A century ago, Richemulot was a prosperous nation with a growing middle class. As the commoners began to gain more wealth and power, it caused the influence of the nobility to wane, a fact that Jacqueline Renier did not like. As her family seemed oblivious to the threat this posed, she began to look allies and heard of the True­blood Council, a secret society of Richemulot’s eldest and most esteemed families. She spent a fortune finding a way to attain membership to the council, but discovered they were not actually nobles, but wererats. That same night, she was inducted into their ranks.&lt;br /&gt;
&lt;br /&gt;
Renier swiftly accepted her new life as a wererat, her scorn for commoners expanding to include all non-wererats. Her first major act consisted of conferring the gift of lycanthropy upon her family. Only her twin, Louise, resisted, for which Jacqueline disfigured her and cast her out. Within the sewers of Pont-a-Museau, the wererats concocted a roiling pestilence known as the Gnawing Plague, which swept through the population. The disease wiped out the nation&#039;s rulers and all other nobles save for the Reniers, and eventually Jacqueline stood as the highest-born noble in the land, and the nation’s de facto leader.&lt;br /&gt;
&lt;br /&gt;
Though the people begged her to help them, she let them all die, deeming them unworthy due to their poverty and low birth. As the last human soul expired in Pont-a-Museau, the Mists rose, drawing Richemulot into the Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
Her curse is that despite all of the atrocities she committed to cling to power and influence, she is never able to really enjoy the benefits of her status. She has pretty much no free time since she needs to constantly keep working to managing her country and concoct new plagues to keep the people from getting uppity, and even if she had the time to enjoy any luxuries, most of the people who would be able to provide her with them have all died from the plague.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-029.jacqueline-renier.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inheritors of Darkon===&lt;br /&gt;
Similar to what happened during [[Grim Harvest]], Darkon currently has multiple Darklords while Azalin is missing. Specifically, there&#039;s only three of them this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Baron&amp;quot; Alcio Metus&#039;&#039;&#039; is a female vampire, and the sister of Baron Metus - the vampire who got [[Van Richten]] started on his monster-killing path. Having risen to rule the criminal underworld of the Jagged Coast region, driving out her former Kargat masters in the process, Alcio burns with the desire for revenge against Van Richten for killing her brother. Not helping is that she&#039;s occupied Van Richten&#039;s ancestral home of Richten House and found that Van Richten&#039;s wife Ingrid still lingers as a [[ghost]] - but one who refuses to help Alcio in her quest for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardinna Artazas&#039;&#039;&#039;, the thrice-reincarnated leader of an elfin mystery cult in Nevuchar Springs, has damned her soul in the name of good: desperate to preserve Darkon, she has striven to revive the spirit of Darcalus Rex, the king who reigned over Darkon prior to the coming of Azalin. Unfortunately, all she has called forth is a necrichor, and she must constantly weigh her belief that what she is doing serves &amp;quot;the greater good&amp;quot; against the very real demands that the undead tyrant makes for ever-greater magical reagents and sacrifices.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Madame Talisveri Eris&#039;&#039;&#039; is an elderly but vibrant and intelligent aristocrat who accidentally made herself permanently invisible whilst seeking to make herself look younger. She uses her invisibility to her advantage, having created an array of different identities that she assumes through costumes and cosmetics. She&#039;s currently built up a cult amongst the younger members of Il Aluk&#039;s nobility, offering them an elixir on the night of the new moon that makes them invisible until dawn and then sending them out to commit crimes and mayhem that advance her cause.&lt;br /&gt;
&lt;br /&gt;
Because none of them are true darklords yet, none of them have specific curses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-011.alcid.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Isolde &amp;amp; Nepenthe===&lt;br /&gt;
Like the original Isolde, the 5e Isolde is an [[eladrin]] [[paladin]], though this one was an [[adventurer]] who battled [[dragon]]s and [[demon]]s that threatened the [[Feywild]]. This unknowingly led her into the machinations of Zybilna, an evil [[archfey]] who had lost a number of [[fiend]]ish allies to Isolde and her companions. Zybilna called upon her remaining pacts to arrange for a powerful [[incubus]] called &amp;quot;The Caller&amp;quot; (5e&#039;s retconned version of the Gentleman Caller) to corrupt and slaughter Isolde&#039;s companions; once that was done, the archfey stepped in and exploited Isolde&#039;s vulnerable state to become her &amp;quot;new best friend&amp;quot;. She arranged for Isolde to become the guardian of a traveling fey carnival that also concealed a portal to Zybilna&#039;s realm... then, when Isolde began to tire of this role and their relationship grew strained, she secretly warped Isolde&#039;s mind with magic to ensure that Isolde would always prioritize the needs of the Carnival over her own wants. Even so, this wasn&#039;t enough to keep Isolde bound to Zybilna&#039;s reins. When Isolde encountered a traveling carnival from the [[Shadowfell]] managed by [[shadar-kai]], she made a pact with its twin managers to trade ownership of their carnivals, but only until next the two carnivals met. The shadar-kai agreed, and gave her the magical sword Nepenthe as symbol of her new status as owner and champion - but that wasn&#039;t enough for Zybilna. She used her magic to erase Isolde&#039;s memories of all things relating to Zybilna, and also sent fey creatures to forever follow and harass Isolde&#039;s new carnival.&lt;br /&gt;
&lt;br /&gt;
To make things worse, Nepenthe was a cursed blade; an intelligent Holy Avenger used to execute thousands of criminals, not all of whom were actually guilty, the blade had developed a deep craving for bloodshed in the name of justice. In Isolde, it found an easily manipulated host; it awoke her memories of the Caller, and stoked her desire for retribution. In many ways, it could be considered the &amp;quot;true&amp;quot; darklord of the Carnival, especially given how Isolde constantly struggles to resist its naked, insatiable need to kill.&lt;br /&gt;
&lt;br /&gt;
Isolde&#039;s curse, then, is to wrestle with both the imperatives of Zybilna and those of Nepenthe; she craves vengeance, but finds herself forever stymied by her need to tend to the ever-growing Carnival&#039;s need, as well as fearing that she may one day encounter the Carnival&#039;s true owners and be forced to relinquish it back to them. Explicitly, she could be saved if Nepenthe was taken from her, but its grip on her mind means she would refuse to abandon it.&lt;br /&gt;
&lt;br /&gt;
===Klorr===&lt;br /&gt;
Darklord of Klorr. We know nothing about this darklord, but the name is taken from a character who appeared in the original Red Box; a clockwork-obsessed [[planeswalker]] [[mage]] who was infuriated that he couldn&#039;t synchronize and control his heart the way he could his clockwork creations. He made assorted dark bargains and ultimately came to rest in the [[Demiplane of Dread]], where he produced four cursed timepieces: the Water Clock of Klorr, the Moondial of Klorr, the Hourglass of Klorr, and his final work: the Timepiece of Klorr. This cursed pocketwatch gave Klorr extended life and increased arcane power, but required him to regularly charge it with murder, an impulse he succumbed to. It ultimately killed him when he failed to sacrifice a life to it on time.&lt;br /&gt;
&lt;br /&gt;
The Timepiece of Klorr is given mechanical stats in the &amp;quot;Forbidden Lore&amp;quot; boxed set. Klorr&#039;s other works are statted in &amp;quot;Forged of Darknes&amp;quot;:&lt;br /&gt;
* The Water Clock lets the user transform into a water [[elemental]], but might kill them in the process and also might leave them permanently trapped in elemental form.&lt;br /&gt;
* The Moondial grants powers based on the phase of the moon, but slowly transforms the user into a light-averse monster.&lt;br /&gt;
* The Hourglass can grant the user Improved Haste for 1 hour, but will age them 1d10 years and might also leave them under the effects of Slow for 24 hours after being used.&lt;br /&gt;
&lt;br /&gt;
===The Last Passenger===&lt;br /&gt;
Darklord of The Mourning Rail.  Nothing is known about this Darklord other than they were a VIP that delayed a train escaping from The Mourning, and threw out a bunch of passengers to make room for their self and their retinue, dooming the train, and they are now an undead being of some kind trapped on the train with the rest of the undead passengers.&lt;br /&gt;
&lt;br /&gt;
===Myar Hiregaard===&lt;br /&gt;
Mentioned only in passing as the Darklord of the revised Nova Vaasa, she&#039;s basically a female Genghis Khan with a dash of Jekyll &amp;amp; Hyde; she was originally a female chieftain who united the nomadic plains-dwelling tribes of Nova Vaasa into a single culture, but she proved to be a terrible peacetime leader because she craved bloodshed and excitement. She tried to stave off her boredom with, quote, &amp;quot;brutal games&amp;quot; for a time, but ultimately she couldn&#039;t resist the thrill of war: she began fostering disputes amongst her vassal tribes so she had an excuse to lead her forces to crush both sides. This eventually got her claimed by the mists, and now she switches between two personas and possibly two bodies: as Mya Hiregaard, she rules with &amp;quot;strict fairness&amp;quot;, but when she gets too bloodlusty, she transforms into her alter-ego of Malken and &amp;quot;sows discord across the plains&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
...Whatever else you may think of it, at least it&#039;s more justified than Tristren &amp;quot;My dad got cursed and died, so I inherited his curse and became a Darklord without ever having to do anything to actually earn it&amp;quot; Hiregaard.&lt;br /&gt;
&lt;br /&gt;
===Pietra van Riese===&lt;br /&gt;
A gender-swapped version of Pieter van Riese and the darklord of the Sea of Sorrows. Not much is known about her due to being in the &amp;quot;Other Domains of Dread&amp;quot; section, and therefore only getting one paragraph to herself. She was a ruthless pirate with a fondness for keelhauling her victims, and now she&#039;s a ruthless &#039;&#039;zombie&#039;&#039; pirate who speaks through the mouths of her undead crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-036.pietra-van-riese.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ramya Vasavadan===&lt;br /&gt;
Darklord of Kalakeri. Ramya was hand-picked by her father, the last ruler of Kalkeri, to succeed him, but when he died, her brother Arijani contested her claim, leading to a brief civil war. Ramya would have killed Arijani then and there, but their sister Reeva counseled mercy, and Ramya conceded, not really wanting to kill her brother anyway. She enjoyed a brief period of unchallenged leadership, bringing a golden age to Kalakeri, but all the while Reeva was working behind her back to build up support for Arijani, culminating in her freeing Arijani and launching a second civil war. Enraged, Ramya suppressed the rebellion with brutal methods, executing captured rebel ranas and executing them in horrifically inventive methods that only made the people distrust her more and furthered the fighting. At the second war&#039;s climax, Arijani and Reeva sued for peace and Ramya agreed... only to be captured by her treacherous siblings and murdered. Before the court strangler garotted her in the central courtyard of her own palace, Ramya cursed her siblings as bloodthirsty beasts.&lt;br /&gt;
&lt;br /&gt;
Once it was done, Arijani and Reeva further disrespected their sister by throwing her body into the ocean... an act that resulted in a terrible monsoon lashing Kalakeri for weeks. And then, when it was done, Ramya rose from her watery grave and marched on her former siblings, followed by an ever-swelling army of undead soldiers made up of all her loyal warriors who had fought and died for her. This time, Ramya showed no mercy, capturing her siblings and having them crushed to death by undead elephants.&lt;br /&gt;
&lt;br /&gt;
...And then they came back as fiends - Arijani as a [[rakshasa]] and Reeva as an [[arcanaloth]] - and the civil war has raged ever since.&lt;br /&gt;
&lt;br /&gt;
This civil war is the primary curse that Ramya experiences, with three secondary elements. Firstly, despite knowing better, Ramya is the sentimental sort, and so &#039;&#039;always&#039;&#039; remains vulnerable to the lies and deceptions of her siblings, which prevents her from truly ending the war. Secondly, Ramya&#039;s direct control over the domain is tied to her being seated in the Sapphire Throne, the symbol of Kalakeri&#039;s ruler; if the rebels oust her from the Cerulean Citadel, then her dominion diminishes until she can reclaim it. The final curse she labors under is the fact that, despite being shrouded in an illusion of life, Ramya &#039;&#039;knows&#039;&#039; that she&#039;s actually [[undead]], and this is apparent in her reflection, so she bans mirrors from her presence.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-020.maharani-ramya-vasavadan.png&lt;br /&gt;
03-021.arijani-and-reeva.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saidra d&#039;Honaire===&lt;br /&gt;
The future darklord Saidra grew up on a tiny farm, raised by her widower father, who filled her head with stories of her noble bloodline - he claimed to be a duke that had been ousted from his rightful throne by a vicious younger brother. Life was hard, especially as Saidra&#039;s sincere belief in her father&#039;s stories meant she alienated her peers, and only got worse when Saidra&#039;s father married a prosperous merchant woman with two daughters from her previous marriage, all of whom tormented Saidra and forced her to work as their personal servant, ala Cinderella. One day, a nearby duke perished, and when Saidra wondered if it had been her father&#039;s evil little brother, she was forced to confront the cruel truth: her father&#039;s stories had all been a pack of lies, and he was nothing more than a common-born servant who had fled to save his neck after trying to nick silverware from the duke&#039;s kitchen.&lt;br /&gt;
&lt;br /&gt;
Saidra went to her mom&#039;s grave to beg her mother&#039;s spirit for help, which was when a &amp;quot;kind, grandmotherly figure&amp;quot; appeared and granted Saidra her wish, clothing her in a magnificent gown and fine jewelry before conjuring a stately carriage to carry her to the masquerade ball that was being held to celebrate the coronation of the new duke. We don&#039;t know who this figure was, but it&#039;s interesting to note that Saidra&#039;s version of Dementlieu contains a [[hag]] coven who basically love to pretend to be Fairy Godmother figures so they can mess with people. Anyway, off Saidra went to the ball, plotting to kill the new duke and claim his title. When she got there, she swiftly seduced the new duke, so successfully that she began contemplating if it mightn&#039;t be better to wed the duke instead. Things were going smashingly... until the clock chimed midnight and the whole party began dropping dead of a sudden, fast-acting plague, which rather put a downer on things. The kicker, for Saidra, was as she and the duke lay dying in each other&#039;s arms and he confessed that he &#039;&#039;wasn&#039;t&#039;&#039; noble-born, but instead a commoner who had been adopted by the previous duke. In fact, he was actually Saidra&#039;s long-lost brother.&lt;br /&gt;
&lt;br /&gt;
Enraged at this second &amp;quot;betrayal&amp;quot;, Saidra stabbed her brother in the heart with the last of her strength and then tried to stagger away from the corpse, only to collapse dead on the stairs leading into the palace.&lt;br /&gt;
&lt;br /&gt;
And then she woke up as a [[wraith]], the new spectral queen of Dementlieu, a shabby and impoverished town whose populace struggle to fake the appearance of being more important than they truly are, all the while risking Saidra&#039;s deadly wrath: she &#039;&#039;&#039;hates&#039;&#039;&#039; pompous fools who pretend to be what they aren&#039;t, aspire to higher station than they deserve, and fail to maintain the appearance of normalcy.&lt;br /&gt;
&lt;br /&gt;
...Well, yeah, she wouldn&#039;t be a &#039;&#039;darklord&#039;&#039; if she wasn&#039;t at least a little bit of a hypocrite, now would she?&lt;br /&gt;
&lt;br /&gt;
Saidra is a wraith who has the ability to launch free Disintegrates at anyone who reveals themselves to be lying about who they are in her presence - we don&#039;t know much more than that, mechanically. She lives in constant terror of being exposed as a fraud herself, and in fact she can only be killed permanently if she is revealed to be a fraud first. Related to that, she lives in terror that her hated stepmother and stepsisters are still alive somewhere in Dementlieu. Finally, almost tangentially, her status as a wraith means her beloved masquerade balls are a complete waste of time, as she can&#039;t enjoy any of the physical pleasures associated with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-013.duchess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sarthak===&lt;br /&gt;
Darklord of the Ashram of Niranjan, Sarthak is an evil bronze dragon who poses as a mystic named Niranjan. He send agents into the Mists bearing his philosophical writings, which promise escape, peace, and enlightenment to any who adopt their teachings. Anyone who comes to his monastery is told that they must divest themselves of worldly goods, which are added to Sarthak’s hidden hoard. Sarthak then helps his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication of what his curse might be, since he&#039;s in the &amp;quot;Other Domains of Dread&amp;quot; section of the book and as such only gets a single paragraph to himself.&lt;br /&gt;
&lt;br /&gt;
===Teresa Bleysmith===&lt;br /&gt;
&lt;br /&gt;
===Viktra Mordenheim===&lt;br /&gt;
Basically, she&#039;s Victor Mordenheim but a woman... what, that&#039;s not good enough? Alright...&lt;br /&gt;
&lt;br /&gt;
Viktra Mordenheim was born the daughter of a minor noble family, as well as a natural prodigy in medicine - she taught herself anatomy as a child, and by the time she was a teenager she held a doctorate &#039;&#039;and&#039;&#039; had been appointed as a preeminent researcher at a local university. For all her genius, however, Viktra was arrogant, not to mention completely lacking in empathy, compassion and moral qualms. To her, medicine was just a way to sate her burning curiosity about the secrets of life. Also, she hated magic, regarding it as as &amp;quot;stealing the powers of otherworldly beings and cheating the laws of nature&amp;quot;, and thus inferior to &#039;&#039;&#039;SCIENCE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the best Frankenstein tradition, she grew obsessed with the idea that she could not merely mend the sick, but actively create and even improve upon life. So she began hiring the services of bodysnatchers to provide her with fresh human cadavers for her research. This is how she met Elise; amazingly, the cold, aloof methodical surgeon and the beautiful but reckless and spontaneous body snatcher became infatuated with each other, and the two women&#039;s relationship swiftly changed from professional to personal. When Elise contracted an incurable wasting disease, Mordenheim became obsessed with saving her, and her experiments increased in numbers - she also began having living victims actively kidnapped for her experiments. Through countless murders, resurrections and remurders, Viktra honed her knowledege. Finally, as Elise fell into the deep sleep that marked the final stages of the disease, Viktra poured everything she had learned from a thousand deaths into saving a single life, crafting and installing the Unbreakable Heart: an artificial super-organ.&lt;br /&gt;
&lt;br /&gt;
But just as she was stitching the fabulous device into place, constables burst into her lab, accusing her of being behind the recent string of kidnappings and murders. In the struggle, the lab caught fire and flooded with acrid chemical smoke: Mordenheim&#039;s last vision was of Elise rising from her table, a golden light glowing in her chest where the Unbreakable Heart had been installed.&lt;br /&gt;
&lt;br /&gt;
When Mordenheim came to, she was in a strange, icy realm called &amp;quot;Lamordia&amp;quot;, where she was hailed as the greatest genius ever, but there was no sign of Elise.&lt;br /&gt;
&lt;br /&gt;
Viktra&#039;s torments largely center around Elise and the Unbreakable Heart; she can neither recreate the Heart on her own, but nor can she find Elise to study it again. Secondary to this curse is that she is showered with the love, respect and attention of Lamordia, whose people view her as a luminary savior; to Mordenheim, they are incomprehensible, and she loathes their constant distractions from her work.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DR. VIKTRA MORDENHEIM.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vladeska Drakov===&lt;br /&gt;
In a nameless world, in a land torn between myriad bitterly feuding royal families, the woman named Vladeska Drakov was a skilled fighter and general, a mercenary who came to be known as the Crimson Falcon, the leader of a well-regarded mercenary army called the Falcon&#039;s Talons. Business was profitable, and Vladeska was raking in the loot, with dreams of retiring young, cashing in her wealth and reputation to buy land and a title. Then came the sacking of Veivere, where the Talons accidentally killed a very important figure. So important that the entirety of the aristocracy took up arms against the Talons, determined to kill them all for it. Well, Vladeska had no intention of just rolling over and dying, and she launched a bloody counter-attack that soon turned into a crushing campaign of conquest; her forces swept through the land, replenishing themselves with conscripted peasants and wiping out everyone stupid enough to stand against them. Vladeska made a point of impaling &#039;&#039;everybody&#039;&#039; with even the slightest drop of aristocratic blood that she caught alive. Through years of bloody effort, she became the ruler of an empire that stretched over the former patchwork nation, but as she crushed the last defiant village, the smoke engulfed Vladeska and her most elite warriors.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a new realm, and after swiftly conquering its capital city, Vladeska declared herself Empress of Falkovnia. Which was when she found the downside of her rule... namely, the armies of [[zombie]]s that would attack her new kingdom every month with the rising of the new moon.&lt;br /&gt;
&lt;br /&gt;
Vladeska&#039;s curse, obviously, is the zombie attacks, which press her to her limit as she struggles to throw back the dead and preserve what she has, but it goes deeper than that. Firstly, she suffers a horrible sensation of recognition; every zombie, to her, seems to be the animate corpse of one of her victims or her fallen soldiers, filling her with the gnawing belief that the dead are coming for &#039;&#039;her&#039;&#039; specifically. Secondly, no matter what scheme or ploy she tries, the result is always Phyrric; her people haven&#039;t been wiped out yet, but there&#039;s a big difference between &#039;survival&#039; and &#039;winning&#039;. Finally, she &#039;&#039;&#039;knows&#039;&#039;&#039; that her efforts are doomed - there is &#039;&#039;no way&#039;&#039; to hold Falkovnia against the dead, not with the forces that she has, and the only chance she has for survival is to take her people and flee during the peaceful period after the dead are repulsed for the month. But she&#039;s too stubborn to run, and so she keeps fighting her bloody, futile war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263271</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263271"/>
		<updated>2021-06-03T23:27:29Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
&lt;br /&gt;
The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
&lt;br /&gt;
The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
&lt;br /&gt;
[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
&lt;br /&gt;
[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
&lt;br /&gt;
Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
&lt;br /&gt;
==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
&lt;br /&gt;
Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
&lt;br /&gt;
Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
&lt;br /&gt;
In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
&lt;br /&gt;
Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
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There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
&lt;br /&gt;
For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
&lt;br /&gt;
==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
&lt;br /&gt;
Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
&lt;br /&gt;
Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
&lt;br /&gt;
An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
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If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
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If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
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One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome. Fifth edition updates their lore such that if elder brains can be compared to queen bees, then ulitharids are analogous to juvenile queen bees. After serving as a colony&#039;s majordomo for a while, ulitharids eventually get sick of having to live in the elder brain&#039;s house and therefore live by their rules, so they move out and start their own colony (with blackjack and hookers). Soon after they find a good spot, the ulitharid uses their fancy staff to basically &#039;&#039;crack their own skull open like an egg&#039;&#039; and have their brain put in a special pool, where it soon develops into a fully fledged elder brain.&lt;br /&gt;
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Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards. And with Van Richten&#039;s Guide to Ravenloft, we finally have the answer: this elder brain started cannibalizing other elder brains to help it discover a concept that was utterly alien, even to it! But it developed a degenerative disease as a result of the cannibalism, which scared the other elder brains into attempting to banish it from reality in fear of the disease spreading.&lt;br /&gt;
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A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
&lt;br /&gt;
Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
&lt;br /&gt;
The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
&lt;br /&gt;
==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
&lt;br /&gt;
The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
&lt;br /&gt;
The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
&lt;br /&gt;
Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
&lt;br /&gt;
* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
&lt;br /&gt;
Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
&lt;br /&gt;
== 3.5e stats ==&lt;br /&gt;
&lt;br /&gt;
Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
&lt;br /&gt;
::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
&lt;br /&gt;
More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
&lt;br /&gt;
Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263270</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263270"/>
		<updated>2021-06-03T23:26:12Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
&lt;br /&gt;
The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
&lt;br /&gt;
The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
&lt;br /&gt;
[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
&lt;br /&gt;
[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
&lt;br /&gt;
Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
&lt;br /&gt;
==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
&lt;br /&gt;
Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
&lt;br /&gt;
Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
&lt;br /&gt;
In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
&lt;br /&gt;
Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
&lt;br /&gt;
There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
&lt;br /&gt;
For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
&lt;br /&gt;
==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
&lt;br /&gt;
Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
&lt;br /&gt;
Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
&lt;br /&gt;
An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
&lt;br /&gt;
If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
&lt;br /&gt;
If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
&lt;br /&gt;
One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome. Fifth edition updates their lore such that if elder brains can be compared to queen bees, then ulitharids are analogous to juvenile queen bees. After serving as a colony&#039;s majordomo for a while, ulitharids eventually get sick of having to live in the elder brain&#039;s house and live by their rules, so they move out and start their own colony (with blackjack and hookers). Soon after they find a good spot, the ulitharid uses their fancy staff to basically &#039;&#039;crack their own skull open like an egg&#039;&#039; and have their brain put in a special pool, where it soon develops into a fully fledged elder brain.&lt;br /&gt;
&lt;br /&gt;
Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards. And with Van Richten&#039;s Guide to Ravenloft, we finally have the answer: this elder brain started cannibalizing other elder brains to help it discover a concept that was utterly alien, even to it! But it developed a degenerative disease as a result of the cannibalism, which scared the other elder brains into attempting to banish it from reality in fear of the disease spreading.&lt;br /&gt;
&lt;br /&gt;
A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
&lt;br /&gt;
Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
&lt;br /&gt;
The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
&lt;br /&gt;
==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
&lt;br /&gt;
The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
&lt;br /&gt;
The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
&lt;br /&gt;
Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
&lt;br /&gt;
* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
&lt;br /&gt;
Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
&lt;br /&gt;
== 3.5e stats ==&lt;br /&gt;
&lt;br /&gt;
Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
&lt;br /&gt;
::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
&lt;br /&gt;
More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
&lt;br /&gt;
Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263269</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263269"/>
		<updated>2021-06-03T23:18:54Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
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&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
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&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
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The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
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The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
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[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
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[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
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Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
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==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
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Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
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Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
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In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
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Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
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There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
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For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
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==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
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Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
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Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
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An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
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When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
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If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
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If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
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One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome.&lt;br /&gt;
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Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards. And with Van Richten&#039;s Guide to Ravenloft, we finally have the answer: this elder brain started cannibalizing other elder brains to help it discover a concept that was utterly alien, even to it! But it developed a degenerative disease as a result of the cannibalism, which scared the other elder brains into attempting to banish it from reality in fear of the disease spreading.&lt;br /&gt;
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A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
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Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
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The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
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==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
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The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
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The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
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Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
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===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
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* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
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Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
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== 3.5e stats ==&lt;br /&gt;
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Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
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::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
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==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
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Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
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More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
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Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263268</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263268"/>
		<updated>2021-06-03T23:17:51Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
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&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
&lt;br /&gt;
The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
&lt;br /&gt;
The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
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[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
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[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
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Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
&lt;br /&gt;
==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
&lt;br /&gt;
Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
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Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
&lt;br /&gt;
In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
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Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
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There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
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For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
&lt;br /&gt;
==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
&lt;br /&gt;
Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
&lt;br /&gt;
Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
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An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
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When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
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If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
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If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
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One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome.&lt;br /&gt;
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Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards. And with Van Richten&#039;s Guide to Ravenloft, we finally have the answer: this elder brain started cannibalizing other elder brains to help it discover a concept that was utterly alien, even to it!  But it developed a degenerative disease as a result of the cannibalism, which scared the other elder brains into attempting to banish it from reality in fear of the disease spreading.&lt;br /&gt;
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A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
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Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite all this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
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The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
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==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
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The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
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The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
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Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
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===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
&lt;br /&gt;
* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
&lt;br /&gt;
Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
&lt;br /&gt;
== 3.5e stats ==&lt;br /&gt;
&lt;br /&gt;
Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
&lt;br /&gt;
::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
&lt;br /&gt;
More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
&lt;br /&gt;
Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263266</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263266"/>
		<updated>2021-06-03T17:42:27Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
&lt;br /&gt;
The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
&lt;br /&gt;
The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
&lt;br /&gt;
[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
&lt;br /&gt;
[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
&lt;br /&gt;
Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
&lt;br /&gt;
==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
&lt;br /&gt;
Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
&lt;br /&gt;
Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
&lt;br /&gt;
In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
&lt;br /&gt;
Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
&lt;br /&gt;
There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
&lt;br /&gt;
For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
&lt;br /&gt;
==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
&lt;br /&gt;
Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
&lt;br /&gt;
Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
&lt;br /&gt;
An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
&lt;br /&gt;
If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
&lt;br /&gt;
If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
&lt;br /&gt;
One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome.&lt;br /&gt;
&lt;br /&gt;
Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards. And with Van Richten&#039;s Guide to Ravenloft, we finally have the answer: this elder brain started cannibalizing other elder brains to help it discover a concept that was utterly alien, even to it!&lt;br /&gt;
&lt;br /&gt;
A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
&lt;br /&gt;
Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite all this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
&lt;br /&gt;
The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
&lt;br /&gt;
==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
&lt;br /&gt;
The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
&lt;br /&gt;
The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
&lt;br /&gt;
Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
&lt;br /&gt;
* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
&lt;br /&gt;
Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
&lt;br /&gt;
== 3.5e stats ==&lt;br /&gt;
&lt;br /&gt;
Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
&lt;br /&gt;
::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
&lt;br /&gt;
More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
&lt;br /&gt;
Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263265</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263265"/>
		<updated>2021-06-03T17:35:49Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
&lt;br /&gt;
The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
&lt;br /&gt;
The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
&lt;br /&gt;
[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
&lt;br /&gt;
[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
&lt;br /&gt;
Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
&lt;br /&gt;
==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
&lt;br /&gt;
Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
&lt;br /&gt;
Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
&lt;br /&gt;
In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
&lt;br /&gt;
Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
&lt;br /&gt;
There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
&lt;br /&gt;
For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
&lt;br /&gt;
==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
&lt;br /&gt;
Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
&lt;br /&gt;
Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
&lt;br /&gt;
An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
&lt;br /&gt;
If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
&lt;br /&gt;
If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
&lt;br /&gt;
One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome.&lt;br /&gt;
&lt;br /&gt;
Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards.&lt;br /&gt;
&lt;br /&gt;
A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
&lt;br /&gt;
Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite all this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
&lt;br /&gt;
The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and are the same alignment as before their transformation. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
&lt;br /&gt;
==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
&lt;br /&gt;
The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
&lt;br /&gt;
The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
&lt;br /&gt;
Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
&lt;br /&gt;
* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
&lt;br /&gt;
Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
&lt;br /&gt;
== 3.5e stats ==&lt;br /&gt;
&lt;br /&gt;
Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
&lt;br /&gt;
::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
&lt;br /&gt;
More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
&lt;br /&gt;
Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263264</id>
		<title>Illithid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Illithid&amp;diff=263264"/>
		<updated>2021-06-03T17:33:19Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Illithid Mating Practices */&lt;/p&gt;
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&lt;div&gt;[[file:Illithid.jpg|thumb|right|Time to slurp brains]]&lt;br /&gt;
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&#039;&#039;&#039;Illithids&#039;&#039;&#039; (also called &#039;&#039;&#039;Mind Flayers&#039;&#039;&#039;) are cool, and by cool, I mean totally sweet. They look like tiny little, skinnier, wingless [[Cthulhu]]s, wear black robes with high collars and eat brains. Plus they all have psionic powers and are so super-smart even their breakfast is [[JUST AS PLANNED]]! They would be totally [[Mary Sue]], except for the fact that they are [[ Edgy|so brain-damagingly evil it makes them awesome]] instead of lame. (There was one good one in the [[Book of Exalted Deeds]], but nobody gives a crap about her, so let&#039;s move on.) Their psionic version is much better than their Monster Manual version by virtue of increased versatility.  According to the book [[Lords of Madness]] they came from THE FUTURE.&lt;br /&gt;
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The Illithid is considered &amp;quot;Product Identity&amp;quot; by Wizards of the Coast and as such is not released under its [[Open Gaming License]]. However, &amp;quot;half-Cthulhu creeps&amp;quot; and &amp;quot;squidface brainsuckers&amp;quot; are totally okay, so go nuts.&lt;br /&gt;
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The illithid first appeared in the official newsletter of [[TSR]], The Strategic Review #1.  They then appeared in the Eldritch Wizardry supplement for Original Dungeons &amp;amp; Dragons.  Since then, they have have appeared the first [[Monster Manual]] of every edition.  In second edition they got a whole book to themselves called The Illithiad, and in 3.5 they got a chapter in [[Lords of Madness]].&lt;br /&gt;
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[[Fiend Folio]] in describing the [[githyanki]] (and [[githzerai]]) retconned that the &#039;flayers have enslaved humans - or will enslave them - and that they escaped/will-escape into a scourge perhaps even worse than they are/were/will-be. (Grammar gets kind of fuzzy with time diddlers.)&lt;br /&gt;
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[[Dragonlance]] in a rare diversion into sword-n&#039;-sorcery mooted a subrace of &amp;quot;degenerate&amp;quot; illithids, the Yaggol. These have retreated into Taladas&#039; jungle, losing all of their psionic powers except for Mind Blast. On the upside, they are much stronger, stand 7 feet tall, and have chameleon-like skin.&lt;br /&gt;
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Fun fact: in the city of Stormreach, in the [[Eberron]] campaign setting, there is an Illithid who just hangs around near a garden and engages in perfectly normal, honest, and voluntary business transactions with the humanoids and other races that inhabit the city. And by &amp;quot;normal&amp;quot; we mean people pay him to reprogram their brains and alter their memories. Why spend four years studying a new language when you can learn it by spending four minutes letting Fred gnaw on your brain? Oh, yeah, [https://ddowiki.com/page/Fred his name is Fred]. It&#039;s a very common Mind Flayer name. Point is, Mind Flayers don&#039;t just compulsively kill/consume humanoids on sight like the xenomorphs from the Alien movies; they&#039;re perfectly capable of being normal, well-integrated members of surface-dwelling, non-evil, humanoid societies.&lt;br /&gt;
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==Illithid Physiology==&lt;br /&gt;
Illithids consist of... purple, mostly. Just brains and purple.&lt;br /&gt;
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Their alien physiology has stumped our crack (addict) biology team even after years of scientific scrutiny. It is thought that if we could crack the mystery of why these skinny creatures subsist on a diet of nothing but fat and calcium, we would be closer to... something.&lt;br /&gt;
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Look, just look up &amp;quot;aberrant&amp;quot; in the dictionary. We can&#039;t offer you much for the time being.&lt;br /&gt;
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In actuality, Illithid physiology is a moderately altered version of their host organism&#039;s body (see mating practices). The brain of the host is replaced by a tadpole thing, and the digestive tract is altered to aid in the consumption of brains and their psychic essence. And of course, they grow tentacles and Sarlaac mouths and lose all of their hair.&lt;br /&gt;
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Explained somewhat in 3.5&#039;s Tome of Darkness, the resulting creature is entirely conscious of its organs and body, as opposed to being autonomous. There is a tiny part of the creature&#039;s powerful mind constantly remembering to make sure the heart beats, and regulating digestion. Things like that. So they eat normally, and extract maximum nutrition from it. The method of creating an illithid destroys the brain, which includes all those hormone producing glands in the skull that keep a person healthy. This is why they need brains to keep their body from decaying. The memories and thoughts consumed are... well &amp;quot;flavor&amp;quot; to put it in the least disgusting way possible. These memories, thoughts, and emotions are just as necessary as the hormones contained within the brain for an illithid that consumes only the brains of unintelligent creatures or animals will regress into a ravenous beast, actually pretty similarly to the [[Kroot]].&lt;br /&gt;
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There is apparently a cult of illithid monks/clerics known as The THOON (yes all caps) who worship a god or philosophy also known as THOON (see below for more on THOON and The THOON). They minmax their bodies as well as their minds. The elder brains hate them. They&#039;ve been out of circulation since 4e landed. But if you need a mastermind who can roundhouse kick the fighter through a wall after the party blitzes through his mooks, look no further.&lt;br /&gt;
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For the morbidly curious about what&#039;d happen if you ate an illithid&#039;s brain, according to 5e&#039;s Volo&#039;s Guide to Monsters, nothing good. Apparently, each bite into an illithid&#039;s brain releases an intense flood of memories that the illithid developed/consumed in its life, so strong it&#039;ll probably drive the typical consumer insane. As to how [[Elminster]] knows this, he refuses to explain.&lt;br /&gt;
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==Illithid Mating Practices==&lt;br /&gt;
[[File:Ceremorphosis drow 3e.jpg|thumb|right|300px|This drow is in for a Bad Time.]]&lt;br /&gt;
[[File:Tadpole entering host.png|thumb|left|300px|NO NO NO NO NO]]&lt;br /&gt;
This morbid fascination of yours is going to get you killed one of these days, you know that?&lt;br /&gt;
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Anyway, if you&#039;ve ever seen that Bruce Campbell movie &#039;&#039;Mindwarp,&#039;&#039; with those burrowing leech things, you&#039;ve got a pretty good grasp on what to expect. Consider this your warning.&lt;br /&gt;
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Twice in an illithid&#039;s life, it will go to the pool containing the mind flayer community&#039;s Elder Brain (though any briny pool will do), and literally vomit a huge amount of tadpoles out of their mouth (they&#039;re asexual like that.) These tadpoles will be nurtured (though the elder brain will eat some of the tadpoles, who themselves engage in cannibalism) over the course of ten years (20 for ulitharids) and once they are ready, they are taken from their pool to undergo Ceremorphosis.&lt;br /&gt;
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An unlucky creature will be restrained as the tadpole is brought to it, and the mind flayer carrying the tadpole will place it within the most direct route to the brain (typically the ear or nose, which makes no sense since neither of those connects to the brain, but the eye socket does so it could still work) and the tadpole will quickly burrow its way through the skull and into the brain where it will devour the host organism&#039;s brain over the course of a week as it alters the host with mind flayer traits. Not all tadpoles are able to integrate into the host body to the same degree, such that sometimes the resulting illithid is left with the impression of piloting its body rather than of being it. Very, very rarely the transformation process itself partially fails and no external changes are brought about (though it will still internally be a mind flayer and need to eat brains) in these cases the new mind flayer is used as an infiltrator for obvious reasons. Even rarer, to the point where it&#039;s practically considered an urban legend is the opposite, where the host undergoes the full transformation, but their original mind remains intact and in control of their newfound powers. Mind flayers are scared shitless of these creatures, referred to collectively as The Adversary. Not only are they perfectly capable of blending in flawlessly with mind flayer society, they are almost certainly in the vengeance-seeking mindset, and in the perfect position to bring it all crashing down on their tormentor&#039;s heads.&lt;br /&gt;
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When the process is complete, no form of magic or psionics, excluding wish and reincarnate and true resurrection, can bring back the victim, but even then the mind flayer will still be alive. Aside from that, nothing can reverse the effects; there is no way to bring back the original host, so he/she/they is for all intents and purposes, dead forever. Though the newborn mind flayer will be physically mature, it will take some time to mentally mature (though its community will be more than willing to assist it in this manner).&lt;br /&gt;
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If the host is any species besides a human, the result is a half-mindflayer, whose template can be found in the Fiend Folio. Special cases are present though; placing a mind flayer tadpole into a beholder results in a mindwitness (essentially replace four of the eyestalks with large thick tentacles and the rays of doom with psionics), a docile creature whose main role is to facilitate telepathic communications. A Mind Witness will look for another telepathic being to serve if the illithids it works for die. Placing it within a true dragon results in the unspeakably powerful gribbly horror that is the Brainstealer Dragon, whose psychic might is only surpassed by the Elder Brain. Put it in a Roper and you get the urophion, a creature with a genius level intellect whose talents are wasted on sentry duty due to racism (but with their slow, slow, slow move speed they can&#039;t do much of anything else). Implanting one in a [[Svirfneblin]] usually kills both the tadpole and its host, but if it survives the result is a mozgriken, a small shapechanging creature with no mouth and only three tentacles, a trait that forces them to feed only on brain fluids and earns them no small amount of abuse from true illithids. The tadpoles typically placed within lizardfolk are more bellicose than their kin, and form the Tzakand- creatures similar to lizardfolk save for the two acid-spitting tentacles emerging from their heads that become fanatically loyal to the first illithid they see. If a tadpole is placed into a [[Chuul]], the tadpole dies, but the Chuul is changed into a creature called an uchuulon, or a slime chuul, which is like a chuul, but slimier.&lt;br /&gt;
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If a tadpole is not placed into a host and is placed in the wild (which normally happens only in spawning pools whose Elder Brain is dead, as it eats all tadpoles that do not undergo ceremorphosis), it will eventually eat and grow into a gigantic fucking psychic worm of doom called the neothelid (think the dune sand worm, only quite a bit smaller and with tentacles and head asploding psychic powers) with only minimal sentience- that is, unless it eats a sentient creature. Regular Mind Flayers consider it highly taboo to speak about neothelids (probably because neothelids remind the illithids too much of their &amp;quot;natural&amp;quot; state which their progeny would devolve into, were it not for the availability of suitable hosts their tadpoles could Ceremorph), and to actually create one is outright forbidden. Oddly, neothelids are &#039;&#039;not&#039;&#039; considered Product Identity by Wizards of the Coast, possibly because &amp;quot;giant slimy worm that spits acid and shoots mind bullets&amp;quot; would not have been copyrightable. No word on whether neolithids ever develop the capacity to birth tadpoles of their own.&lt;br /&gt;
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One out of a hundred or so tadpoles will take twice as long to become ready for ceremorphosis. These tadpoles will create ulitharids when implanted into a host. Ulitharids are large sized and have two extra long tentacles and much more powerful psionic abilities. They also live for a lot longer than normal mind flayers. Sadly, the only statistics for ulitharids are for ulitharid tadpole/human combinations, which is a disappointment since an ulitharid brainstealer dragon would have been fuck-awesome.&lt;br /&gt;
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Elder brains are created via a process that varies from edition to edition (in those editions that elaborate on the process at all, that is). In some editions all ulitharids that survive long enough eventually morph into one. In others it happens when a bunch of deceased mind flayer brains are dumped into a single pool filled with a briny solution; these brains will merge and eventually become alive and turn into a CR 25 [[TPK]]ing horror. There is also an idea that elder brains were created by the Illithid god Ilsensine, who performed ceremorphosis on some lesser gods or demigods. One of them, called the &amp;quot;Illithid God-Brain,&amp;quot; is even trapped on [[Ravenloft]] and rules over an Illithid colony named Bluetspur, with the official backstory left open as to why one of these alien monstrousities would ever earn the place of a [[Darklord]] on that benighted plane, save that it must have done something atrocious even by Illithid standards.&lt;br /&gt;
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A rare few Illithids who end up mastering actual arcane magic instead of psionics opt to become [[Lich|Liches]], named [[Alhoon]]s or Illithiliches, since Elder Brains can&#039;t absorb magical abilities from the brain of an Illithid mage and magical talent (unless it&#039;s that of a Cleric to Ilsenine, see below) is looked down on in Illithid society. These squid-faced liches are extremely dangerous examples of psionic undead and can still rip your brain from your skull despite having no need to consume brains after the transition to undeath, with no explanation being given for how they still continue to secrete the biocorrosive slime needed to soften the flesh and bone of the skull to allow for easy extraction of living brains while undead (and thus having no metabolism to speak of).&lt;br /&gt;
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Even more rare than Alhoons are Illithid [[Vampire|vampires]], who are created by unknown means. Unlike Alhoons, Ilithid vampires still need to consume brains to survive, plus retain the thirst for blood that vampires are cursed with. The process that turns them into vampires also affects their brains, as the majority of their intellect is replaced with feral instincts and a savage cunning streak. Fifth edition gives us more on their lore by having them be the servants of the Elder Brain overlord of [[Demiplane of Dread#Bluetspur|Bluetspur]], created by infecting Illithid tadpoles with vampirism before implantation. These creatures then go out into the world to complete their only mission: draining cerebral fluid from sapient creatures. Once this objective is fulfilled, they return to the Elder Brain&#039;s pool, where they are then dissolved into the brine, releasing the cerebral fluid which is used to stave off the dark lord&#039;s degeneration. Despite all this, vampiric mind flayers are (rightly) considered by their living brethren to be abominations.&lt;br /&gt;
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The fifth edition adventure [[Icewind Dale: Rime of the Frostmaiden]] introduced two more Illithid variants. A gnome ceremorph is an illithid created from a gnome host that failed to completely change into an illithid and so retains some of the physical and mental traits of a [[gnome]], making them shorter than a regular illithid, but talented at invention. They wield laser pistols and can be any allignment. A gnome squidling is an pathetic and [[Dawww|kind of adorable]] variant of the gnome ceremorph that came out horrifically wrong with a stunted body, an oversized head, big eyes, and a pair of tentacles that are way too long. They have to use levitation to move around and their mind blast attack is replaced with a much weaker mind tickle attack. Their lack of intelligence makes them unaligned.&lt;br /&gt;
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==Illithid Society==&lt;br /&gt;
[[File:Elder Brain 5e.png|thumb|right|300px|An elder brain in his pimped-out floating vat]]&lt;br /&gt;
Illithids function as a hive mind, serving the Elder Brain. Other than maintaining the Elder Brain, the day-to-day duties of the average illithid consist of evil science and making cheeky wood burnings. The purpose of these wood burnings is an inextricable mystery, as they seem to disappear shortly after their completion. They can make Brain Golems out of buds from said queen-like Elder Brain, which are exactly what they sound like and exactly as retarded as you would think. Even the Illithids and the Elder Brain itself know how impractical this can be, and would prefer to use any other type of golem instead. The Illithids live for the fact that after they die, their brains, and thus their minds, will be merged with the Elder Brain after death. This is, of course, complete and utter bullshit, as the Elder Brain just eats their knowledge and discards everything else (although pretty much nobody in-universe aside from the elder brains themselves is aware of this). Elder Brains discourage studying magic too much because Elder Brains can&#039;t eat a mind flayer&#039;s magical abilities, though they can eat a mind flayer&#039;s knowledge of psionics (if it ever took levels in Psion, Erudite, Wilder, or what have you.) Below the Elder Brain on the mind flayer hierarchy are the Brainstealer Dragons (very rare because it&#039;s notoriously difficult to restrain a true dragon) and the Ulitharids.&lt;br /&gt;
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The mind flayers have one deity they pay respects to in Illsensine, who did not create them. Perhaps to make up for the fact that Illsensine is the only Mind Flayer God, Illsensine is a very powerful rank 20 greater deity who omnoms the knowledge of everyone the instant they die. The Mind Flayers don&#039;t exactly worship Illsensine per se, they just respect it for its great knowledge, and Illsensine returns the favor by considering Mind Flayers to be the only worthy species in the multiverse. This is not to say that there are no Mind Flayer clerics to Illsensine, because said clerics of Illsensine do indeed exist, but their numbers are rather small relative to say the number of Dwarven clerics of Moradin, however; Mind Flayer communities have an exception to their rule of &amp;quot;don&#039;t study magic too much&amp;quot; for the Clerics of Illsensine, and in fact greatly respect these clerics and leave them to their business.&lt;br /&gt;
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The mind flayers used to have another god called Maanzecorian, but Tenebrous (actually Orcus, it&#039;s a long story) used the last word on him, so his head asploded.&lt;br /&gt;
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Some illithids spend their time finding ways to put out the sun, because they hate that bright light shit. Unfortunately for them, putting out a 1,392,000+ kilometer ball of ungodly hot hydrogen and helium is nigh on impossible (unless your name is [[Elder Evils#Father Llymic|Father Llymic]].) Most other Illithids think that these illithids are wasting their time when it&#039;s common knowledge that all they have to do is wait many, many billions of years for the sun to eventually puff up and die. And it goes without saying putting out the sun would indirectly eliminate their food source as well.&lt;br /&gt;
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===Creeds===&lt;br /&gt;
Illithid communities are governed by a group of representatives called an Elder Concord, while the Elder Brain acts like the president.  These representatives come from the various creeds or factions of illithid culture.  Each creed has different beliefs about the best path towards taking over the universe.  The symbols of each creeds are squares containing six horizontal bars that are either solid or split in two.&lt;br /&gt;
* The Creatives devote themselves to advancing illithid society though scientific and psionic research and invention.&lt;br /&gt;
* The Awaiters believe in [[Just As Planned|long term planning]] and avoid making rash decisions.&lt;br /&gt;
* The Possessors think hording wealth and resources through trade with other races is the best path to power.&lt;br /&gt;
* The Tamers work to build up the illithid&#039;s military strength so they can dominate the universe through force.&lt;br /&gt;
* The Thorough Biters have a philosophy of learning through failure, making them more humble that most other illithids.&lt;br /&gt;
* The Nourishers promote the interest of maintaining the community&#039;s supply of thralls.&lt;br /&gt;
* The Abysmal feel that the best way to dominate other races is through the power of terror.&lt;br /&gt;
* The Influencers specialize in collecting intelligence and misleading their enemies through infiltration and spying.&lt;br /&gt;
* The Darkeners, the dudes who think they can find a way to extinguish suns.&lt;br /&gt;
* The Gatherers want to consolidate the illithid race into larger, more powerful communities instead of many small disparate ones.&lt;br /&gt;
* The Arisers say that illithids shouldn&#039;t stay in darkness and so they develop ways for them to work in daylight and make plans for conquering the surface.&lt;br /&gt;
* The Venerators are the worshipers of the illithid god [[Ilsensine]].&lt;br /&gt;
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* The Loretakers are a minor creed, but they are important as the source of the Thoon:&lt;br /&gt;
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Some Loretaker mind flayers (possibly) went to the [[Far Realm]] and apparently encountered something called Thoon. However, the exact nature of Thoon is unknown even to the mind flayers themselves, so whether Thoon is a god, an aberration, a philosophy, or something else entirely is open to interpretation. In any case, the encounter with Thoon changed these particular illithids completely, they&#039;re a lot more irrational and unpredictable (NE instead of LE),  make use of a lot of really weird constructs and altered humanoids (and employ a variant of the mind flayer that trades the ability to control minds for ninja powers), and for some fucking insane reason a CR 25 Elder brain came back as a CR 15 entity that&#039;s totally batshit insane. Oh, and they also seek to gather [[Psion|quintessence]] for some reason.&lt;br /&gt;
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== 3.5e stats ==&lt;br /&gt;
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Is this copyrighted? Who cares? It&#039;s not like anyone reads this site anyway.&lt;br /&gt;
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::— +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.&lt;br /&gt;
::— A mind flayer’s base land speed is 30 feet.&lt;br /&gt;
::— Darkvision out to 60 feet.&lt;br /&gt;
::— Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.&lt;br /&gt;
::— Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.&lt;br /&gt;
::— Racial Feats: A mind flayer’s aberration levels give it three feats.&lt;br /&gt;
::— +3 natural armor bonus.&lt;br /&gt;
::— Natural Weapons: 4 tentacles (1d4).&lt;br /&gt;
::— Special Attacks: Mind blast, psionics, improved grab, extract.&lt;br /&gt;
::— Special Qualities: Spell resistance equal to 25 +class levels, telepathy 100 ft.&lt;br /&gt;
::— Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.&lt;br /&gt;
::— Favored Class: Wizard.&lt;br /&gt;
::— Level adjustment +7.&lt;br /&gt;
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==Monstergirls?==&lt;br /&gt;
[[File:Illitiddies.png|right|300px|thumb|With assets like those, who cares if she has an octopus for a head?]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
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Now, you&#039;d see the face on these things and the how of their reproduction and figure that this has to be one species that can&#039;t get the [[monstergirls]] treatment? ...But then you realize that they have tentacles, and you suddenly remember that Japan exists. &amp;quot;Feminized&amp;quot; illithids, which are basically mind-flayers with boobs and often skimpily clad, occasionally pop up in monstergirl-related threads on /tg/, usually under the same joking context as the [[thri-kreen]]/[[xixchil]].&lt;br /&gt;
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More importantly than that, Mindflayers are one of the &amp;quot;Aberrant&amp;quot; monstergirls that show up in the [[Monster Girl Encyclopedia]]. Formally considered a relative of the [[scylla]], they take the form of tall, curvy, slime-dripping women with tentacles for hair and a Morticia Addams-like dress implied to actually be tentacle-legs.  It also (good taste) has an ultra-high collar. They are ultra-perverted hedonists, using their [[psionics]] to brainwash victims into playmates of their obscene lusts, and are reputated to eventually transform men they take as their lovers mentally and physically into grotesque, squid-like tentacle-beasts, which spend the rest of their lives fastened to the mindflayer&#039;s hips and shoving her genitals full of tentacle-penises.&lt;br /&gt;
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Later sources clarified that the man in question can freely transform back and forth between squid-form and human form, but that the mindflayers are uncharacteristically shy about public displays of affection when their lovers &#039;&#039;aren&#039;t&#039;&#039; tentacled, so this is only done in private.  And they usually use their mind-powers to help friends engage in emotionally-resonant roleplay when in societies with other monsters.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Aberration]]&lt;br /&gt;
* [[Githzerai]]&lt;br /&gt;
* [[Githyanki]]&lt;br /&gt;
* [[Far Realm]]&lt;br /&gt;
* [[Unified_Setting/Illithid]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mind flayer Blackmoor.jpg|The &#039;&#039;very first&#039;&#039; illustration of a mind flayer, in &#039;&#039;D&amp;amp;D Supplement II: Blackmoor&#039;&#039;.&lt;br /&gt;
Mind flayer 1e.jpg|1e&lt;br /&gt;
Mind Flayer MCv1.jpg|2e&lt;br /&gt;
Illithid MM 2e.png&lt;br /&gt;
Mind flayer 3e.jpg|3e&lt;br /&gt;
Mind flayer 4e.jpg|4e&lt;br /&gt;
Mind flayer 5e.jpg|5e&lt;br /&gt;
Mind Blast.jpg|The Illithid&#039;s Mind Blast power in use&lt;br /&gt;
Illithiad cover.jpg|The cover image of the Illithiad&lt;br /&gt;
Pirate illithid 5e.jpg|Yes, that is an [[awesome|Illithid space pirate captain]]. Yes, he is canon.&lt;br /&gt;
Illithid eating.jpg&lt;br /&gt;
Mindflayer skull.jpg| Mindflayer skull&lt;br /&gt;
Nihiloor 5e.jpg|[[Intellect Devourer]]s are like dogs that can teleport into and eat the brains of your enemies.&lt;br /&gt;
Mind flayer funerary jar 3e.jpg&lt;br /&gt;
Mind flayer of Thoon 3e.jpg|Illithids of Thoon would rather get swole&lt;br /&gt;
Illithid savant 3e.jpg| Illithid [[savant]]. Mind blasts are mid-range, don&#039;t you know. &lt;br /&gt;
Illithid Body Tamer.jpg|Spiked tentacles!&lt;br /&gt;
Mindflayer nom.jpg&lt;br /&gt;
Underdark cover.jpg&lt;br /&gt;
Mind flayer Dragon 313.jpg|[[Dragon Magazine]] #313&lt;br /&gt;
Illithid MC Ravenloft.jpg&lt;br /&gt;
Yaggol.jpg|A Yaggol&lt;br /&gt;
Vesuvian illithid MA.jpg&lt;br /&gt;
Illithid dissection MA.jpg&lt;br /&gt;
Adult illithid MA.jpg&lt;br /&gt;
Arcane illithid MA.jpg|Arcane illithid&lt;br /&gt;
Psionic illithid MA.jpg|Psionic illithid&lt;br /&gt;
Illithid mind blast MA.jpg&lt;br /&gt;
Illithid astral MA.jpg&lt;br /&gt;
Psionic circuitry MA.jpg|&amp;quot;It&#039;s not magic runes, Mom, It&#039;s &#039;&#039;psionic circuitry&#039;&#039;!&amp;quot;&lt;br /&gt;
Illithid perils of the warp MA.jpg&lt;br /&gt;
Illithid partialism MA.jpg|An illithid afflicted with partialism, wherein some of the personality of its last meal takes over.&lt;br /&gt;
Illithid praying MA.jpg&lt;br /&gt;
Illithid thrall MA.jpg&lt;br /&gt;
Illithid wrestling MA.jpg| Illithid wrestling. why are a race known for mind over matter so physically fit? &lt;br /&gt;
Illithid web MA.jpg&lt;br /&gt;
Brain eating ceremony MA.jpg&lt;br /&gt;
Thrall pokemon battle MA.jpg|Thrall pokemon battle&lt;br /&gt;
Illithid undead MA.jpg|Illithid undead&lt;br /&gt;
Illithid vs Githyanki MA.jpg&lt;br /&gt;
Illithid bathhouse MA.jpg&lt;br /&gt;
Space illithid MA.jpg&lt;br /&gt;
Illithid instrument MA.jpg&lt;br /&gt;
Illithid inventor.jpg&lt;br /&gt;
Illithid dampsuit.jpg&lt;br /&gt;
Illithid boss.jpg&lt;br /&gt;
Illithid tentacle knives.jpg&lt;br /&gt;
Monsters illithid.jpg&lt;br /&gt;
&lt;br /&gt;
Illithid Night Below 1.jpg&lt;br /&gt;
Qualith MA.jpg|An example of [[Qualith]], Illithid braille. Designed to be read with the mouthparts.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;ulitharid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monsters ulitharid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Illithid vampire&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Illithid vampire MC Ravenloft.jpg|An illithid vampire&lt;br /&gt;
Illithid vampire MA.jpg&lt;br /&gt;
Monsters vampire illithid.jpg&lt;br /&gt;
Vampiric Mind Flayer 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Nautiloid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Elder brain&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elder brain MA.jpg|Elder brain&lt;br /&gt;
Brain pool MA.jpg&lt;br /&gt;
Elder concord MA.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorph tadpoles&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Big tadpole MA.jpg|Ceremorph tadpole, an Illithid&#039;s base form&lt;br /&gt;
Monsters tadpole.jpg&lt;br /&gt;
Monsters tadpoles.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Neothelid&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Neothelid MA.jpg|Neothelid, when an Illithid tadpole reaches its &amp;quot;natural&amp;quot; maturity. &lt;br /&gt;
Neothelid 3e.jpg|3e&lt;br /&gt;
Neothelid into the darklands.png|PF&lt;br /&gt;
Neothelid 5e.jpg|5e, where D&amp;amp;D actually copied a design from PF and not the other way around&lt;br /&gt;
Neothelid PF 2e.png|PF 2e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Ceremorphed thralls&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Urophion MA.jpg|Urophion (Ceremorphed [[roper]])&lt;br /&gt;
Monsters urophion.jpg|Urophion&lt;br /&gt;
Cranium rat MA.jpg|Cranium rats&lt;br /&gt;
Kezreth Dragon 255.jpg|Kezreth&lt;br /&gt;
Tzakandi Dragon 255.jpg|Tzakandi (Ceremorphed [[lizardfolk]])&lt;br /&gt;
Mozgriken Dragon 255.jpg|Mozgriken (Ceremorphed [[gnome]] infused with [[Shadowfell]] energy)&lt;br /&gt;
Gnome Squidling .jpeg| Gnome Squidling, why using gnomes are not worth the Tadpole &lt;br /&gt;
Gnome Ceremorph.jpeg| Gnome Ceremorph, that 1 in a million chance something doesn&#039;t go wrong.&lt;br /&gt;
Abductor Dragon 255.jpg|Abductor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173758</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173758"/>
		<updated>2021-06-03T16:42:24Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Kalakeri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
&lt;br /&gt;
The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
&lt;br /&gt;
[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
&lt;br /&gt;
===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
&lt;br /&gt;
====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
&lt;br /&gt;
This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
&lt;br /&gt;
=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation, faction mechanics&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Arcanaloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Arctic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167186</id>
		<title>Darklord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167186"/>
		<updated>2021-06-03T16:41:50Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Ramya Vasavadan */&lt;/p&gt;
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&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
{{Topquote|They say, &#039;Evil prevails when good men fail to act.&#039; What they ought to say is, &#039;Evil prevails.&#039;|Yuri Orlov, &#039;&#039;Lord of War&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Darklords&#039;&#039;&#039; are the rulers &#039;&#039;and&#039;&#039; prisoners of the plane of [[Ravenloft]], from the D&amp;amp;D setting of the same name. &lt;br /&gt;
&lt;br /&gt;
You might be wondering &amp;quot;How are they both rulers and prisoners at the same time?&amp;quot; The reason for this is simple: each Darklord was pulled into the plane by the nebulous forces known only as the Dark Powers after an especially heinous deed (known in-universe as a &amp;quot;Act of Ultimate Darkness&amp;quot;), which reshapes a part of the plane into [[Demiplane of Dread|a realm tailored to each Darklord&#039;s defining crime]]. In its own realm a Darklord is a BBEG to rule over all other BBEGs, with absolute power over everything except whatever they desire most - whatever thing that might be, it is always dangled ever so slightly out of their reach by the Dark Powers to amplify their torment further. They have no mouth, and they must scream. (Thus the common description of the setting as &amp;quot;Hell, but not for you&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
=Common Characteristics of Darklords=&lt;br /&gt;
The exact abilities and backstories of Ravenloft&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;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&amp;amp;D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd&#039;s or Azalin&#039;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&#039; efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord&#039;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&#039;s life and career for good.&lt;br /&gt;
&lt;br /&gt;
A few things about Darklords have remained constant throughout Ravenloft&#039;s editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain &amp;quot;pocket domains&amp;quot; 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&#039;s domain, that specific Darklord is usually powerless to personally come after them (but see &amp;quot;Closing the Borders&amp;quot; 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&#039;s efforts, but if it comes to that you&#039;ve likely already attracted (or will very soon attract) a Darklord&#039;s attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. &lt;br /&gt;
&lt;br /&gt;
===Closing the Borders===&lt;br /&gt;
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&#039;t work past a closed domain border either. As Ravenloft was an early AD&amp;amp;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&#039;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). &lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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&#039;s conquest literally sink into ruin through the squabbling of his sons. &lt;br /&gt;
&lt;br /&gt;
===Immortality===&lt;br /&gt;
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&#039;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 &amp;quot;attached&amp;quot; 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&#039; attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord&#039;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 &amp;quot;promoting&amp;quot; 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 &amp;quot;current&amp;quot; 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&#039;s death, thus ensuring that their position is never lost.&lt;br /&gt;
&lt;br /&gt;
===What happens if you permanently destroy a Darklord somehow?===&lt;br /&gt;
It&#039;s likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord&#039;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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;s associated domain &amp;quot;ceases to serve a purpose&amp;quot; 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? &lt;br /&gt;
&lt;br /&gt;
Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighbouring 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 &amp;quot;Islands of Terror&amp;quot; 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 neighbouring domains to absorb them) that suffer a sudden lack of a Darklord, though. &lt;br /&gt;
&lt;br /&gt;
The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;s noted that the Demi-Plane of Dread didn&#039;t seem to exist until Strahd&#039;s damnation). In 5e&#039;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&#039;re &amp;quot;possessive&amp;quot; about their favourite playthings like that. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Hash it out with your DM beforehand, or if you&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Notable Darklords=&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;Hammer Horror&amp;quot; Darklords==&lt;br /&gt;
With the horror films by [https://en.wikipedia.org/wiki/Hammer_Film_Productions Hammer Film Productions] officially cited as a major source of inspiration for the setting of Ravenloft, the Darklords who are patterned after the horror monster archetypes featured in those films will be listed here. &lt;br /&gt;
&lt;br /&gt;
===Strahd von Zarovich===&lt;br /&gt;
{{main|Strahd von Zarovich}}&lt;br /&gt;
Darklord of Barovia, and the first Darklord to be introduced to the setting--in fact, it&#039;s named after his own castle. He is the archetypal vampire darklord in the setting, though by no means the only one, and his appearance is clearly based off of Christopher Lee&#039;s portrayal of Dracula in the 1958 &#039;&#039;Dracula&#039;&#039; film by Hammer Film Productions. &lt;br /&gt;
&lt;br /&gt;
Originally the conqueror of a region called Barovia that he claims was the ancestral home of his family, Strahd came to lust after a woman called Tatyana who rejected him in favor of his younger brother Sergei. Strahd took this very badly; badly enough that at some point he made what he called &amp;quot;a pact with Death&amp;quot; that turned him into a [[vampire]] in a desperate attempt to restore his youth. This too failed to win her over, and on the day Tatyana was to be married to Sergei, Strahd killed him and drove her to suicide. &lt;br /&gt;
&lt;br /&gt;
His realm is a copy of Barovia from the Prime Material plane (the original apparently still exists but nothing is said about its current condition or even which D&amp;amp;D setting it originated from), which he has absolute power over to the point where he can enter any private home uninvited in spite of the fact most vampires are unable to do so (since as he boasts, &amp;quot;I am the land&amp;quot;), and he can ignore the standard vampiric weaknesses to mirrors, garlic or holy symbols, none of which ordinary vampires can do. He isn&#039;t even &amp;quot;killed&amp;quot; when staked through the heart like ordinary vampires are (though he is effectively paralyzed while staked) and can resist up to ten rounds of sunlight exposure before being destroyed, though he has always a contingency spell cast on himself that will teleport him away to a hidden mountain sanctuary should he ever be exposed to sunlight or staked by a prepared party, much like Bram Stoker&#039;s own Dracula had many coffins to sleep in to make his final destruction more difficult.  However, Strahd&#039;s curse is to have the events leading to his damnation repeat themselves forever--once every generation he will encounter a woman who he believes to be Tatyana&#039;s reincarnation, only to be rejected by her in spite of all his vampiric mind control powers, and become responsible for her death once more, all while being unable to simply give up on trying to win her love.&lt;br /&gt;
&lt;br /&gt;
===Ankhtepot===&lt;br /&gt;
Darklord of Har&#039;Akir, partially based on the monster from the 1959 film &#039;&#039;The Mummy&#039;&#039; by Hammer Film Productions. He is the archetypal Mummy-based Darklord in the setting, but he is not the only &amp;quot;Ancient Dead&amp;quot; (i.e., a preserved corpse animated into undeath) who happens to be a Darklord. &lt;br /&gt;
&lt;br /&gt;
Ankhtepot in life was a hubristic ruler of a land also named Har&#039;Akir, patterned after Ancient Egypt and sharing the same pantheon of gods. As the head priest of the sun god Ra, the chief god of his land, Ankhtepot was [[Nagash|obsessed with death and became consumed with the desire to live forever]]. Despite sparing no expense (nor quite a few lives, for that matter) his efforts were in vain, and in his rage he razed several temples, stormed into the greatest one and cursed the gods for withholding his heart&#039;s desire. For this blasphemy, Ra contacted Ankhtepot directly and said that Ankhtepot would indeed live after death, though he might wish otherwise. Anhktepot was confused about this, but later discovered that he had received a dire curse (making him one of the few outlander Darklords to have received the majority of his curse &#039;&#039;before&#039;&#039; being taken into Ravenloft); anyone he touched was dead by nightfall, and those he killed in this fashion rose from their tombs to serve him absolutely as undead mummies, because apparently Ra considers having mindless servants a punishment. Taking this in stride despite killing many of his relatives, he used his new undead servants to tighten his grip over Har&#039;Akir, but his fellow priests rebelled, killed Ankhtepot in his sleep, and mummified him, little knowing he was still conscious and going insane inside his sarcophagus during his month-long funeral. After being entombed in a remote area with one small village named Mudar, the mists of Ravenloft claimed Ankhtepot, his tomb, and the nearby village, leaving no trace of them in Ankhtepot&#039;s home plane. &lt;br /&gt;
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As Darklord, Ankhtepot spends most of his time in a deathless dream of better days in his tomb, but he can be roused from this state in a few ways, such as if his tomb is disturbed, or if the people of Mudar are anxious or otherwise distressed. His hubris and pride followed him into undeath, and similarly his greatest torment is his desire to be human again, as the god-king of a great empire he once was, while in reality he &amp;quot;rules&amp;quot; over a barren patch of desert with naught but a small mud-hut village. To frustrate him further, the Dark Powers granted Ankhtepot the ability to regain his human form and mortality by draining a human of moisture and life force in a dread sunrise ceremony, but this reversion to mortality lasts only from dawn to nightfall, and during those few daylight hours &amp;quot;under Ra&#039;s gaze&amp;quot; he loses all his supernatural powers, once again becoming a normal human with no appreciable abilities until nightfall, whereupon the transformation is undone. Knowing that he would face an eternity of solitude were he to sacrifice everyone in his domain to fleetingly experience mortality again, Ankhtepot generally prefers to wait and dream until he might rule a larger population, a time he seems unaware will never come. &lt;br /&gt;
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With respect to his crunch, Ankhtepot can be an unholy terror in his Greater Mummy form. He retains much of the high-level spellcasting ability he had in life, his touch-delivered Mummy Rot is both more virulent and harder to cure than almost any other Ravenloft Mummy&#039;s, and those who become infected and are mummified alive become Greater Mummies under his total control. Other aces up his sleeve (or rather, his bandages) are the fact that he commands virtually every mummy in his domain, so if sufficiently provoked he can summon up an entire shambling army of mummies to do his bidding, and the fact that a certain item on his person allows him to heal lost hitpoints very quickly, even if reduced below zero, unless that item is removed from him or his downed &amp;quot;corpse.&amp;quot; Ankhtepot can, however, easily be killed during his bouts of mortality (even though doing so might attract the attention of the Dark Powers since he poses no real threat during these times), but if he is killed while an ordinary human he can reanimate if he is mummified and entombed again. As a result of a possible oversight by the writers, no mention is made of how Ankhtepot might be able to return to unlife should he be defeated in his Greater Mummy form nor how he might be permanently destroyed, though he can simply reform in his tomb in the case of the former and the latter might simply require that both his tomb and his physical body be completely destroyed, resulting in the village of Mudar returning to its home plane and Ankhtepot&#039;s desert joining an adjacent domain.&lt;br /&gt;
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Given the relative lack of sex appeal for mummies compared to the far more famous vampires and werewolves (unless you&#039;re a fan of the [[Tomb Kings]] or [[Mummy: The Curse]]), Ankhtepot and his domain more or less dropped off the face of Ravenloft canon after the AD&amp;amp;D version, and even in AD&amp;amp;D he was fairly passive. Even so, he did affect Ravenloft and D&amp;amp;D at large in one way by creating the first Greater Mummies (AKA &amp;quot;Children of Ankhtepot&amp;quot;) to ever exist in a D&amp;amp;D system, though they have since significantly changed from their original incarnation. Ankhtepot has also been known to send his Mummy and Greater Mummy servants outside of his domain to track and kill grave robbers who defile his tomb and other unfortunates who incur his wrath.&lt;br /&gt;
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Ankhtepot and his domain made his first appearance as the star villain of the classic &#039;&#039;Touch of Death&#039;&#039; Ravenloft module in 1991.&lt;br /&gt;
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Despite not having shown up since AD&amp;amp;D, he was re-introduced to the setting in 5e, albeit with some significant retcons.&lt;br /&gt;
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In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests, and Ankhtepot came to believe that the gods wanted himself to take the pharaoh&#039;s place. On the day of the pharaoh&#039;s coronation, Ankhtepot rallied his loyal priests and murdered their liege. Unfortunately he had misjudged both the people&#039;s loyalty and the gods&#039; wills. The people rose up and killed him and his fellow priests, and when he died the gods forsook him and barred him from the afterlife. The gods returned him to the world, but stripped away a piece of his soul called the ka -- the vital spark that inspires all living beings. &lt;br /&gt;
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He awoke immobilized and trapped in his sarcophagus, during which he felt the pain of every cut and every organ removed as if he were alive. One day, after untold years of this suffering, he a voice asking if he still felt he was worthy to rule. Still arrogant after all he had been through, he answered with certainty, and thus emerged from his crypt into the domain of Har’Akir. In this new land, Ankhtepot found a pious people devoted to the same gods he once served, and immediately set to wiping that religion out and replacing their gods with false idols of his own invention. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.&lt;br /&gt;
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Since then he has seen much, and known many things, but now he seeks one thing only: to be reconnected with his lost Ka, which he believes will allow him to finally die. Where and what his Ka is now is left up to the DM to decide, as is what happens when he is reunited with it. All of the suggested results are pretty grim, ranging from him being reborn as a living tyrant far more decadent and sadistic than he was as an undead, discovering that he cannot be returned to mortality and deciding to wipe out all life in his domain out of spite, to being reborn and dying soon after only for a war of succession to immediately begin with all the Children of Ankhtepot declaring themselves Ankhtepot II.&lt;br /&gt;
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 &amp;lt;gallery&amp;gt; &lt;br /&gt;
03-015.pharaohANKHTEPOT.png&lt;br /&gt;
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===Alfred Timothy===&lt;br /&gt;
Darklord of Verbrek, and the archetypal werewolf Darklord of the setting, though by no means the only lycanthrope Darklord in Ravenloft. Alfred Timothy was born to Nathan Timothy (former werewolf Darklord of Arkandale) and an unknown mother. Disdained by Nathan for being frail and sickly in his human form, Alfred in turn disdained his father for his &amp;quot;overly human&amp;quot; interest in ferrying cargo and passengers with his paddleboat (in truth, Nathan was cursed as Darklord of Arkandale to become cripplingly nauseous with &amp;quot;land sickness&amp;quot; anytime he tried to set foot on dry land, but instead of suffering from this curse, Nathan grew so accustomed to boating and the company of his human passengers that he unknowingly lost his Darklordship during the Grand Conjunction, despite still being confined to river waters and remaining an unrepentant serial killer). &lt;br /&gt;
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Leaving to find his own way and to escape the perpetual treatment as the runt of the litter, Alfred happened upon villagers in his father&#039;s domain who regularly made sacrifices to appease a savage being they called [[the Wolf God]] in the hopes of relief from continual attacks by bloodthirsty wolves. Taking inspiration from the sight of humans propitiating a lupine deity and perhaps indulging more than a little megalomania at the prospect of being an object of worship or leading a werewolf-centric religion, Alfred wandered the domains and interrogated clerics he met, sometimes lethally, on how he could become a cleric of this &amp;quot;Wolf God&amp;quot; and use its granted powers to inaugurate a werewolf-led reign of terror over humans. Unfortunately, his efforts and sacrifices were fruitless in provoking any response from this &amp;quot;deity,&amp;quot; and he began to take out his frustrations on any clerics and religious buildings he could find whenever his latest interrogation target failed to provide the missing ingredient to contacting and receiving spells from the Wolf God. After [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425913 one such iconoclastic rampage], Alfred incautiously fell asleep near the mutilated corpses and smouldering wreckage of his latest failure. Not content to &amp;quot;let sleeping dogs lie,&amp;quot; Alfred was discovered, chained, and about to be burned at the stake by vengeful villagers, were it not for a mother-daughter pair of prescient Vistani who purchased his freedom and told Nathan that for this stay of execution, he must allow all Vistani safe passage in the future. Enraged at the possibility of being bound by a bargain struck with &amp;quot;mere&amp;quot; humans, Alfred promptly killed the Vistani mother, and the mists of Ravenloft claimed him for this betrayal, leaving him within his new domain of Verbrek, which eventually grew to encompass his father&#039;s former domain of Arkandale. &lt;br /&gt;
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Now a Darklord, Alfred was initially delighted at having truly become a cleric of the Wolf God, receiving divine spells and being able to &amp;quot;converse&amp;quot; with it (assuming it exists, but if you decide to play with a nonexistent Wolf God, Ravenloft&#039;s Dark Powers have been known to grant divine spells and Alfred might just be hearing voices in his head). The price, as ever with Darklords, was an insidious curse. Alfred wants nothing more than to revel in the bestial fury and passion he once enjoyed as a werewolf, but as Darklord he is forced to transform back into his human form should he ever succumb to any kind of base passion: fear, rage, or lust. Having built a cult of savagery, wanton bloodshed, and debauchery among a large pack of werewolves as the chief priest of the Wolf God, his uncharacteristic unwillingness to practice what he preaches by frequently refraining from hunts and hesitance at finding a mate means his position is growing increasingly precarious. Realizing that widespread knowledge of his weakness would spell his doom (because [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657 &amp;quot;being an alpha means proving it every full moon&amp;quot;]), Alfred is trying to divest himself of his humanity by commanding and occasionally participating in ever-greater acts of slaughter, dedicating and offering them to his god who has remained silent on this one pressing issue, with the only exceptions to his wrath being the Vistani as he still remembers what happened the last time he killed one. &lt;br /&gt;
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Crunch-wise, Alfred is rather conventional as lycanthrope BBEGs go, aside from his cleric levels and being forced to fight in a calculating and tactical manner unlike most werewolves lest he be forced to return to his much weaker human form. He doesn&#039;t cast a shadow (since his domain is effectively the shadow he casts on Ravenloft), and can even teleport from shadow to shadow within his domain whenever the moon is visible. As an ironic reminder from the Dark Powers of his fundamental weakness, Alfred cannot even supernaturally close the borders of his own domain, short of sending his dire wolf and werewolf minions to patrol them, though the true nature of this additional curse is likely lost on him, since he probably doesn&#039;t know about other Darklords and their ability to close their domain&#039;s borders supernaturally. Though not specifically mentioned, Alfred&#039;s fluff implies that even &#039;&#039;[https://youtu.be/ZxcljnLb95M?t=1m8s harsh language]&#039;&#039; might be one of the most potent weapons against him; if PCs can recognize him in either his wolf or hybrid forms and manage to enrage him through taunts, he will be forced to return to human form and at a minimum be robbed of the natural weapons of his alternate forms, or even be forced to kill any wolf or werewolf witnesses to his weakness with his clerical powers before turning his attentions to the PCs. However, even if Alfred is killed (and his crunch does not mention any method through which he could cheat death), it is likely the Darklordship (and possibly even Alfred&#039;s curse) will simply pass to whichever werewolf in his domain is evil enough for the Dark Powers&#039; liking, preserving Verbrek as a separate domain unless every werewolf in the domain is killed or driven out before the current Darklord&#039;s death. Even then, the Dark Powers can always make more Darklordship candidates, though a more darkly ironic postmortem fate for Alfred&#039;s cult and domain might be for the Wolf God cult to scatter to the winds after Alfred&#039;s death, in essence metastasizing and spreading its cell members and evil elsewhere, while Alfred&#039;s father returns to Arkandale just in time to resume his old Darklordship and hear about his son&#039;s death, saying only &#039;&#039;&amp;quot;So that self-righteous runt finally bit off more than he could chew. No matter. Runts have always thought themselves to be bigger than they are.&amp;quot;&#039;&#039; &lt;br /&gt;
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On a side note, players who want to play a Ravenloft campaign set in Verbrek, but who also want to use [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]] rules instead of relying on older books, might opt to use the official Magic-the-Gathering-to-D&amp;amp;D-5e conversion [[Innistrad|&#039;&#039;Plane Shift: Innistrad&#039;&#039;]] book,  using its rules to play a campaign set in Innistrad&#039;s Kessig province. Kessig is thematically similar to Ravenloft&#039;s Verbrek as both are &amp;quot;werewolf country&amp;quot; locations, minus Darklords and other Ravenloft-exclusive mechanics. Until the Ravenloft setting is more fully adapted for D&amp;amp;D 5e, the Innistrad conversion is probably the best foundation for playing Verbrek in 5e.&lt;br /&gt;
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===Dr. Victor Mordenheim/Adam===&lt;br /&gt;
Co-Darklords of Lamordia, of a sort. Like the character of Victor Frankenstein (best known for creating Frankenstein&#039;s monster) he was based on, Dr. Victor Mordenheim sought to create life and was certain that a soul was not necessary for it to exist. To show him the error of his ways, the gods saw fit to endow the doctor&#039;s creation with a soul--specifically, an irredeemably evil soul. The newly created dread flesh [[golem]] was dubbed Adam, and he soon grew jealous of the love that his maker&#039;s wife Elise and adopted daughter Eva had for him. Adam&#039;s plan to kidnap Elise failed, and instead he killed Eva and wounded Elise so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft. &lt;br /&gt;
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The doctor himself resides in his own mansion, Schloss Mordenheim, spending most of his time obsessively trying to revive his comatose-but-alive wife (who has herself long since gone mad due to her life support system causing her constant pain simply by being active), up to the point of continually constructing new bodies out of exhumed or painlessly-killed female corpses for her, but is cursed to never succeed and to never stop trying. Note that this is not out of love, though Mordenheim still believes that it is--it has become nothing more than a compulsion that has become his only reason for living. Meanwhile, Adam is now the &amp;quot;ruler&amp;quot; of an inhospitable island aptly dubbed the Isle of Agony in the middle of Lamordia inhabited solely by himself, forever cut off from the acceptance that he sought, cursed to feel the doctor&#039;s pain as his own, and rejected by the very land that he supposedly controls (as it is influenced by Mordenheim and not Adam). Adam&#039;s only form of solace comes from sabotaging Dr. Mordenheim&#039;s attempts at reviving Elise just to spite him. Player characters who meet Adam and treat him without pity or revulsion may be able to get some useful information out of him or even get him to open the borders of Lamordia, but he is very prone to anger and is virtually unstoppable once enraged. &lt;br /&gt;
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So strong is Mordenheim&#039;s disbelief in magic that his own domain also (potentially) interferes with divine magic of any kind, making it unreliable, and may even block any magical attempts to heal Elise. Worse still, Mordenheim&#039;s attempts at training apprentices over the years in the vain hope that they might just achieve the necessary breakthrough to restoring Elise has unleashed quite a few mad scientist villains, or monsters born of mad science (such as the Living Brain, a disembodied brain in a life-support jar that uses its psionic powers to direct and dominate a major organized crime ring), onto Ravenloft at large. &lt;br /&gt;
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In a curious twist, Adam is the Darklord and is the one with the power to close Lamordia&#039;s borders, but both Adam and his creator are effectively immortal and ageless, and Mordenheim even shares his creation&#039;s immunities and regenerative properties. If either is killed and their corpse completely destroyed by fire, acid, or even disintegration, either will simply reincarnate into the nearest most recently deceased male corpse (for Mordenheim) or flesh golem corpse (for Adam, and there are a quite a number of these running around Lamordia, made either by Mordenheim as failed bodies for Elise and futile attempts to recreate Adam&#039;s &amp;quot;success,&amp;quot; or Adam&#039;s frustrated attempts at making sympathetic company for himself), and will shortly thereafter shape their new bodies into looking just like their previous selves. The only way to destroy Adam and Mordenheim for good is to destroy them together at the same time. If DMs decide to allow the permanent destruction of Darklords (see above), then the fate of Elise and Lamordia itself is up to them; one appropriate denouement could be that the permanent deaths of Adam and Mordenheim might just be the spark Mordenheim&#039;s machinery needs to briefly restore Elise long enough to rise up and forgive their long-suffering spirits before leading both to their afterlives, just before the land suddenly twists and shifts to reflect the curse and nature of its new Darklord.&lt;br /&gt;
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Adam and Dr. Mordenheim first appeared in the one-shot adventure in a 1994 boxed set named &amp;quot;Adam&#039;s Wrath,&amp;quot; intended for outlander PCs to undertake a [[Weekend in Hell]] adventure.&lt;br /&gt;
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===Sir Tristen Hiregaard/Malken===&lt;br /&gt;
The &amp;quot;Jekyll &amp;amp; Hyde&amp;quot; Darklord of Nova Vaasa. Sir Hiregaard is a staunch, gruff but sincerely righteous man who is dedicated to his people and his land. However, he also plays host to Malken- an alternate personality that takes over Tristen&#039;s body, warping it into [[Caliban (Ravenloft)|a form so hideously ugly one can&#039;t recognize they&#039;re the same person]] and who delights in killing anyone who stands in the way of Hiregaard&#039;s repressed desires.&lt;br /&gt;
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Strangely, Tristen did nothing at all to earn the position of Darklord; Malken is an entity born from a curse that was placed on Tristen&#039;s &#039;&#039;father&#039;&#039; by Tristen&#039;s mother Romir that compelled him to kill every woman he loved and any man who crossed him; Hiregaard Senior was an intensely jealous man and killed his wife and the man teaching her how to waltz in a fit of rage, thinking she was having an affair with him. When he killed himself to escape the curse, the curse passed to Tristen instead. Six years and nine killings after the curse first manifested itself in him, Tristen was taken into the mists and the secret jealousies and angers born from the curse coalesced into the being known as Malken. Tristen is only partially aware of Malken&#039;s existence, just enough to have his guards lock him into his personal chambers when he feels a fit of jealousy or anger coming on. For years he has assumed this has kept Malken in check, but as of late he is starting to suspect that Malken is too clever to be thwarted by mundane confinement despite the latter&#039;s attempts at keeping his influence a secret. Were he to discover the whole truth, he would be willing to do anything to end the curse. &lt;br /&gt;
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This curse is the key to Malken&#039;s immortality; if Tristen is killed, then Tristen&#039;s eldest living male descendant will be possessed - and Malken will keep going down the chain each time his host dies, meaning that unless you find &amp;quot;the right way&amp;quot; to kill him, Malken can only be stopped by massacring Tristen&#039;s entire family line... which the players could potentially belong to. However, if Malken&#039;s host is killed by a woman genuinely in love with that man, then Malken will be dragged screaming into whatever hell-hole awaits him. And given that this would be a massive act of betrayal on that woman&#039;s part, she would likely end up becoming the new Darklord herself.&lt;br /&gt;
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It should also be noted for DMs that &amp;quot;the struggle within his soul&amp;quot; prevents Malken from achieving the proper focus to Close the Borders of his domain, so if you want to run a session or campaign focussed around Nova Vaasa, you had better have a compelling in-universe reason to keep the PCs from simply up and leaving, since canonically DMs can&#039;t force the issue and simply lock the PCs into Nova Vaasa like they can with most other Darklords. It&#039;s possible that if Malken possesses a more evil host, he might just be able to Close the Borders then, but the form such a closed border would take has never been revealed in canon.&lt;br /&gt;
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==Other Darklords==&lt;br /&gt;
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===Addar===&lt;br /&gt;
{{main|Addar}}&lt;br /&gt;
The father of [[Shadow Unicorn]]s and a Darklord of questionable canon. More info on his page.&lt;br /&gt;
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===Azalin Rex===&lt;br /&gt;
Darklord of Darkon. A powerful mage who inherited the rule of the city-state of Knurl, his draconian rule culminated in the execution of his son when he was caught freeing political prisoners. Soon afterward, Azalin became a [[lich]] and devoted himself to searching for a spell that could resurrect the dead; he believed that his son&#039;s sense of compassion was due to a mistake in his upbringing and assumed that if he could be revived that mistake could be fixed.&lt;br /&gt;
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As soon as he was taken into Ravenloft he lost the ability to learn any new magic at all- a terrible thing for any magic user, and even worse for a lich like him who became undead for the sole purpose of gaining more knowledge. This power over memory affects anyone else who enters Darkon as well; staying there for more than three months at a time causes a visitor&#039;s memories to be erased and replaced with false ones of spending one&#039;s whole life in Darkon. Originally an ally of Strahd when he first entered the mists, their relationship soured quickly after a failed attempt at escaping the Demi-plane of Dread temporarily split the former into two separate beings and they&#039;ve remained enemies ever since. Another ill-fated attempt at breaking free in which he planned to become a demilich backfired even more spectacularly. Instead of allowing his essence to be freed from Ravenloft, it dispersed his essence across Darkon and destroyed the domain&#039;s capital. It took five years for him to reassume a corporeal form and take control of his realm again.&lt;br /&gt;
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In 5th edition, Azalin has mysteriously gone missing.  Did he finally outsmart the Dark Powers and escape?  The only clue about where he went is that when he vanished a strange golden star or starlike thing called The King&#039;s Tear appeared in the sky and hasn&#039;t moved since and the sun and moon pass &#039;&#039;behind&#039;&#039; it instead of in front of it every day.  While he is missing his domain is slowly disappearing and has become split into four islands which are ruled by three new not-quite-darklords.  It is up to the DM to decide why he disappeared and why the domain is disappearing but several different possibilities are suggested.&lt;br /&gt;
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STRAHD VON ZAROVICH AND AZALIN REX.jpg&lt;br /&gt;
AZALIN Rex.png&lt;br /&gt;
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===Baron Urik von Kharkov===&lt;br /&gt;
Considered one of the goofier Darklords, albeit not as bad as Tristen ApBlanc, and with a much more usable domain in Valachan. Baron Kharkov is basically half-Blacula and half-Werepanther; he was a black panther that a Red Wizard of Thay turned into a human being to use as an assassin. The Red Wizard arranged for him to fall in love with his rival, and then undid the transfiguration spell on him while they were together so he would tear her apart as a panther. When he was turned back into a human, he freaked out and ran off into the Mists. He found himself in Darkon, where he spent 20 years as a member of Azalin&#039;s secret police (turning into a Nosferatu in the process). He later escaped and subsequently became the Darklord of Valachan after entering the Mists again. We don&#039;t know what he did that turned him into a Darklord, in part due to his own fuzzy memories of what happened during that time, but he claims he killed many people while in the mists, including the Red Wizard that transformed him the first time.&lt;br /&gt;
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Anyway, he&#039;s a blood-drinking black vampire cursed with yellow eyes (that turn into cat&#039;s eyes when he&#039;s pissed off) and with hands that resemble paws, being covered in fur and bearing retractile claws. He can still turn into a panther, in which state his bite turns people into werepanthers, and controls panthers instead of the normal wolves. His curse is to basically relive his most traumatizing event over and over again; he&#039;s constantly seeking a human bride, but once he has one, he can never trust her not to find out that he&#039;s not human, and inevitably murders her in a fit of paranoid fury.  (He should try dating a [[Furry]] fan or Jaqueline Reiner, that would solve it.)&lt;br /&gt;
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In 5th edition he has been killed and succeeded by Chakuna.&lt;br /&gt;
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===Bluebeard===&lt;br /&gt;
A rare darklord actually &#039;&#039;liked&#039;&#039; by his subjects, Bluebeard rules over Blaustein (German: &amp;quot;Blue Stone&amp;quot;), a small nation from an unknown world. His rule was considered just and fair, and as a ruler he was considered to be quite generous. Unfortunately for him, he was an incredibly ugly man -- a blue-tinted beard and all -- which to his credit, he overcame with his own charms... and being incredibly wealthy didn&#039;t hurt either. Despite all of his good qualities, however, Bluebeard could not achieve a lasting marriage.&lt;br /&gt;
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He would find a woman to marry, and soon after the wedding he would leave the castle for a time, handing its care over to his new wife. He would give her a set of keys to every door in the castle, and pointing out the one special golden key which opened a room at the very top floor. His instruction was to never open that particular door, with vague consequences. So far none of his wives have been able to overcome this temptation; and when they did open the door they found his grisly collection of former wives, hung up by meat-hooks with their throats slit. By opening the door, the key -- which was magical in nature -- would have a bloody mark that would appear that could not be removed except by Bluebeard himself. He would return to the castle soon after, and demand to see the keys. If the woman had given into temptation (which each invariably did), she would then share the fate as the other women in the room. Marcella was his fourth wife and victim. Her death was not the final, but eventually Bluebeard&#039;s repeated murders brought Blaustein into Ravenloft.&lt;br /&gt;
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After becoming a darklord, Bluebeard was gifted by the Dark Powers with a minor charisma increase, which does not make him handsome by any means but does not leave him as ugly as he once was. He is also able to perfectly detect any lie. Even after the Mists took hold, Bluebeard is still the de facto leader of Blaustein, although his rule was twisted to be even more sadistic. Simply displeasing him is a death sentence, yet the populace still holds him in incredibly high regard. This is because he also has complete control over their memories, and freely erases or rewrites their recollections of his atrocities.&lt;br /&gt;
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He is unable to marry any woman native to Blaustein, as their visages always twist to the posthumous appearance of one of his dead wives. This curse does not affect women who were born foreign of Blaustein, and Bluebeard along with his subjects are always on the constant lookout for any attractive women who fit this criteria. Lorel, an outlander he grabbed through the Mists, was his latest wife (and victim).&lt;br /&gt;
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Bluebeard is also haunted by the ghosts of the wives he killed. Every third night must be spent in his castle in order to sleep, and he always awakes to the frightening caress of the specters of his murdered wives. Like his subjects, they are utterly devoted to him, yet in the most twisted way possible. While he considers this distressing, it has not stopped him from sending another wife to the same fate.&lt;br /&gt;
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It is currently unknown if he has any dealings with any other nation or darklord, at least beyond welcoming in his harbour ships including those engaged in piracy.&lt;br /&gt;
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He&#039;s mentioned in a single sentence in 5e, which states that apparently his spectral wives overthrew him and now endlessly torment him. Exactly how this happened or what this entails is not elaborated upon.&lt;br /&gt;
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===Captain Alain Monette===&lt;br /&gt;
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Darklord of L&#039;ile de la Tempete. A violent and cruel privateer and captain of the &#039;&#039;Ouragan&#039;&#039;. Eventually his crew snapped from his vicious temper and regular abuse and mutinied against him, keelhauling him thrice before throwing him into the sea. This was meant to be an execution- keelhauling, or dragging a sailor around the keel of a ship to be cut by the barnacles growing on it and hit against the ship&#039;s hull, is traumatic even when it&#039;s only done once and the victim is taken on board the ship afterward. But Alain survived, and washed up on the shores of a small island in the mists. Vampire bats came to drink the blood from his wounds, and Alain survived in turn by eating them- which turned him into a werebat. &lt;br /&gt;
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Alain thus recovered from his keelhauling, but physical health was a cold comfort as he soon found that even with the flight he gained as a werebat, he could not leave his lonesome island. Driven mad by the isolation and cut off from the sea, he now vents his frustrations on those who sail as he no longer can. His island contains a lighthouse, but as with many things in Ravenloft, it&#039;s a trap in the guise of something helpful. Anyone, even outside the Mists, who investigates the light is drawn to the hazardous waters near his lighthouse, where most are shipwrecked. If any survivors somehow make it to shore, Alain will greet them. He&#039;ll be quite friendly, at first- he&#039;s starved for company and news of the outside world. But he&#039;s even more starved for flesh, and within a few days at most he will attack and kill them.&lt;br /&gt;
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===Captain Pieter van Riese===&lt;br /&gt;
Darklord of the Sea of Sorrows. Originally from Gothic Earth&#039;s version of the Netherlands, Pieter was a ship&#039;s captain obsessed with finding the legendary Northwest Passage. When his ship was sunk in an encounter with an iceberg, he offered his own life along with the lives of his crew to any being who could help them forward, and the Dark Powers answered him. Naturally, they didn&#039;t actually give him what he wanted.&lt;br /&gt;
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Pieter is now a ghost, and the captain of the ghost ship &#039;&#039;The Relentless&#039;&#039;. He has the power to summon the ghosts of those who killed others and then were killed in the Sea of Sorrows to crew his ship, and can sail anywhere in his domain. However, he can no longer explore as he wishes, since the island domains in the Sea of Sorrows move around and he can only sail to land that he&#039;s chartered to go to. &lt;br /&gt;
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Pieter is Ravenloft&#039;s answer to the legends of the &#039;&#039;Flying Dutchman&#039;&#039;, a ghost ship that is unable to make port and sails the seas forever. Most versions say that the curse is because of her captain, Hendrick van der Decken, refusing to go to port while crossing the Cape of Good Hope, declaring that he would not make port &amp;quot;though I should beat about here till the day of judgment&amp;quot;. He got shipwrecked in a storm, and the ghost of his ship is now bound by his curse to never be able to rest at port.&lt;br /&gt;
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===Councilor Dominic d&#039;Honaire===&lt;br /&gt;
The darklord of Dementlieu. Originally born in Mordentshire, Dominic led his nanny to suicide at age 7 and then manipulated his family to move away to avoid the Mordentshire police, with the mists giving him the domain of Dementlieu. Dominic is not the domain&#039;s temporal leader but does serve as an adviser for Marcel Guignol, Dementlieu&#039;s head of state. However, Dominic has much more power than his official position would suggest. The darklord&#039;s power is domination over the minds of other people on a prodigious scale. A great many in the land, including its recognized head, are his obedients and through this network he knows whatever goes on in his land. &lt;br /&gt;
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His personal curse is that any woman he woos sees him as more repulsive the more he is attracted to her. Also, for some time his rule is challenged by an entity who is called (and virtually is) the Living Brain (re: &#039;&#039;Sherlock Holmes&#039;&#039;&#039; Moriarty), the last remains of Rudolph von Aubrecker, the youngest son of Lamordia&#039;s political ruler.&lt;br /&gt;
&lt;br /&gt;
in 5e, the domain was revamped and the Darklord is now Saidra d’Honaire, though there is a plot hook that hints he&#039;s still around and trying to get his position back (then again Dementlieu is now a place where everyone pretends).&lt;br /&gt;
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===&amp;quot;Death&amp;quot;===&lt;br /&gt;
Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). He is one of several minor Darklords that took over pieces of Darkon in Azalin&#039;s absence during the [[Grim Harvest]] and the only one of them to become a full Darklord after Azalin came back.  Originally a clone of Azalin made by him as part of a convoluted scheme to bypass his curse, he was transformed into a negative energy elemental by the prototype version of the &amp;quot;Doomsday Device&amp;quot; Azalin thought would make him into a demilich. When it backfired, the massive surge of negative energy it released killed the whole of Il-Aluk&#039;s population. &amp;quot;Death&amp;quot; then claimed the ruined capital and its remaining undead inhabitants as its own, and after Azalin reconstituted himself Necropolis became its own domain. A shroud of negative energy still remains over Necropolis, which instantly kills all non-undead which attempt to enter its borders.&lt;br /&gt;
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===Draga Salt-Biter===&lt;br /&gt;
&lt;br /&gt;
Darklord of Saragoss, a watery domain where the only analogue to &#039;land&#039; is &#039;places where the seaweed is clumped particularly tight&#039;. Draga is a [[Therianthrope|wereshark]] pirate [[Cleric]] of [[Umberlee]] with a deep-rooted fear of sharks. Yes, it&#039;s ironic that he hates sharks while being able to turn into one. He knows. He got both his wereshark infection and his fear of sharks in the same incident; as a child, he was captured by a crew of pirates, who stuck a hook into one of his calves and dangled him into shark-infested waters, understandably traumatizing the kid. And after his own piracy and terrorism of the seas in Umberlee&#039;s name caught the Dark Powers&#039; attention, they saw no reason to mess with a perfectly good case of irony and gave him a neat selection of new powers... all of which were shark-themed. He controls sharks, can only breathe underwater (though he also has a ring of air-breathing that allows him to surface for a few hours at a time), and his resurrection method involves his spirit being reborn via sharks. He&#039;s also becoming increasingly shark-like in mentality as time passes, a prospect which terrifies him.&lt;br /&gt;
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===Dr. Daclaud Heinfroth===&lt;br /&gt;
&lt;br /&gt;
Darklord of Dominia. Reknowned throughout the Demiplane of Dread as an expert on mental illness, few know the dark secret behind his knowledge. Terrified of falling victim to the heredity madness that plagued his family, Heinfroth conducted horrific experiments on his mental patients to deepen his understanding of insanity. One of these experiments turned him into the first cerebral vampire, a vampire subspecies that feeds on cerebral fluid instead of blood.&lt;br /&gt;
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===Dr. Frantisek Markov===&lt;br /&gt;
Darklord of Markovia. Originally a pig farmer from Barovia, he grew increasingly obsessed with the anatomy of the pigs he butchered and began to perform bizarre experiments on them that wouldn&#039;t be out of place in a [[Haemonculus]]&#039; laboratory. When his &amp;quot;subjects&amp;quot; inevitably died, he simply sold the meat without telling anyone what he had done to it first. Eventually his wife discovered his gruesome hobby and threatened to expose him, at which time she ended up becoming one of his experiments as well. After three days of vivisection, she finally expired- her corpse was so horrifically mangled that when it was first discovered it was mistaken for the remains of a monster. When Markov&#039;s involvement in her death became clear, the mists claimed him and made him a Darklord.&lt;br /&gt;
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Fittingly, Markov&#039;s curse allows him to shapeshift into any animal form he wishes (save for his head, which remains human), but is incapable of assuming his original human form. As a result, he normally takes the shape of a gorilla in order to continue his increasingly deranged experiments without being impeded by a lack of thumbs. Said experiments culminated in the creation of the &amp;quot;[[Broken One]]s&amp;quot;- animals (and the occasional unlucky human) that have been surgically mutilated into a human-animal hybrid form and given a semblance of intellect, similar to the Beast Folk of &#039;&#039;The Island of Dr. Moreau&#039;&#039;. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.&lt;br /&gt;
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===Easan the Mad===&lt;br /&gt;
Darklord and ruler of Vechor. Easan has the power to reshape the land, and even reality itself, within his domain. Combined with his capricious whims, his power makes the realm a place of constant change. &lt;br /&gt;
&lt;br /&gt;
Easan is a short wood elf and former agitator for a war against Iuz the Evil. For his efforts, he was seemingly driven mad by the possession of a fiend. Now Easan only looks for a cure to his madness, but he is willing to tear many innocent lives apart, and maybe even reality itself, to find a cure. His vile research has focused on souls and soul transference. Among other monstrosities, his research created the dread mechanical golem from fellow outlander Ahmi Vanjuko.&lt;br /&gt;
&lt;br /&gt;
It all started on the outlander world of Oerth. Easan argued the cause for war to his colleagues among the rulers of a tiny elf kingdom bordering Iuz&#039;s empire. To make an example of the upstart elf, Iuz ordered his agents to kidnap Easan. With Easan rendered helpless before him, Iuz bound a fiend to Easan.&lt;br /&gt;
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The presence of the fiend within Easan began eating away at his mind. Many magical means of expulsion failed, including the divine magic of [[St. Cuthbert]]&#039;s followers. In an effort to find a way to free himself from the fiend, Easan visited a far-off island of mystics. They managed to suppress the fiend for a time, but eventually the monks and their island were rent asunder by a disaster of mysterious circumstances. Only Easan came out of it alive. The cause of the incident was Iuz&#039;s visit to the island and his ensuing frustration at Easan&#039;s seeming mastery over the fiendish spirit within. Iuz brought about the magical destruction that wiped out the entire island.&lt;br /&gt;
&lt;br /&gt;
Whereas Easan emerged from the disaster with his body intact, his mind had only deteriorated further. The fiend had returned, but Easan did not give up hope. Where religion had failed, Easan resolved to find a way to banish the fiend with perverse experiments. Easan sacrificed many lives in his pursuit for a cure before he was taken in by the Mists. &lt;br /&gt;
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Eventually, Easan noticed he was in a foreign, if familiar, land where he was viewed as a god. Indeed, he now had the power to warp reality (albeit slowly) within his own domain. Although he enjoys this from time to time, for the most part he remains obsessed with finding secrets of the soul. For all his power, he cannot seem to best his own inner demons, for he has all but forgotten the reasons why he began his foul research.&lt;br /&gt;
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In truth, Easan never had a fiend implanted in him at all. It was all merely a deception to throw him off balance. Still, Easan&#039;s mind locked onto it, and when others couldn&#039;t detect the nonexistent affliction, Easan turned to his own methods for finding a cure.&lt;br /&gt;
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===Ebonbane===&lt;br /&gt;
First introduced in the Darklords sourcebook, Ebonbane is a villainous character strongly associated with the mythos surrounding the Shadowborn Family and the Shadowlands cluster. In universe, Ebonbane is a source of horrific evil that has been opposed by Lady Kateri Shadowborn and her kin for almost two centuries, going back to the Heretical Wars on the Prime Material Plane. Once a powerful fiend known as Lussimar, Ebonbane was conjured and trapped inside a sword by mortal spellcasters. Ebonbane struck back at its summoners and enslaved them. After Ebonbane killed Kateri Shadowborn, it became darklord of Shadowborn Manor, the former residence of its nemesis.&lt;br /&gt;
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===Elena Faith-Hold===&lt;br /&gt;
Darklord of Nidala. Elena was a [[Paladin]] of the god [[Belenus]] that acted as a guardian of a land also called Nidala, but her devotion to Belenus was tainted by her fondness for the adoration of the masses. Following a great crusade against the forces of evil, the people began to scorn those who did not worship Belenus. The more zealous members of the clergy appealed to her vanity and drive to please Belenus, and soon she grew so fanatical that after the &amp;quot;non-believers&amp;quot; were wiped out, she turned on followers that she deemed unworthy, always finding some new target for her purges. For this, Belenus withdrew his support, but Elena never realized that she fell because her formerly [[Lawful Stupid]] tendencies had blossomed into full-fledged self-righteousness- thus leaving her incapable of  even considering that she might have gone astray from her god&#039;s teachings. &lt;br /&gt;
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Believing her fall to be only a test of faith, she grew ever more ruthless in purging those who she deemed unclean, until she was eventually drawn by the Mists into the Demiplane of Dread. She didn&#039;t actually become a Darklord until later, when she started slaughtering entire villages because she saw more evil than good in them (not knowing that she was only looking at the worst parts of each town). At that point, she was given the domain of Nidala, which she runs as a dour police state, forbidding all practices she sees as evil while allowing her cult of personality to reach new heights. When she considers a town to be too corrupted, she and her followers destroy it, blaming the deed on the fictional [[dragon]] Banemaw. Ironically enough, in her domain the true dogma of Belenus is considered [[Heresy]], and her servant/&amp;quot;spiritual guide&amp;quot; Theokos (a fiend-like entity masquerading as a [[Cleric]] of Belenus) strives to wipe it out entirely. &lt;br /&gt;
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As a Darklord, Elena has her paladin powers back, except they&#039;re from the Dark Powers, so they&#039;re warped in ways that Elena is in severe denial about (to the point where she&#039;s a straight [[Blackguard]] in some writeups). Her unicorn steed is now fiendish, she commands undead instead of turning them, her Aura of Courage is an Aura of Despair, she can only heal herself or her steed, and most notably her Detect Evil power instead detects strong emotions that others feel towards her (any emotion works, so someone who genuinely loves her will still be detected as &amp;quot;evil&amp;quot; with predictable results), leaving them vulnerable to her version of Smite Evil. Naturally, Elana refuses to believe that her Detect Evil power doesn&#039;t actually work as it&#039;s supposed to and insists that the inability of anyone else to use Detect Evil in the Demiplane of Dread is proof of their spiritual impurity. She is also able to &amp;quot;convert&amp;quot; foes to her side as loyal servants who will gladly die for her, which functions like an enhanced humanoid-only version of Charm Monster. &lt;br /&gt;
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She is cursed with bouts of self-doubt, and once every week she must take a midnight ride as a chorus of voices denounce her for becoming one of the forces of evil she once fought against.&lt;br /&gt;
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===Eli Van Hassen===&lt;br /&gt;
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Darklord of the Endless Road, and a creation of the 4th edition to replace the infamously-dubious Headless Horseman and his Winding Road domain. Eli, unlike the Horseman, has an actual known reason to be Darklord, with the Horseman being downgraded to part of Eli&#039;s curse. &lt;br /&gt;
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Eli was once a minor nobleman who ruled over a hamlet called Tranquility, despite having much grander ambitions. When his lands were ravaged by a hydra, a wandering horseman came by and slew the beast, being lauded as a hero. Eli was filled with envy as the huntsman received praise and admiration that he didn&#039;t, and his daughter falling in love with the man was the last straw. He forced the girl to claim that the Horseman had raped her, whipped the denizens of Tranquility into a frenzied mob, and executed the innocent man. Drawn to the Demiplane of Dread for this crime, Eli is now trapped on his estate, for the Headless Horseman, the spectre of the hero he murdered, wanders the road outside and will kill Eli if he ever steps beyond his estate&#039;s boundaries.&lt;br /&gt;
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===Gabrielle Aderre===&lt;br /&gt;
Darklord of Invidia. A [[half-Vistani]] whose mother was raped by Drakov and was rejected by her fellow Vistani, she had always fantasized about her father&#039;s identity and resented her mother&#039;s unwillingness to speak of him, as well as her warning that if she bore a child it would end in disaster for everyone around her. When her mother was attacked by a werewolf, Gabrielle refused to aid her until she revealed the truth about her father. But when her mother did so, Gabrielle refused to believe it and left her to die. The mists took her after that, and she came to be cursed with an inability to cause direct harm to the [[Vistani]], either physically or magically. Soon afterward she came to become the temporal leader of Invidia as well as its darklord, an opportunity that allowed her to begin persecuting the Vistani in spite of her curse. &lt;br /&gt;
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She took many lovers as Invidia&#039;s ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling himself &amp;quot;The Gentleman Caller&amp;quot; and left pregnant by him. Her son Malocchio soon proved to be one of the Dukkar- one of the rare males of Vistani blood with The Sight. On its own this would be a cause for concern among the Vistani, as the Dukkar is effectively the Vistani equivalent of the Antichrist; however, Gabrielle went even further and taught him to hate the Vistani as much as she did. Ultimately she taught him too well, as Malocchio betrayed Gabrielle and took the position of Invidia&#039;s temporal ruler for himself. She survived due to the intervention of Blanchard, but since then Malocchio has been the ruler of Invidia, persecuting the Vistani far more effectively than Gabrielle ever could have done. The only reason he has yet to kill her is because he knows that if she dies, he will inevitably inherit her title of Darklord, which he has no interest in gaining.&lt;br /&gt;
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===Gregor Zolnik===&lt;br /&gt;
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Darklord of Vorostokov. The only known Darklord from [[Birthright]], Gregor is descended from Azrai, and lives down to the bloodline&#039;s negative reputation. Gregor was an excellent hunter, and back in Cerilia, his skills saved his village during an exceptionally harsh winter. Gregor loved being a hero to the people, but his talent for hunting couldn&#039;t work so well every winter. And so, to keep bringing back meat, he started hunting humans. This drew Vorostokov into Ravenloft, where the winter has continued ever since (though recently it has shown some signs of abatement). Gregor still &amp;quot;hunts&amp;quot; for his people, although they&#039;ve started to cotton on to Gregor&#039;s lies and resent their dependence on him, they have no other choice, for Gregor forbids anyone else from hunting. &lt;br /&gt;
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Gregor is a [[Loup du Noir]], and the boyarsky who support him are the same, as he infected them. His two sons are also nascent Loup du Noir, but the younger, Mikhail, wishes to escape him. &lt;br /&gt;
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===Gwydion the Sorceror-Fiend===&lt;br /&gt;
Darklord of the Shadow Rift, and such an asshole that even the &#039;&#039;Shadow Fey&#039;&#039; think he&#039;s a monster. He is also responsible for their current state, as prior to Ravenloft, he was a powerful warlord on the Plane of Shadow, and to sate his ambitions, he kidnapped a bunch of normal fey, turned them into the Shadow Fey, and told them to create an interdimensional portal so he could use them as an army to conquer other planes. This worked as well as could be expected [[Derp|considering he had no mental domination of his creations]]. The Shadow Fey made a portal, alright... but it wasn&#039;t to the Prime Material and the armies that marched through it were actually a mass exodus of the Shadow Fey, hidden by illusions.&lt;br /&gt;
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Gwydion eventually discovered the Shadow Fey&#039;s treachery, but it was too late, and by the time he got to the portal to stop them, the exodus was almost complete. The Shadow Fey king, Arak, held Gwydion back long enough for the Shadow Fey to all escape and seal the portal while Gwydion was going through it, trapping the Sorceror-Fiend. The other side of the portal led to the Demiplane of Dread, where the Dark Powers created the Shadow Rift to contain Gwydion further.&lt;br /&gt;
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And that&#039;s pretty much how it remains. Aside from a failed escape attempt during the Grand Conjunction, Gwydion has remained stuck in that portal, unable to do anything but watch and send Shadow Fey an occasional bad dream. &lt;br /&gt;
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===Haki Shinpi===&lt;br /&gt;
Darklord of Rokushima Táiyoo. He&#039;s a powerless [[Geist]] that, in life, was a powerful [[samurai]] and clan leader that forged a big and powerful empire. He felt pride in the fact that his clan and lands held together while others fell to discord, despair, and war, which he helped to instigate via manipulation and betrayal. Haki Shinpi somewhat lived by the code of Bushido but abused and exploited it to manipulate his nemeses, play them against each other, and run their hopes into the ground. &lt;br /&gt;
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Shortly prior to Haki&#039;s death, he made it known that each of his six sons would inherit part of his conquered lands evenly. As expected, this went swimmingly for everyone involved. After his death, his children turned to bickering and then all out war against each other. Two of his children met their doom, and their islands were leveled by earthquakes before Rokushima Taiyoo was brought into the Demiplane of Dread.&lt;br /&gt;
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Far from the influential and powerful man he was in life, Haki Shinpi can now do little to keep his sons from tearing his land apart in civil war.&lt;br /&gt;
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===Harkon Lukas===&lt;br /&gt;
Darklord of Kartakass. A [[wolfwere]] bard from the [[Forgotten Realms]] unusual among his kind for his highly social nature, as most wolfweres are lone predators who only come together temporarily to breed. Seeing as how he couldn&#039;t get other wolfweres to agree to hang around together, he started focusing more on integrating into human society. He still hunted and ate humans, but he also gained a genuine love of human culture and of the idea of being somebody important. One day, for no reason since he&#039;d basically been doing the same stuff any wolfwere does, just spending a bit more time in town in between kills, the Dark Powers grabbed his ass and yanked him into Barovia. At which point he went on an anti-wolf killing spree for, again, no particular reason. This attracted Strahd&#039;s attention, and he nearly killed Lukas, forcing the wolfwere to flee into the Mists, which gave him his own domain of Kartakass. Which, much to his frustration, is a tiny, rustic place where the most power he&#039;ll ever have is being mayor of a small town, so he&#039;s got the letter of what he wanted but not the spirit, making for a hollow victory.&lt;br /&gt;
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The 5th edition version of Harkon Lukas is a [[Loup-garou]] instead of a wolfwere, and it changes some of the other details about him. As in the original, he had dreams of a [[werewolf]] society - an empire of werewolves, in fact - but that dream was dashed by the werewolf indifference to gathering in large numbers. So he tried to forge an empire amongst [[human]]s, this time actually directly getting involved; ultimately, he led a revolution against a king by faking his own death as a martyr to stir up riots, then using these to get him close enough to the king that he could burst out of the coffin his followers were carrying him around in, rip the king to shreds, and take the king&#039;s crown for himself... which was when the mists swallowed him and he found himself in Kartakass. His curse is also tweaked slightly as well; rather than being doomed to never rise above the position of mayor, he&#039;s doomed to never rise above the even less prestigious position of nearly-forgotten, washed-up performer.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-022.harkon-lukas.png&lt;br /&gt;
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===Hazlik===&lt;br /&gt;
Darklord of Hazlan. A gay [[Forgotten Realms|Red Wizard of Thay]] who was publicly humiliated and stripped of his status by his female rival and her boyfriend, the latter of which he lusted after. As revenge, he murdered the guy, made his girlfriend eat his corpse, then tortured her to death as well, at which time he was then swept up by the mists. His curse is to suffer from nightmares of his now-inaccessible rivals defeating him with impunity and generally humiliating him every night, which has made him even more fixated on getting revenge against the Red Wizards. So he&#039;s crafting plans to cast a spell that will genocide all members of his race, the Mulan, throughout the multiverse. To escape being killed by said genocide spell himself, he&#039;s prepared to bodysnatch his female Rashemani apprentice when he&#039;s ready to use it.&lt;br /&gt;
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The 5e version retcons him quite a bit. Once an ambitious Red Wizard with a habit of horribly scarring his rivals, Hazlik came to believe that his lover/rival, a man named Indreficus, was planning to betray him. In retribution, he captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented what had become of his former lover as to the zulkirs with hopes to impress them, only to be told Indreficus did not betray him and he had merely been manipulated by the zulkirs into thinking so as a way to halt the ambitious pair&#039;s ascent. They then declared Hazlik’s transformation of Indreficus an abomination, and that as punishment, every rival Hazlik had defeated could exact a penance of their choosing upon him. In desperation, Hazlik fled through the twisted portal that had been Indreficus and found himself in the demiplane of dread, where he eventually found his way to a realm that knew nothing of magic.&lt;br /&gt;
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As well as his old nightmares (which are now of Indreficus taunting him for his failures), he also has a new curse borrowed from the now-absent Azalin Rex, making him unable to learn any new magic. On top of no longer being able to advance the magical research that used to drive his life, he&#039;s also absolutely terrified that anyone will learn of his limitations.&lt;br /&gt;
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===Hive Queen===&lt;br /&gt;
Darklord of the sewer domain of Timor that lies beneath Paridon, and a half-Marikith because somebody thought it was time to rip off the Aliens franchise. She wasn&#039;t always a monster, though. She was originally a spoiled princess who decided one day to scare her mother to death. To do this, she seduced a wizard into casting an illusion of her transforming into a half-Marikith, but when said wizard saw her with her real lover, he decided to spice up the spell a bit by removing the &#039;illusion&#039; bit and &#039;&#039;actually&#039;&#039; transforming her. She now lurks in the sewers as the Queen of the Marikiths, regularly laying more Marikith eggs. But she fears being usurped even from what little power she has, so if any of those eggs hatches another Marikith Queen, the Hive Queen kills the hatchling.&lt;br /&gt;
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===Illithid God-Brain===&lt;br /&gt;
The darklord of Bluetspur is an [[illithid]] [[Elder Brain]], a massive conglomeration of the brain of every dead illithid, merged together into a new, living, entirely alien entity. It&#039;s the reason using psionic powers in Ravenloft is a dicey proposition, as the God-Brain might notice and attempt to integrate you into itself. It&#039;s notable for having &#039;&#039;&#039;no&#039;&#039;&#039; attempt to justify its position in Ravenloft whatsoever, with the original writeup in the Red Box, the original Ravenloft campaign setting collection, literally saying that nobody knows why it&#039;s in the [[Demiplane of Dread]], what crime it committed to end up here, or even how it&#039;s actually being tormented by its stay here!&lt;br /&gt;
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The &#039;&#039;Book of Sacrifices&#039;&#039; gives it a backstory and reason for its Darklordship. Its core persona was once a human psion named Seldrid, whose people were at war with the Illithids. Eventually, they began to win for good once the Illithid Elder Brain started to die, but unfortunately for them, Seldrid had come to admire the Illithids&#039; power and discipline, and merged with the Elder Brain to revive it. This act of betraying his people to such a great evil caught the Dark Powers&#039; attention, and as the Illithids sacked his home city, they drew the country into the Demiplane of Dread as Bluetspur, with the Seldrid-brain as Darklord. Seldrid&#039;s curse is an inability to transfer his consciousness as he once did or to integrate any new consciousnesses into himself. Now trapped as a giant brain in a pool with nothing but Illithid tadpoles for company, unable to make himself more mobile or gain any outside experiences, Seldrid has gone quite insane.&lt;br /&gt;
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5th edition has its own take on the idea. In a nutshell, the God-Brain hails from the era when the Illithid empire was at its peak, performing whatever blasphemous experiments took its fancy until it literally thought something that was unthinkable. That is, it had a thought so blasphemous, so utterly inimical to reality itself, that even an Elder Brain couldn&#039;t actually think it. Becoming obsessed with this ineffable thought, the God-Brain began cannibalizing other Elder Brains to try and upgrade itself to the point where it could finally contemplate this mysterious thought-form. Instead, it just gave itself a kind of aggressive psychic cancer, which began fatally necrotizing the God-Brain&#039;s neural tissues. Aghast at its behavior and terrified of catching the disease themselves, the other Elder Brains pooled their powers and tried to erase the God-Brain from existence; thanks to the meddling of the [[Dark Powers]], they only succeeded in banishing the God-Brain to the [[Demiplane of Dread]]. Now the God-Brain struggles endlessly to both find a cure for its disease and to manifest the alien thought-form still gestating inside of it, all the while subconsciously aware that there is &#039;&#039;&#039;nothing&#039;&#039;&#039; it can do to achieve either goal, but desperate to fight for every last moment of life.&lt;br /&gt;
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In 5th edition at least, the God-Brain cannot fully close the borders like other Darklords do.  When the borders are closed, the surface of Bluetspur becomes covered in lightning storms and anybody who isn&#039;t a aberration that exits the domain both by above or by below ground suddenly wakes ups in a familiar place with no memories of their time in Bluetspur.&lt;br /&gt;
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===Inza Magdova Kulchevitch===&lt;br /&gt;
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The current Darklord of Sithicus, replacing Lord Soth. She was born in Gundarak, on the night Duke Gundar was assassinated, and two years later, her caravan wandered into Sithicus, where they were trapped, although her mother Magda managed to bargain for protection with Soth.&lt;br /&gt;
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Inza&#039;s dark mindset showed from a very early age. Even as a child she loved thieving and manipulating the giorgio of Sithicus, and for the most part stood aside from her tribe. Her only friend was Piotr, a boy 1 year her senior, and this wasn&#039;t such a good thing as Inza pushed him to join her in both emnity to the giorgios and bullying a boy named Nikolas for his kindness towards non-Vistani. Their friendship eventually came to an end when Inza allowed Nikolas to be brutally beaten and pinned the blame on Piotr. Inza also hated animals, since they were not fooled by her facade of innocence, and would torture and kill them on the sly. None of this disturbing behavior ever reached Magda, who doted on her daughter, but by adulthood her rampant kleptomania and unlikeable personality had alienated most of the other Vistani.&lt;br /&gt;
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Inza became Darklord of Sithicus after betraying her mother and caravan to Malocchio Aderre, breaking the caravan&#039;s oath to Lord Soth in the process. She attempted to usurp Soth&#039;s power, but was foiled and as the surviving members of her caravan hunted her down, she leapt into a chasm to escape. The darkness within the chasm surrounded and embraced her, turning her into the new Darklord.&lt;br /&gt;
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As Darklord, Inza exists as a force of corruption. Her curse is twofold- first, her form has become a mass of shadow, and she has to concentrate to look human. Second, she stole, manipulated, and was a general bitch because of her philosophy that everyone was as evil as her at heart. The presence of true heroes in her domain (to say nothing of the redeemed spirit of Lord Soth himself) has shaken her to the core, and despite all her efforts to stomp out the forces of good in her domain, they still exist as thorns in her side.&lt;br /&gt;
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===Ivana Bortisi===&lt;br /&gt;
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Darklord of Borca, and a reference to the titular character of &#039;&#039;Rappaccini&#039;s Daughter&#039;&#039;. Ivana inherited the domain by poisoning her lover for cheating with her mother Camille (who she also poisoned). Thus, Ivana inherited Camille&#039;s domain, along with immunity and power over poison. This, of course, came with a curse- Ivana cannot turn her lethally poisonous touch &#039;&#039;off&#039;&#039;, and thus will never be able to take a lover. &lt;br /&gt;
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Ivana is best known for the creation of Ermordenung, humans infused with poison to make them super-assassins. The first of these was Nostalia Romaine, Ivana&#039;s childhood friend and the one to actually do the dirty work of killing Camille.&lt;br /&gt;
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5e retcons her a bit, though not nearly as much as Borca&#039;s other Darklord. While the whole thing with her mother seducing her lover did still happen, there&#039;s no mention of her poisoning her lover and it&#039;s not the only reason she kills her mother. Rather, she murdered her brothers and mother in an attempt to force her father to name her his heir. When he still refused to do so, insisting that her cousin Ivan Dilisnya would be his sole inheritor instead, she murdered him and all of their servants with poison gas. She&#039;s still terrified of the possibility of her father&#039;s will being found, as that would mean that the business she&#039;s worked so hard to grow would go to her childish and depraved cousin.&lt;br /&gt;
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Her poisonous touch is gone, with her curse now being the more mundane and psychological torments of boredom due to feeling like no one around her is her intellectual peer, and the fact that she is never given the respect she feels she is owed, always being doubted, second-guessed, and looked down upon just like her father did.&lt;br /&gt;
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03-007.ivana-boritsi.png&lt;br /&gt;
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===Ivan Dilisnya===&lt;br /&gt;
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Co-Darklord of Borca, and former darklord of Dorvinia. He&#039;s a cousin to Ivana Bortisi, and shares many similarities with her, most notably his love of poisoning people who draw his ire. After he poisoned his sister (who he lusted after) and her husband, he became a Darklord. His curse is simple but effective; his greatest pleasure aside from killing was fine food and drink, so he lost his sense of taste, rendering all the luxury around him hollow and unenjoyable.&lt;br /&gt;
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His similar nature and modus operandi to his cousin caused their domains to fuse together under the name of Borca during the Grand Conjunction. Both he and Ivana are immune to poison and can create any toxin they can imagine, but Ivana has one more gift- agelessness. Ivan is desperate to learn the secret to her immortality, and refuses to believe she has no idea how she came by the gift (the Dark Powers granted it). Unlike Ivana, Ivan doesn&#039;t create Ermordenung, but he does have one nasty trick up his sleeve: Borrowed Time, a poison that only he can create. It stays in one&#039;s bloodstream for life and causes lethal convulsions every sunset unless you&#039;ve ingested the antidote, &#039;Mercy&#039;, which is also something only Ivan can create, that day. Most of his minions are thus held hostage, knowing that Ivan holds the key to each day of their lives.&lt;br /&gt;
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5e retcons him heavily; while he&#039;s still the cousin of Ivana and co-darklord of Borca who envies his cousin&#039;s immortality, that&#039;s pretty much all that stays the same. Ivan was groomed from a young age to be the head of a noble family, but despite all the opportunity in the world he instead took to wallowing in childish depravity, his family ignoring and enabling his worst and strangest impulses as they hoped he would grow out of it. He of course did not grow out of it, only becoming more violent and immature as he aged. On the same night that Ivana Boritsi poisoned her family, Ivan learned of his parents’ intention to send his beloved sister Kristina to a prestigious boarding school, and murdered his entire family for it.&lt;br /&gt;
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He now resides in the Dilisnya family estate, a twisted funhouse that he lures people to to torment. Those unable to escape are eventually forced to don the colorful uniforms of the Dilisnya household staff and become Ivan’s new servants. He rarely leaves the estate, instead communicating through letters and acting through his &amp;quot;toys,&amp;quot; animate creatures of clockwork or cloth provided to him by the Dark Powers. &lt;br /&gt;
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Like Ivana, Ivan&#039;s curse is a more mundane and psychological one than it was in earlier editions. He was given everything, destroyed it all, and doesn’t know how to live. He endlessly creates fawning, fake family from clockwork creations to distract him from his solitude. He both resents Ivana, his closest relative, and views her as his only peer and a potential replacement for his sister, but Ivana hates him and avoids him at all costs.&lt;br /&gt;
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===Jaqueline Reiner===&lt;br /&gt;
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Darklord of Richemulot. Appropriately to the name, she&#039;s a natural wererat, born to a wererat branch of the Reiner family. The Reiners followed their patriarch Claude into the mists, where he reigned as Richemulot&#039;s original Darklord, but eventually Jaqueline had enough of his abuse and killed him, taking on his title of Darklord in the process. And while that title came with neat perks like control over Richemulot, it also came with a pair of curses. &lt;br /&gt;
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First, Jaqueline suffers from intense monophobia. She hates nothing worse than being alone, but her entire family is made up of evil wererats whom she &#039;&#039;also&#039;&#039; really hates, so being in their company is not that much better. Second, while Jaqueline falls in love easily, she will involuntarily shift into rat form whenever she&#039;s alone with someone she truly loves. And while that love is as genuine as anything Jaqueline has experienced, she can never muster up the trust that her lover will accept her as a wererat, and she almost invariably then kills him. She might make a good pair with Urik von Kharkov, but Darklords can never leave their domains and it&#039;s uncertain if she knows about him.&lt;br /&gt;
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5e replaced her with the very-slightly-differently-named Jacqueline Reiner, details about which can be found in her own section below.&lt;br /&gt;
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===King Crocodile===&lt;br /&gt;
Yes, Ravenloft even has Darklords that are talking animals! No, you cannot [[Furry|play as one yourself]]. &lt;br /&gt;
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King Crocodile is the savage and bestial Darklord of the equally savage and bestial Wildlands, which is based on Rudyard Kipling&#039;s &#039;&#039;Just-So Stories&#039;&#039; and &#039;&#039;The Jungle Book&#039;&#039;. This talking crocodile was so bloodthirsty and ferocious to his fellow talking animals in the jungle, they begged the hairless apes (i.e. humans) to come and kill him, but instead of holding up their end of the bargain, the hairless apes just started destroying the jungle for resources and colonizing it. This drove the other talking animals into pleading for King Crocodile to kill the hairless apes, and he agreed on the condition that the other animals all loan him their powers, which they did with the exception of the Python (the &amp;quot;wisest of the animals&amp;quot;) and the Fly (whom King Crocodile thought was too insignificant to matter). &lt;br /&gt;
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King Crocodile did slake his bloodthirsty appetite on the hairless apes and drove them out, but instead of returning the other animals&#039; powers when he was finished as he had promised, he instead returned to his old ways of gorging himself on the animal population even more wantonly and gluttonously than before. It was at this point that the Python told King Crocodile a prophecy, which was that King Crocodile would either be killed by one of the hairless apes or by something he thought was pathetic and beneath him. With this done, the Python and his fellow snakes left King Crocodile&#039;s jungle to its fate at the hands of Ravenloft&#039;s Dark Powers, who quickly claimed the land as their own. &lt;br /&gt;
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True to the Python&#039;s words, King Crocodile is slowly dying of the sleeping sickness spread by the flies, and the only thing that might help him are the hairless apes. But he is unable to keep himself from attacking any who might cure his affliction, and might attack them even if they do help him. The other talking animals still live in fear of King Crocodile and will implore any player characters they meet to dispose of him, but the cycle of betrayal in this land is only doomed to repeat itself. As a result, even if the player characters succeed in killing King Crocodile none of the talking animals will honour their words and the other crocodiles will fight to the death to assume King Crocodile&#039;s crown (and his cursed fate), as &amp;quot;&#039;&#039;gratitude is not a quality well-known in the jungle.&#039;&#039;&amp;quot;&lt;br /&gt;
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===Kas===&lt;br /&gt;
Darklord of Tovag.  The infamous vampire who betrayed [[Vecna]] and cut off his hand and eye.  Was drawn into the mists at the same time as Vecna and the two of them were at constant war with each other until Vecna escaped.  It is confirmed in 5th edition that Kas is still in the Demiplane of Dread and also is unaware that Vecna is gone.  He repeatedly sends out armies to attack Vecna which never return, leaving him increasingly frustrated.&lt;br /&gt;
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In the [[World Axis]] cosmology from 4th edition, he&#039;s not a Darklord, but he &#039;&#039;does&#039;&#039; hang out in the Domain of Dread called Monadhan; because he&#039;s figured out how to freely leave the domain whenever he wishes, he&#039;s turned it into his own personal base under the nose of its [[dracolich]] Darklord.&lt;br /&gt;
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===Lemot Sediam Juste===&lt;br /&gt;
Darklord of Scaena, one of the few Domains capable of traveling through the mists. Scaena is a theater house, and one that Juste worked at as a playwright prior to his becoming a Darklord. Juste was a well-known and talented writer of comedies and dramas, but this never satisfied him, as he wished to write tragedies. Unfortunately for him, his [[Grimdark]] always came out as grimderp, and the actors invariably played his tragic works as farces, since they weren&#039;t good for much else. Driven to a deep bitterness by his failure to fulfill his obsession with tragedy, he wrote one last play- this one designed to be a real-life tragedy that killed all of his actors, and when the audience booed this one too, he locked up the house and burned it down with them inside.&lt;br /&gt;
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Now, as a Darklord, Lemot has ultimate control of his theater, allowing him to trap people in his plays and alter reality for these press-ganged performers, but all this is undercut because he can&#039;t believe any of it; for his Darklord curse, the Dark Powers have taken away his suspension of disbelief, forcing him to always see actors, props, and scenery for what they truly are instead of what he wants them to be. &lt;br /&gt;
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===Lord Wilfred Godefroy===&lt;br /&gt;
Darklord of Mordent (the same place from the old Ravenloft II module). A nobleman who murdered his wife when she was unable to produce a son for him as an heir and then murdered his daughter for trying to stop him, and then framed their deaths as an accident. Their ghosts came back to haunt him for a year until he killed himself to make it stop, and when Azalin and Strahd inadvertently drew Mordent into the mists Godefroy (now a ghost himself) became its darklord. His curse is to be continually tormented by the ghosts of his wife and daughter just as he was in life, who tear him apart every night as they curse him for murdering them. &lt;br /&gt;
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While he was formerly known to be rather passive as a Darklord, in recent times he has taken to enslaving other ghosts to do his bidding. In particular, he&#039;s had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.&lt;br /&gt;
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LORD WILFRED GODEFROY.png&lt;br /&gt;
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===Maharaja Arijani===&lt;br /&gt;
[[Rakshasa]] darklord of Sri Raji, Arijani attained his position after betraying both his kind and his father, Ravana (or rather, the Avatar of Ravana), having received the scorn of the rakshasa for most of his life. Although Ravana is a deity venerated by the rakshasa, Arijani&#039;s mother was Mahiji, then high priest of the hated goddess Kali and a leader of the Dark Sisters. To compound things, the Avatar of Kali delivered Arijanni to a home of low caste rank. He lived as a pariah shunned by his fellow rakshasa and languished in a position of low social importance. This alienated Arijani from his own kind, such that he arranged the death of many rakshasa in the conflict with humans. Gradually, Arijani&#039;s manipulations became so great that the people of Bahru began hunting their former hunters.&lt;br /&gt;
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Arijani&#039;s depredations climaxed with rakshasa retaliatory siege against Bahru. Although the city fell, the cost was massive casualties on both sides and the city left in ruins. Angered and disgusted by Arijani&#039;s actions, Ravana sent his avatar to dispatch his prodigal son. However, Arijani conspired with Mahiji and lured the avatar into a trap. Thus rendered helpless, Ravana offered Arijani a wish in return for his release. Ravana accepted the offer, wishing to become immune to the attacks of rakshasas. The wish was granted, but Arijani slew the avatar anyway. Such was the level of his treachery that the Mists brought Sri Raji into the Demiplane of Dread.&lt;br /&gt;
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The Maharaja&#039;s curse is that, although he is a talented illusionist, Arijani cannot disguise himself in a pleasing form, as most rakshasa do. Instead, he can only assume despicable aspects, such as that of the viewer&#039;s worst enemy. Maharaja Arijani resides in Mahakala, in Bahru. There, he is served by the Dark Sisters, whom through him, must provide to Kali daily human sacrifice. &lt;br /&gt;
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Beyond the threat of an all weretiger cult called &amp;quot;The Stalkers&amp;quot; that were huge fans of his dad trying to kill him, Arijani&#039;s greatest fear is the very weapon he used to kill the avatar with, knowing full well it&#039;s somewhere in the jungle and very likely to be used on him just like Ravana.&lt;br /&gt;
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===Maligno===&lt;br /&gt;
Darklord of Odiare, and originally from Gothic Earth&#039;s version of Italy. In the same vein as Pinocchio, he was originally a marionette brought to life through his toymaker &amp;quot;father&amp;quot; Giuseppe&#039;s wishes for a son. Though beloved by the children of Odiare, the adults of the village did not consider him to be a &amp;quot;real&amp;quot; boy. He soon grew bitter over the discovery that he wasn&#039;t truly alive, and after terrorizing Guiseppe into making more [[carrionette]]s like himself he had them kill every adult at one of his performances. It was this act that drew Odiare into the Mists as an Island of Terror. &lt;br /&gt;
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Later on, he planned to have the carrionettes steal the bodies of every surviving adult there so they would be forced to love him, but due to the intervention of the PCs in the module &amp;quot;The Created&amp;quot; he was forced to simply kill the adults off instead. The children now adore him only out of fear, and as they grow older they wonder when Maligno will come for them as well. &lt;br /&gt;
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Maligno&#039;s curse is that he can never be human as he craves, as he alone among the carrionettes is unable to steal the bodies of others. Furthermore, he cannot kill Guiseppe because any injury he suffers is inflicted on Maligno himself. Instead, the old toymaker was driven insane and now exists solely to create more toys for his &amp;quot;son&amp;quot; to command. Should Maligno&#039;s body be totally destroyed, Guiseppe is compelled to rebuild it, with the foul puppet&#039;s spirit claiming the new body as its own.&lt;br /&gt;
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In 5e, Maligno was originally called &#039;&#039;Figlio&#039;&#039;, which at least is an actual Italian name and not literally calling him &amp;quot;Evil&amp;quot; from the start.&lt;br /&gt;
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===Marquis Stezen d&#039;Polarno===&lt;br /&gt;
Darklord of Ghastria. As Strahd is for Dracula, Dr. Mordenheim for Dr. Frankenstein, and Tristren/Malken for Dr. Jekyll/Mr. Hyde, so is Stezen to Dorian Grey, of &#039;&#039;The Picture of Dorian Grey&#039;&#039;. But unlike Dorian, Stezen was a piece of work before his cursed painting came into play. As a noble in an unknown land, he enjoyed sowing chaos and rebellion and assassinated many people, but his charismatic nature meant that he hung on to a good reputation. But after one particular attempted coup went too far, his king had enough. Consulting with his mistress, a master of dark arts, he laid a curse upon d&#039;Polarno that would do the Dark Powers proud; trapping a good chunk of Stezen&#039;s soul in a painting, he robbed him of all his charisma, vibrance, and capacity for enjoyment. &lt;br /&gt;
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In retaliation, Stezen poisoned the king and his family, which drew the land into the mists. But he wasn&#039;t yet its Darklord. That happened when he realized that, once per season, he could temporarily reclaim his soul from the painting- at the cost of up to 50 other souls, each granting him one hour of rejuvenation. Now, once per season, he&#039;ll invite every stranger in Ghastria to a party (he&#039;ll grab some peasants if not enough foreigners answer). The party is for him, and him alone. With the exception of a few guests that he debauches himself with/upon, all guests are exposed to the painting, giving him up to 50 hours of being able to enjoy himself again before he returns to his normal drab state. While this is when he&#039;s at his most dangerous, it&#039;s also when he&#039;s most vulnerable- when his soul is still in the painting, he&#039;s essentially immortal, but when he&#039;s whole, he is as vulnerable as any other (And &#039;&#039;unlike&#039;&#039; the original Dorian, killing the painting won&#039;t work until Stezen is dead). &lt;br /&gt;
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===Prince Ladislav Mircea===&lt;br /&gt;
Darklord of Sanguinia. Ladislav&#039;s story is a ripoff of the Edgar Allan Poe classic &#039;&#039;The Masque of the Red Death&#039;&#039;, with the prince abandoning his people to a lethal plague, and retreating to a closed castle with his friends. And like in the original story, the plague entered the castle anyway. When Ladislav caught the plague, he turned to alchemy in a desperate attempt to cure himself. This failed and he died, only to rise as a Vrykolaka (usually mindless plague-carrier vampires that feed on bodily humors) and become Darklord of Sanguinia. He still experiments with alchemy to cure himself of his undeath, but this is unlikely to ever succeed.&lt;br /&gt;
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===Sisters Mindefisk===&lt;br /&gt;
The three [[Hag]] co-Darklords of Tepest, and based the &amp;quot;the three wicked witches&amp;quot; from folkloric stories. Three sisters who were left as babies for a humble farm wife who wished for daughters, but from their birth displayed mysterious traits. Most notably, after their mother died from the strain of caring for the three sickly girls (or possibly because they drained her life), their father (who had often voiced his dislike of &amp;quot;weakling daughters&amp;quot;) tried to leave the three 2-year olds for dead repeatedly, but they always came back. Eventually he let them stay  as long as they cooked for  him and his sons. Growing up dissatisfied with their surroundings, they took to seducing, murdering, and eating travelers to build up a stockpile of money so they could ultimately leave the farm. This worked until one final traveler tried to turn them against each other, only to be murdered so none of the sisters could claim him as theirs. This was what ultimately led to their being taken into the Mists and stuck in the depths of a forest full of [[goblin]]s and witch-burning, faerie-chasing bumpkins. They still lure in any unwary travelers to their cottage, taking advantage of the locals&#039; blaming the goblins for their victims&#039; deaths, but otherwise have little influence on their domain. &lt;br /&gt;
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The sisters consist of Laveeda, an Annis Hag, Leticia, a Sea Hag, and Lorinda, a Green Hag. Though they can shapeshift, they are cursed to always see themselves and each other as their true forms no matter which shape they take.&lt;br /&gt;
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====Mother Lorina====&lt;br /&gt;
In the 5e version of Tepest, only Lorinda is the darklord, having imprisoned her sisters when they refused to let her make and rear a child despite how badly she wanted to be a mom. Which ignores the complete and utter lack of maternal feelings they had in past editions, but whatever. She desperately yearns to have a family, but is thwarted by both her own inherently controlling, murderous nature, her inability to trust that her offspring genuinely love her (and the subsequent smothering, demanding, overbearing way that this makes her act), and the curse that any child she magics up for herself is a short-lived, ravenous monster; she can only make [[hexblood]]s for other people.&lt;br /&gt;
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03-031.mother-lorinda.png&lt;br /&gt;
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===Sodo===&lt;br /&gt;
Darklord of Paridon. A low-ranked dread [[Doppelganger]] who resented being born into a lowly clan and thus being prevented from rising through the ranks by merit. After acquiring a magical Hat of Disguise, he fulfilled this previously-thwarted ambition by killing the elders who ruled over the clans and impersonating them, while also offing anyone else who questioned him. For managing the impressive feat of committing a betrayal egregious even by doppelganger standards, he was claimed by the Mists and given Darklordship of Paridon, and nailed with three separate curses: inability to control his shapeshifting, a healing touch (which wouldn&#039;t be much of a curse to anyone else, [[Dark Eldar|but Sodo&#039;s a sadist]] and this along with the previous curse renders him unable to effectively torture people), and an extra dose of paranoia for flavor.&lt;br /&gt;
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===Thakok-An===&lt;br /&gt;
Darklord of Kalidnay, formerly from Athas. She was a templar of Kalidnay&#039;s sorceror-king, Kalid-Ma. To help him ascend to dragonhood, she sacrificed her family for the ascension ritual- an act which, ironically, would ruin it, as the Dark Powers took notice and drew Kalidnay into Ravenloft, in one of the few occasions in which being in the Demiplane of Dread was an improvement for most people. But not for Thakok-An nor Kalid-Ma, as the failed ritual put Kalid-Ma into a coma. Thakok-An remains active, ruling the realm as a theocracy of Kalid-Ma, despite said lord being comatose and all her efforts being for naught.&lt;br /&gt;
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===Tsien Chiang===&lt;br /&gt;
Originally from the continent of Kara-Tur on the world of Toril, Tsien Chiang was beautiful and powerful wizard, who hated all men due to her father&#039;s dismissal of her abilities. After killing him and disabling her relatives, she seized control of her family lands. She used her charm and position to marry a total of four men, each of whom fathered a child with her before she killed him and moved on to the next. Three of the daughters so produced were evil, with the fourth, Nightingale, being truly good-hearted and adored by the gods. Tsien Chang would go on to commit various evil acts, including the desecration of four sacred bells and four sacred trees, but her mistreatment of Nightingale is what ultimately led to her being taken by the mists. On the fourth time that Nightingale objected to her family&#039;s atrocities, Tsien Chang decided to do far worse than merely beat her as they had the last three times, and she and her evil daughters were taken by the mists as the torture began. Tsien Chiang imprisoned the living remains of Nightingale in the Tower of Broken Promises as the Mists tore I&#039;Cath from Kara-Tur forever.&lt;br /&gt;
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If you&#039;re wondering why the number four is mentioned so much, it&#039;s because it&#039;s homophonous with &amp;quot;death&amp;quot; in most Chinese languages and is considered bad luck in many east-Asian cultures.&lt;br /&gt;
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Her 5e incarnation gives her such a radically different backstory that pretty much the only things that remain are the four daughters and a magic bell.&lt;br /&gt;
&lt;br /&gt;
When Tsien Chiang was a child, her home was destroyed by invaders, forcing her to flee into frozen mountains where she expected to die. Luckily for her, she was found and taken in by a gold dragon who took pity on her, and she served him as an attendant in thanks for saving her life. While serving the dragon, she learned much of magic and medicine, growing to become an accomplished wizard. The dragon refused to teach her any truly dangerous or powerful magic though, knowing that she would only use it for revenge. In her studies, she learned of the Nightingale bell, an artifact that could make its ringer’s dreams come true -- but creating the bell required the scale of a gold dragon. Knowing her mentor would never provide a scale she attempted to drug him so she could steal a scale while he slept, but got the mixture wrong and not only killed him, but caused his entire hoard to be destroyed, with all that remained being a single scale. Chiang crafted the bell and took it to her home, where she used it to wish away the invaders, which instantly vanished. In awe and gratitude, the people elevated her to royalty and she became their queen.&lt;br /&gt;
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She ruled well for years, enacting vast reforms and strict but sensible laws in pursuit of creating the perfect empire. She had a family, taking particular pride in her four beloved daughters. Though her kingdom was prosperous, her people eventually began to chafe under her strict laws and demanding orders and revolted. Chiang was swift and merciless in her attempts to quell the rebellion, but her ruthlessness only caused the resistance against her to grow. When she ordered her armies to kill the families of all insurrectionists, assassins struck Tsien Chiang’s palace and killed her family. Distraught, Chiang climbed to the highest tower of her palace, looked out over her burning dreams, and struck the Nightingale Bell. Rather than granting her vengeful wish, the bell cracked and spilled a golden mist across the land. When the mist cleared, Tsien Chiang’s perfect city was gone, replaced by the unreal prison-city of I’Cath.&lt;br /&gt;
&lt;br /&gt;
I&#039;Cath is a city divided in two: The true I&#039;Cath of the waking world, and Tsien Chiang&#039;s impossible, perfect dream. In the waking world the city is a silent and chaotic labyrinth composed of surreal, knotted streets and citizens trapped in eternal slumber. In the dream the city is vibrant and living, a place of ultimate beauty and efficiency where all things move according to Tsien Chiang&#039;s design, and a nightmare of constant drudgery for her people. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This renews the magic of her dream world and keeps her citizens asleep, but it also calls forth a legion of jiangshi, which emerge from their tombs to reshape the waking city’s mazelike streets in a fruitless attempt to match Tsien Chiang’s perfectionist vision.&lt;br /&gt;
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Her curse is that while the dream is near-perfection in her eyes, that only makes the imperfections of the waking world all the more obvious and inescapable. No matter how many times she tries to bring the same order and beauty she sees in her dream to the waking world, I&#039;Cath&#039;s streets grow only more twisted and labyrinthine. She spends as much time as she can with the dream-versions of her daughters though she knows they aren&#039;t real, and in the waking world she actively avoids the twisted reflections of her daughters that wander the true I&#039;Cath&#039;s streets.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-018.tsien-chiang.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tristen ApBlanc===&lt;br /&gt;
Darklord of Forlorn. A Vampyre (living vampire) born when his dad was turned into a vampire but refused to leave his wife, which resulted in their son being born a vampyre. Tristen&#039;s parents were killed by fearful peasantfolk, but not before his mom gave him to the druid Rual to be raised. By all accounts, Rual was a pretty good foster mom, but when he was fifteen years old, Rual caught him drinking the blood of a deer. Believing she had betrayed him when he saw her talking to other druids, he attacked her- only to get his ass impaled by a blessed deer antler she was carrying, and when he drank her blood, he was both poisoned and partially cured of his vampyrism by the holy water she&#039;d just drank. As she died, Rual cursed Tristen to be trapped in the sacred grove where he killed her, and to (agonizingly) die and become a ghost each night, and rise as a vampyre each morning. This makes him one of the few Darklords to receive most of his curse prior to Darklordship, as Forlorn was only pulled into Ravenloft centuries later, when Tristen engineered a bloody civil war to take control of the land.&lt;br /&gt;
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As it is now, Forlorn really lives down to its name; there&#039;s little there except savage goblyns, a few beleagured Druids, and Castle Tristenoira, where Tristen is stuck, along with the ghosts of his family. The castle is split between three separate time periods that adventurers can shift between, thought to be because of all the ghostly shenanigans. Because there&#039;s really not much to do in Forlorn besides exploring Castle Tristenoira and trying not to get eaten by goblyns, it has no real political importance and is ignored by basically everyone, despite being most likely the second-oldest domain after Barovia.&lt;br /&gt;
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He gets some very minor retcons in 5e, but since he only gets a single paragraph there&#039;s not much in the way of details. Seemingly the only changes are that he&#039;s now a dhampir (which is really more-or-less the same thing as a vampyre) and that he was taken by the mists almost immediately after killing the druids.&lt;br /&gt;
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===Vlad Drakov===&lt;br /&gt;
Darklord of Falkovnia. He was originally the leader of a mercenary band called the Talons of the Hawk in [[Dragonlance|Krynn]]. For their wanton brutality and bloodlust, they were taken into Ravenloft and claimed Falkovia for themselves (after a failed invasion of Darkon that was repulsed by Azalin&#039;s undead). [[Berserk|If this seems familiar]] then good, you&#039;re paying attention.&lt;br /&gt;
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This rivalry with Azalin has since become part of Drakov&#039;s curse, though he seems unaware of it. While four other countries (that have themselves agreed to an alliance should Falkovnia ever attack one of them) surround him, Drakov considers them &amp;quot;women and fops&amp;quot; not worth the effort of invasion, obsesses over an enemy he has no way of defeating, and is forever unable to gain the approval and respect of the great military leaders that he has sought all his life. And even if he did somehow conquer Darkon, [[fail|no Darklord can ever leave his own realm]] so he would never actually get to conquer it himself. Another factor in his defeats is that his way of doing war is distinctly and doggedly medieval (no gunpowder, no magic), so on the rare occasions he decides to try his luck at conquering other neighbouring domains than Darkon (all of which are at a higher technological level than Falkovnia) his forces almost always get shot to pieces by firearms or, more rarely, blown to pieces with magic. Oddly enough, his realm may in fact be, on the whole, a net &#039;&#039;benefit&#039;&#039; to the other domains of the Core, as his penchant for overworking his peasantry/slaves (when he&#039;s not busy having them impaled for his entertainment, of course) means that his realm produces large amounts of grain and foodstuffs which he sells for funds to equip and train his forces, unintentionally making Falkovnia &amp;quot;the breadbasket of the Core.&amp;quot; &lt;br /&gt;
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In addition, Drakov may be unique as the one of the most &amp;quot;conventional&amp;quot; Darklords in Ravenloft in the sense that he is statted like a run-of-the-mill fighter-class BBEG, and much like this archetype he has no magical abilities aside from a few magical weapons and armour at his disposal, coupled with no ability to cheat death, and no supernatural ability to close his domain&#039;s borders (all of which are in line with his disdain for magic and the supernatural), except for a good amount of inherent magic resistance that will also work against beneficial spells (so if he&#039;s ever in a tight enough bind to require magical healing, he&#039;s screwed). However, PCs and DMs shouldn&#039;t mistake his one-dimensional combat abilities as a sign that Falkovnia would be easy to liberate from his iron-fisted rule via a [[Raven Guard|simple decapitation raid]]; the totalitarian and thoroughly abusive nature of his rule means that those he trusts enough to carry out his orders are all likely evil enough and think enough like him to instantly assume his mantle of Darklord should Drakov ever be killed, just like similar totalitarian regimes in real life can survive the deaths of multiple successive leaders. Truly liberating Falkovnia in a thematically appropriate way would require the PCs to either engineer a full-scale revolution, or otherwise ensure the complete destruction of his regime, much like truly destroying a cancerous tumour in real life requires removing or destroying every last cancer cell. And all of this says nothing about which neighbouring realm would end up absorbing Falkovnia on the off-chance it ever gets truly liberated, though at this point even Azalin would be a better ruler than Drakov given that the lich dispenses harsh but fair justice and otherwise leaves his subjects alone to continue his arcane pursuits.&lt;br /&gt;
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Since the developers found him redundant, 5e&#039;s Drakov is revamped as &#039;&#039;Vladeska&#039;&#039; Drakov, with an all-new backstory, and Falkovnia is instead reskinned with a zombie apocalypse vibe.&lt;br /&gt;
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===Yagno Petrovna===&lt;br /&gt;
Darklord of G&#039;Henna. The Petrovna family was one of those taken by the Mists when Barovia was absorbed into Ravenloft, and although they avoided Strahd&#039;s attention by hiding away in the mountains this in turn led to inbreeding. As Yagno grew up, it became clear to all that he was insane- he conversed with imaginary people and cowered from beasts that weren&#039;t there. One day, he was locked out of his family&#039;s home and had to take shelter in a cave for the night. When he woke up, he saw the name &amp;quot;[[Zhakata]]&amp;quot; scrawled on a wall. &lt;br /&gt;
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Yagno concluded that Zhakata was the name of the god that had protected him when he slept that night and created a shrine to his savior. (In reality, the name was written by his brother as a prank and meant absolutely nothing.) At first he merely sacrificed animals to Zhakata, but then he moved on to sacrificing people. When he was caught trying to offer his sister&#039;s newborn baby to Zhakata, he was chased out of Barovia by his family. The Mists welcomed him to the domain of G&#039;henna, where he became the Darklord.&lt;br /&gt;
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Yagno is cursed to constantly suffer doubts about whether or not Zhakata is real. No matter how many sacrifices he makes or how many people he commands to starve themselves in the name of Zhakata, he can never quite get rid of his nagging disbelief and the worry that all his devotion has been directed towards a lie. This eventually led Yagno to call upon a wizard who claimed he could summon Zhakata; as he could not summon a nonexistent god, a nalfeshnee by the name of Malistroi answered the summons instead and told Yagno that Zhakata was just a figment of his imagination. The Darklord immediately flew into a rage and killed the wizard, while Malistroi later escaped to ravage G&#039;Henna. Since then, he has merely redoubled his fanaticism in a futile attempt to dispel his doubts.&lt;br /&gt;
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==Former Darklords==&lt;br /&gt;
You remember that section where the permanent death of Darklords is discussed? Well, it&#039;s actually happened in the past, though never yet to a band of plucky adventurers, and the results usually haven&#039;t been good. These Darklords for whatever reason no longer rule their domain, usually because some asshole killed them and was promptly saddled with their domain as the new Darklord.&lt;br /&gt;
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===Bakholis===&lt;br /&gt;
Former Darklord of Invidia, and formerly a tyrannical king whose kingdom was claimed by the mists when he was spurned by a woman named Marta, and in return had her lover killed and eaten in front of her and Marta herself raped to death by his soldiers. As she died, Marta cursed him to be the beast he was inside and never be free of the blood of loved ones on his hands, which manifested as turning him into a werewolf. Unlike most Darklords, Bakholis said &#039;fuck this&#039; to angst and [[Dark Eldar|embraced his curse]], descending to ever-greater depths of savagery until, to everyone&#039;s relief, the half-Vistani Gabrielle Aderre showed up and promptly murdered his ass, succeeding him as Darklord of Invidia.&lt;br /&gt;
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===Camille Boritsi===&lt;br /&gt;
The mother of Ivana Boritsi and the first Darklord of Borca, who earned her position by poisoning her husband and his lover. She was cursed to be betrayed by any man she trusted, which left her with serious issues relating to men and a blindspot towards scheming women, which ultimately proved her downfall when her daughter Ivana turned the poison tables by killing &#039;&#039;her&#039;&#039; for sleeping with Ivana&#039;s lover. She was succeeded as Darklord by her daughter and murderer, Ivana Boritsi.&lt;br /&gt;
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===Claude Reiner===&lt;br /&gt;
The first darklord of Richemulot. The patriarch of a family of wererats who lead his family into the mists to escape hunters, gaining his domain when his monstrous cruelty caught the attention of the Dark Powers. He was eventually killed when his granddaughter Jaqueline had enough of his abuse, making her the new Darklord of Richemulot.&lt;br /&gt;
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===Duke Nharov Gundar===&lt;br /&gt;
Former Darklord of Gundarak, prior to being betrayed and usurped by Daclaud Heinfroth, who would later gain his own, separate domain. As Darklord of Gundarak, he enforced the worship of the malevolent trickster-god [[Erlin]] and taxed basically everything he could think of (with a special emphasis on the birth of girls), but little else is known of his rule. During the Grand Conjunction, Gundarak was absorbed by Barovia and Invidia. &lt;br /&gt;
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But that wasn&#039;t the end of Nharov Gundar. He was a vampire, and though Heinfroth had staked him, he remained alive, but dormant. His skeletal remains somehow found their way to the traveling curio show of Professor Arcanus, where some complete berk went and yanked the stake out. This brought him back to life, though his time spent as a skeleton has reduced him to a near-bestial state, only vaguely remembering Heinfroth&#039;s betrayal.&lt;br /&gt;
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===Lord Soth===&lt;br /&gt;
{{main|Lord Soth}}&lt;br /&gt;
The infamous Death Knight of Krynn was for a time the Darklord of Sithicus. More details can be found on his page, but suffice to say that the Dark Powers grew tired of him, and he was succeeded as Darklord by the [[Vistani]] Inza Kulchevitch.&lt;br /&gt;
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===Nathan Timothy===&lt;br /&gt;
Darklord of Arkendale. There are more details on him in the section for his more important son Alfred, but suffice to say that Nathan was possessed of a deep-seated wanderlust, which the Dark Powers curtailed by cursing him such that he couldn&#039;t leave the river Musarde, lest he be crippled by land sickness. Nathan rolled with the curse and adapted so well to being a boatman that he outright lost his Darklordship during the Grand Conjunction. He&#039;s still confined to river waters, but Arkendale has been absorbed into Alfred&#039;s domain of Verbrek. &lt;br /&gt;
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===Vecna===&lt;br /&gt;
{{main|Vecna}}&lt;br /&gt;
Yes, THAT Vecna, the Maimed God; the guy whose eye and hand are still around for PCs to mess (and &#039;&#039;be&#039;&#039; messed) with.&lt;br /&gt;
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The whole tale of Vecna&#039;s ascension to godhood is complicated, but at one point where he was &#039;merely&#039; a demigod, he and Kas were pulled into the Mists after a bunch of meddlesome adventurers thwarted one of his plans. Not one to be contained for long, Vecna has the dubious honor of being the only Darklord to force his way out of the Demi-Plane of Dread after being drawn in by the Mists. On top of that, he managed to get himself &#039;promoted&#039; to full-fledged minor God in the process, which is how he got the Dark Powers to kick him out due to their ban on allowing gods to influence Ravenloft. (The full story is recounted in the modules &#039;&#039;Vecna Lives!&#039;&#039;, &#039;&#039;Vecna Reborn&#039;&#039; and &#039;&#039;Die Vecna Die!&#039;&#039;.)&lt;br /&gt;
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==Netbook Darklords==&lt;br /&gt;
These darklords represent the rulers of fan-made domains from [[netbook]]s such as the [[Books of S]], the [[Undead Sea Scrolls]], [[Quoth the Raven]], and other projects from the [[Fraternity of Shadows]].&lt;br /&gt;
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===Ahasveros===&lt;br /&gt;
Darklord of Incitatus. Once, Ahasveros (male human) was the greatest scientist of his civilization, until the day his homeland was drawn into a great war against a rival nation. He invented the Adamas theory, a device that could be used to generate a mighty tidal wave to devaste the enemy&#039;s fleets and harbors.&lt;br /&gt;
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But that wasn&#039;t enough for Ahasveros; he became obsessed with improving the device, banishing his assistants when they protested the potential dangers of doing so, cutting off all contact with those who might challenge his beliefs, and reducing the time he spent running his calculations.&lt;br /&gt;
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The result was, when the device was used, Ahasveros lost control of it and the tidal wave annihilated &#039;&#039;his&#039;&#039; homeland as well, drowning him in the tower from whence he&#039;d launched it.&lt;br /&gt;
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Ever since then, the bussengeist he became has lingered in his tower, unable to decide whose fault the mess was, alternating between blaming his associates and himself. Honestly, he&#039;s not much of a darklord, and this is reflected by how empty and meaningless Incitatus is. He currently occupies a limbo; too dull to be truly absorbed into the [[Demiplane of Dread]], but still too evil and in denial of what he did to be released, either.&lt;br /&gt;
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Ahasveros&#039; existence is completely tied to the remnants of the Adamas machine. Only by destroying it, which will unshackle his spirit, and performing a brief rite to the long-forgotten sea god of ruined Misenos, which requires lighting the lanterns in the temple and praying for both Misenos and Ahasveros, will his torment end.&lt;br /&gt;
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If Ahasveros wishes to seal his domain&#039;s borders, those attempting to cross it are overwhelmed by misery and the urge to seek comfort, which only those outside of the border can give them.&lt;br /&gt;
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===Anibal Coronado===&lt;br /&gt;
Darklord of Cumbre de Oro. Arguably the oldest darklord of the Holy Imperial Colonies domains, Anibal Coronado was a infamous mercenary captain who had made a name for himself in the civil wars of the Holy Empire some 170 years ago, amassing a reputation that he parlayed into becoming a famous explorer. After building his reputation there, to the point that the name &amp;quot;Coronado&amp;quot; became synonymous with exotic lands, strange adventures, and foreign wealth, he attempted the most infamous expedition ever: to become the first man to successfully explore beyond the Sierra Acora mountains.&lt;br /&gt;
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Pevious expeditions had all launched in early spring, hoping to cross during midsummer and then return before winter snows closed the passes. They had all failed, as the mountain passes didn&#039;t clear up &#039;&#039;until&#039;&#039; midsummer. Coronado proposed instead that he launch his expedition in midsummer, cross the mountains, winter in the lands beyond the Sierra Acora, and then return in the midsummer of the following year.&lt;br /&gt;
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Long story short, it worked! Coronado became the first man to discover the realms that would become known as Mictlan, but he never would return to claim that prize. In one of his meetings with the natives of this strange tropical rainforest realm, he learned of a mysterious city of gold hidden in the mountains from a chieftain named Jucataan. Coronado&#039;s avarice was immediately enflamed with discussions of this city, said to hold wealth beyond that of the Holy Empire itself, and when chief Jucataan warned that the city was taboo and his tribe would prevent any attempt to pursue it, that avarice turned murderous.&lt;br /&gt;
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Arranging things with his men, Coronado held a banquet in which he invited Chief Jucataan and all the men of his tribe. There, after he got the chief drunk enough to reveal the way to the city of gold, he and his men massacred them all. Once that was done, they set off in pursuit of what they had come to call &amp;quot;Cumbre de Oro&amp;quot;; &amp;quot;Gold Peak&amp;quot;.&lt;br /&gt;
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The expedition swiftly turned into a disaster. Their supplies hadn&#039;t been chosen with the tropical rainforest climate in mind, and quickly spoiled. They had no idea what foods were edible or how to find fresh drinking water. Tropical diseases swept through the men. All the while, Coronado drove them on with images of the fabulous wealth they would attain. But when these dreams became insufficient and murmurs of mutiny began circulating, Corando turned on his own men: selecting those he believed to be the ringleaders, he invited them to &amp;quot;discuss&amp;quot; the matter, only to poison their wine. Once they were dead, he paraded their corpses before the survivors, screaming blasphemies and promising the same fate to any who dared rebel, before forcing the terrorized, defeated men to cannibalize their former comrades.&lt;br /&gt;
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With his men now utterly will-broken, and steadily losing what was left of his mind to sheer avarice, Coranado plunged on into the jungle, his men dropping like flies as he searched and searched. Finally, with only Coranado and two of his original 56 men still alive, they found it: Cumbre de Oro. It was everything that Jucataan had described as being and more. Now totally insane, Coranado turned on his exhausted companions and killed them, before plunging into the city to begin plundering.&lt;br /&gt;
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That was when he discovered why the natives had left the golden city to the wilderness: it was a necropolis, its people having died and then become [[undead]]. The [[mummy]] of Emperor Maxaantii rose from his tomb at the central step pyramid and attempted to detain Coranado, who fought back with literal lunatic strength. He struck down the mummified emperor and fled with a bag of gold and jewels, but as he did, Maxaantii cursed Coranado that he would never succeed in leaving the city with his treasure. Sure enough, weakened by his trials, the excitement of finding the city, the stress of combat and the effort of hauling his heavy load, the feverish and dehydrated explorer collapsed at the city&#039;s outskirts. He could hear a brook just out sight, and if he&#039;d abandoned the treasure to drag himself to the cool, clear water, he probably would have reached it... instead, he refused to let go of his ill-gotten gains, exhausting what little left of his strength in an effort to drag it with him as he crawled along.&lt;br /&gt;
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As he lay dying, the sounds of the brook still echoing in his ears, Coronado cursed all the gods for taunting him by giving him such wealth only to then take it from him at the last moment. With the last of his strength, he raged and wept, begging any power that would listen to give him one last chance to make the treasures of Cumbre de Oro his.&lt;br /&gt;
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As Coronado died, head pillowed on the treasure he had given his life to win, the valley was wrenched into the Demiplane of Dread, floating on its own in the mists as an Island of Terror until its former resting place followed it as the land of Mictlan, whereupon it fused back together. Coranado rose from his grave, found his men returned to him as [[avaricio]]s, and began his stint as darklord.&lt;br /&gt;
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A casual observer might take Anibal Coronado in his present state for a living man, albeit horribly emaciated and clearly disased, with yellowed skin drawn tightly against the bone and yellowed, bloodshot irises. He still wears the ancient, tattered clothing and armor he wore as a living man. Under the AD&amp;amp;D mechanics, he&#039;s a unique corporeal undead, similar in many ways to a [[Death Knight]]; in addition to retaining his skills as a 14th level [[Figher]] and wielding the dread blade Corrupcion (+2 longsword that inflicts magical disease), he has 75% magic resistance, a 10% chance to reflect spells cast against him back on their casters, immunity to mundane weapons, a 5ft aura of fear, the ability to cast Detect Magic and Detect Invisibility at will, to cast Dispel Magic, Harm and Wall of Thorns 2/day, and both Creeping Doom and Symbol of Discord 1/day. If defeated in combat, he dissolves into mist; he will reform 1d4+1 days later, but during that time, he cannot close Cumbre de Oro&#039;s borders and his avaricios will ignore intruders unless personally disturbed. There is no known way to permanently destroy him.&lt;br /&gt;
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Coranado is consumed by his paranoid terror that somebody will steal &amp;quot;his&amp;quot; treasure, and so he prowls the city endlessly on a hunt for intruders. His curse is simple and effective: he physically can&#039;t touch the treasures of Cumbre de Oro, and neither can his Avaricios. Add to it that their relatively weak abilities against non-living foes makes them little threat to Maxaantii and his forces, which include both undead and stone [[golem]]s, and all Coranado can really do is drift from cache to catch and vent his paranoid wrath on any living intruders he catches. As a part of this curse, his ability to close the domain borders is limited; when he does so, his avaricios move to begin patrolling the border of the city, attacking anything they see in an effort to kill or capture them. If travelers can break past these patrols, the avaricios cannot pursue them any further than 3 miles beyond the city&#039;s edge - of course, fleeing from pursuing undead through dense jungle that doesn&#039;t impede &#039;&#039;their&#039;&#039; movement isn&#039;t exactly a picnic stroll!&lt;br /&gt;
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===Captain Anton Dusard===&lt;br /&gt;
Darklord of Locknar Cove. Born impoverished and raised in the slums of a busy port, Anton Dusard learned to treasure gold over everything, especially human life. At age 16, he betrayed his parents to their creditors and used the bounty to invest in a merchant ship. He then proceeded to take sole captaincy of the vessel through murder and extortion. When war came to his native kingdom, he avoided financial ruin by becoming a privateer. Though he amassed a significant fortune, his avarice was insatiable; when his patron monarch demanded taxes on Anton&#039;s looted plunder, the privateer went renegade rather than part with so much as a single coin, bombarding and looting his own homeport before sailing away to become a feared pirate.&lt;br /&gt;
&lt;br /&gt;
Establishing a hidden stronghold in the set of islands known as the Dismal Four, specifically on Locknar Cove, he continued to prey on merchant ships and amassed an enormous fortune. So much so that his own men began to dream of stealing it for themselves. One misty night, as Dusard&#039;s ship the Grasping Claw sailed into Locknar Cove, they mutineed. Though Dusard fought like a demon, he was outnumbered with few supportors; in a final act of spite, he ignited the ship&#039;s powder magazine and blasted them all to splinters.&lt;br /&gt;
&lt;br /&gt;
The explosion flung his maimed body into the cold, black sea, where the dying man floated. He clung to life long enough to see a single lifeboat sail past, bearing with it the crew&#039;s sole survivor. That sight snapped Dusard&#039;s mind, and he called upon every ounce of his being, swearing to keep his treasure from beyond the grave. As he slowly sank into the waves, the mists closed in.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Dusard has lurked in the depths of his fortified, trap-laden labyrinth on Locknar Cove, a [[ghost]] [[pirate]] jealously guarding his treasure. His curse is simple: the absolute terror of knowing he can &#039;&#039;never&#039;&#039; end his vigilance. To heighten his fears, he instinctively knows when somebody else in Locknar Trove is aware of his treasure&#039;s existence, although not who they are or where they are. Furthermore, the sole survivor of his crew, William Copperplate, still lives an unnaturally preserved life, and wants Dusard&#039;s treasure for himself, and is eager to manipulate others into doing the dirty work for him. As for the crew who died when the Grasping Claw blew up? They rise from their watery graves as ghosts once a year, and immediately launch an attack on the island, hoping to plunder the horde they gave their lives to try and win. Although Dusard can banish them with a touch, their efforts stoke his terror. Furthermore, the ghostly crew is also instantly returned to undeath and given a chance to assault his hoard whenever Dusard uses his &amp;quot;horrifying appearance&amp;quot; ghostly power, and so he is loathe to use it.&lt;br /&gt;
&lt;br /&gt;
When he wills the closure of the cove, the seas become dangerously turbulent and choked in an impenetrable mist, whilst the forests of the western border become twisted walls of gnarled wood and the roads twist back on themselves, so every step only leads a traveler back to Ruttledge village.&lt;br /&gt;
&lt;br /&gt;
If defeated, Dusard will reform in a single night. Only by plundering the entirety of his hoard, down to the last coin, will he be banished to the afterlife forever.&lt;br /&gt;
&lt;br /&gt;
===Benada Nameless===&lt;br /&gt;
Darklord of Vin&#039;Ejal. Conceived when the Eye of Toldun, the fake prophet of a phony goddess called Appissa (actually a powerful half-breed [[yuan-ti]] [[psion]] magically held in stasis), used a potion given to him by his goddess to drug and rape a woman named Dillura Ogfenhauer, Benada&#039;s mother despised her daughter from the moment she was born. Only Benada&#039;s uncle, Dillura&#039;s 12-year-old brother Ekkim, cared for her, and he raised her throughout her life, even taking her off with him to be his squire when he went to war after discovering her nature as a [[psion]]icist [[weresnake]]. Even when they returned, however, Dillura wanted nothing to do with her bastard daughter.&lt;br /&gt;
&lt;br /&gt;
Finally, the enraged Benada sought to confront her mother one evening, only to track her to the Shrine of the Eye. When she saw Dillura embracing the Eye, she realized that this man was her father. Filled with hatred, she grabbed a bone knife and fatally stabbed her mother, before psionically torturing her father to death. As she turned to leave, she found herself confronted by her uncle Ekkim, who had seen everything. Realizing she couldn&#039;t let him live now, a weeping Benada killed the only person to ever show her love, transporting Vin&#039;Ejal to the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
Benada&#039;s curse seems to be an insatiable hunger that only human flesh can sate; she only gives in to its demands once per month, however, as she fears depleting her domain&#039;s population. If she wishes to close the domain, the waters around Vin&#039;Ejal decrease in temperature to the point that would-be swimmers will freeze solid, whilst hail begins savagely pelting down from above.&lt;br /&gt;
&lt;br /&gt;
===Baroness Ilsabet Obour===&lt;br /&gt;
Darklord of Kislova. This female human [[alchemist]] was born the youngest daughter and favored child of Baron Janosk Obour of Kislova, and remained loyal and obedient to him even as he descended into brutal tyranny and made a failed attempt to conquer a neighboring barony, only to be crushed, captured and executed. Before he died, Janosk commanded each of his three children to take steps to both preserve their family and avenge the loss of their power.&lt;br /&gt;
&lt;br /&gt;
Of the three, Ilsabet was the most loyal to her father, honing her alchemical skills and delving into dark alchemical practices, focusing on hideous poisons and the creation of alchemical undead. She crippled and maimed many prisoners who had dared to rebel against her father&#039;s rule before his conquest by Baron Peto, created a unique strain of alchemical vampires, fatally poisoned her elder siblings for perceived disloyalty to their father&#039;s dying wishes, and finally married Baron Peto herself and bore him a son in order to gain the opportunity to poison him with a paralytic venom. It was only as she administered what she intended to be the final, fatal dose, killing her mentor (and true love) to do so, that the Mists finally claimed her.&lt;br /&gt;
&lt;br /&gt;
Ilsabet currently suffers two curses. Her most direct darklord-related curse is that her desire for power and revenge are thwarted; though her husband, Baron Peto, remains incurably paralyzed, he also remains unkillable - no matter what she does, he always returns to life. As a result, she remains forever his regent, rather than the true Baroness of Kislova, which she regards as unacceptable; she yearns to resume the interrupted reign of her own family. Secondly, Ilsabet has become a vampire-like creature that feeds on pain, and must have one person killed every day in order to survive.&lt;br /&gt;
&lt;br /&gt;
Unlike many Darklords, Ilsabet has no particular powers of supernatural survival. If you can beat an 11th level [[wizard]] protected by her guard of alchemical vampires, you can kill her.&lt;br /&gt;
&lt;br /&gt;
When Ilsabet closes the borders, a poisonous green mist surrounds Kislova, inflicting irresistable damage per round until the would-be escapee returns to Kislova.&lt;br /&gt;
&lt;br /&gt;
===Bethany Stone===&lt;br /&gt;
Darklord of Stonewall. A sad, broken, bitter woman, Bethany was born the daughter of a family of puritans, self-righteous and obsessed with sin. When her father discovered the child Bethany, a cheerful, whimsical young girl, had dreams of leaving the family home to become a dollmaker, he destroyed the dolls she had painstakingly constructed over years of work and beat her within an inch of her life. Later, when she came of age, he arranged her marriage to a man of high standing.&lt;br /&gt;
&lt;br /&gt;
After long years of often-lonely marriage, pregnant with her sixth child, Bethany&#039;s father and husband were caught in a terrible accident, with the former dying and the latter being left in a coma. That was hardship enough, but as she cared for her husband, Bethany discovered his diary, in which he revealed he had only wed her to cover up his &amp;quot;sinful&amp;quot; nature as a homosexual. Enraged, Bethany began tampering with her husband&#039;s medicine to ensure he remained comatose, and then launched her own moral crusade, something aided by the fact she established her charismatic but broken-willed son Clarence as the town&#039;s minister.&lt;br /&gt;
&lt;br /&gt;
When the Salem Witch trials broke out, Bethany eagerly spread their madness to Stonewall. But the tenth victim was the friend of Bethany&#039;s youngest daughter, Katherine, who unearthed evidence that this was really a way for Bethany to resolve a land-dispute between their families in the Stone&#039;s favor. When Katherine tried to intervene, she called out her mother for the cold, twisted monster that she was. Bethany promptly stabbed Katherine in the heart, and that was when the Mists took the town.&lt;br /&gt;
&lt;br /&gt;
Bethany Stone is now a [[harpy]], although she has limited shapeshifting abilities that let her masquerade as a human. Her curse is that she will be forever doomed to lose her children before they are fully ready, whether by death, betrayal or abandonment. Though she doesn&#039;t know it yet, as part of this curse, she will become spontaneously pregnant and give birth to a human child every 5 years. Both of her arms are permanently blood-red from the elbow down, although she considers it a sign of her righteousness and so doesn&#039;t hide it.&lt;br /&gt;
&lt;br /&gt;
The borders of Stonewall are permanently closed; unless the departee has the approval of either Bethany or Clarence to leave, they will be struck by lightning bolts until they turn back. It&#039;s unknown if lightning immunity will nullify this border, but it&#039;s not explicitly countered.&lt;br /&gt;
&lt;br /&gt;
Nothing explicitly says that Bethany cannot just be killed in a fight (and, frankly, Stonewall is described as the kind of place where wiping out everybody is actually the heroic thing to do), but she &#039;&#039;does&#039;&#039; have an explicit method of redemption. If the party can find one of the dolls she made as a child, as one survived her father&#039;s wrath, and present it to her, she will break down in tears. If consoled and successfully reminded of her long-lost dreams, the rest of the town will break down weeping with her, and then Stonewall will slide out of the Mists and back to the prime material. On the other hand, if they fail, then she&#039;ll destroy the doll herself and become even more fanatical.&lt;br /&gt;
&lt;br /&gt;
===Caleb Wicks===&lt;br /&gt;
Darklord of Wayward on the Bone Sands. Even at the age of 10, Caleb was a fearless, stubborn, trouble-making brat. The only thing able to scare him into obedience were stories of a local boogeyman: Black Hat the Swordslinger.&lt;br /&gt;
&lt;br /&gt;
Caleb&#039;s transformation from mere brat to full-blown Darklord came when his family were hired by the lord of the distant Hangingshire, which required a long trek that passed through a desert region known as the Bone Sands. During this leg of the journey, Caleb&#039;s family were seperated from the caravan and veered their wagon over a tall, steep dune as a result of a sudden sandstorm. The wagon was destroyed, their horses killed, and Caleb&#039;s elder brother Horatio was severely injured. Though they initially settled in to wait for the caravan to send a rescue party after them, their food swiftly ran out and they realized they would have to try and walk out of the desert on foot... a journey that Horatio couldn&#039;t make.&lt;br /&gt;
&lt;br /&gt;
The senior Wicks came to a grim realization: Horatio wasn&#039;t going to live much longer anyway, so when he died, the family would eat his body for sustenane before making their trek towards safety. They were content to wait... but Caleb found out about their plans, and taunted his brother with this fact; when Horatio began to scream and cry, Caleb panicked and stabbed him to death with a cooking knife. Caleb&#039;s parents were horrified, but ultimately decided there was nothing left to do. They ate their dead son, and then broke camp the next morning.&lt;br /&gt;
&lt;br /&gt;
As they were traveling, Caleb found himself separated from his family by another sandstorm, wandering on his own for days before he stumbled across a small town called &amp;quot;Wayward&amp;quot;. Mad with hunger, he murdered the first townsman who tried to offer him help, devouring as much of the man&#039;s flesh as he could before fleeing into the night. The next morning, he revealed himself to the horrified townsfolk and claimed that he had witnessed Black Hat kill and eat the man. Unable to believe a youngster like Caleb could be responsible for so monstrous a crime, the townsfolk believed him, and opened their homes to the young cannibal.&lt;br /&gt;
&lt;br /&gt;
Caleb became a beloved fixture of the community... and then, the neighboring [[gnome]] community of Rumbleton was destroyed in an earthquake that crushed the subterranean village like an egg. They begged Wayward for shelter whilst they tried to rebuild, and the humans took them in. But rebuilding a new gnomish settlement wasn&#039;t easy, as Rumbleton had already been built in what was considered the most stable, accessible ground for miles around. With little choice, the gnomes began to put down roots in Wayward.&lt;br /&gt;
&lt;br /&gt;
Which was a problem: Wayward already had troubles supporting its own population before the gnomes came in, and now things were worse than ever. The population increase led to a famine, known as &amp;quot;The Lean Times&amp;quot; by the locals, and tensions began to grow between humans and gnomes... tensions only fanned by Caleb, who began advocating the humans of Wayward should eat the baby gnomes born after the refugees settled in their village. Whilst initially this proposal was rejected, the gnomes took affront when they learned of its proposal at all, and relations only continued to deteriorate... especially because Caleb was continuing to egg things on, pushing his cannibalistic plan in secret.&lt;br /&gt;
&lt;br /&gt;
Finally, it all came to a head; on the first night of the full moon, the Waywarders, driven mad with hunger, descended on the gnome shantytown and abducted as many gnomish children as they could, cannibalizing them in a disgusting, bloody orgy. Over the next two days they massacred the surviving gnomes and ate them as well, then they ate the few Waywarders who had protested &amp;quot;The Feast&amp;quot;, as it was dubbed. And on that final full moon night, as the cannibal villagers slept off their full bellies, Wayward on the Bone Sands was pulled into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Caleb and the other villagers are now [[quevari]]. They spend most of their time in an enchanted slumber, only waking when visitors come to town. Like all quevari, they are peaceful and innocent-seeming during the day, but revert to bloodthirsty cannibals at night, as the first three nights after outsiders arrive are all full moons - after those three nights, they fall back into slumber until disturbed again. It&#039;s unclear what happens if a survivor somehow avoids being killed on that third night. &lt;br /&gt;
&lt;br /&gt;
Wayward itself has a couple of curses. Firstly, there are no children here; all of their youths were left behind when the village was pulled into the Misty Realms, and none of the women ever fall pregnant, save when Caleb is killed (we&#039;ll get to that). Secondly, all food and drink in the domain is inherently inedible - even foods brought in from outside instantly spoil, although the look and smell perfectly fine. Finally, none of the villagers will ever age beyond the day they were when they committed their sins.&lt;br /&gt;
&lt;br /&gt;
Caleb himself is a 5th level [[quevari]] [[thief]] who wields an enchanted knife +3 of bleeding. He can Charm Person 1/day by speaking to them, and still carries the Triangle of the Feast - the triangular dinner bell he played before the cannibalism of the gnomes. This can function as a Chime of Hunger that only affects non-Waywarders 3/day, and can also summon 2d6 Waywarders to his aid at will. The other quevari only openly recognize him as their lord and master during the night, but still are fiercely protective of him during the day. He can potentially be driven away in fear by forcefully invoking Black Hat - this requires something like disguising yourself &#039;&#039;as&#039;&#039; the boogeyman or telling a Black Hat story, simply saying the name won&#039;t scare him.&lt;br /&gt;
&lt;br /&gt;
If killed, one of the Wayward women will find herself pregnant within a week, and give birth to Caleb&#039;s reincarnation a month later. Caleb will resume his true form as an elven year old a month after being born. The only way to kill Caleb for good is to wipe out the entire town of Wayward, which frankly you should be wanting to do anyway.&lt;br /&gt;
&lt;br /&gt;
Caleb can close the borders by summoning tornadoes that lash all around the domain&#039;s periphery, kicking up lethal sandstorms and making it impossible to flee.&lt;br /&gt;
&lt;br /&gt;
===Cassandre Desesprits===&lt;br /&gt;
Darklord of Miseria. Born to a humble farmer&#039;s family, Cassandre was gifted with the ability to see and communicate with the spirits of the dead, which also made her a very effective seer. When this was revealed to her village, she became an immediate celebrity, and this situation - never permitted time to herself or any true friends, but also showered in displays of good will and thanks - twisted her heart. She became completely self-centered, egotistical and immoral, regarding all others as nothing more than things to use for her own amusement and gratification.&lt;br /&gt;
&lt;br /&gt;
When a war broke out amongst the local villages over the ability to use her seer powers, Cassandre exploited this to become a veritable queen, feeding just the right predictions to all factions to keep the war dragging on perpetually for over two years, wallowing in opulence whilst others bled, died and starved over her. Inevitably, the war drew to its climax, with both factions preparing to launch a decisive blow with a super-spell; Cassandre manipulated them into both acting at the exact same time, figuring that this would cause the spells to negate each other and stalemate, thus preserving the war and her power. Instead, they magnified each other, resulting in the annihilation of the warring armies and Cassandre being literally blown into Miseria.&lt;br /&gt;
&lt;br /&gt;
Cassandre&#039;s curse is, fundamentally, that she will never again enjoy the lifestyle she once enjoyed. Although surrounded by people who genuinely like and care for her rather than her gifts, she pines for the days when people doted upon her every wish and resents being forced to work for a living as a barmaid. Her [[diviner]] powers have dwindled and become almost useless, but her spiritual powers have expanded; she now commands incorporeal [[undead]] with the proficiency of a master [[necromancer]], and her life is supplement with the years drained by her [[ghost]]ly minions. None of her schemes to regain her &amp;quot;royal&amp;quot; status will ever work, and so she seems doomed to an eternity as a beloved but otherwise unremarkable barmaid.&lt;br /&gt;
&lt;br /&gt;
When she closes the borders, Miseria is surrounded by thick red fog that causes those who try to leave to age and eventually crumble to dust, whereupon they become ghosts under her command.&lt;br /&gt;
&lt;br /&gt;
If slain, Cassandre becomes a ghost herself, but then resurrects 2d4 days later. Only if she is confronted in ghost form by an exorcist of the local deity Saint-Ambroise who can denounce her for her crimes in life will she be banished from the world of the living forever.&lt;br /&gt;
&lt;br /&gt;
===Coyote===&lt;br /&gt;
Darklord of Yatehcaa. Once, this animal god aided the First Man in protecting his American Aboriginal-flavored world from powerful monsters. But his greed, malice and cruelty led to him committing many dark acts, and so the gods declared him unfit to remain amongst their ranks. First Man took back Coyote&#039;s cloak of stars, condemning him to stay forever on the world and be vulnerable to the monsters he had once battled. But Coyote showed no regret, no compassion, no willingness to learn from his mistakes or to try and make amends, and so he found himself trapped in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Ever since, he has continued his old ways, playing cruel, malicious tricks on the people of Yatehcaa, all the while trying to distract himself from how afraid he is that some day, he might be caught and killed by &amp;quot;The Dark Watchers&amp;quot;, the antediluvian monsters whom he once battled alongside First Man.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing protects Coyote from death, but between his lack of shame and utter cowardice combined with his powerful magical abilities, actually killing him in a fight is easier said than done.&lt;br /&gt;
&lt;br /&gt;
===Dr. Dorothy Hemphyll===&lt;br /&gt;
Darklord of Immerabt. This female human alchemist could in many ways be considered a mirror to Dr. Mordenheim of Lamordia. Like him, she was born a scientific prodigy who had neither time nor patience for religions and matters of faith. When she was twelve, Dorothy&#039;s mother died in childbirth giving birth to a son, something Dorothy blamed upon both the local priest - for he had both refused to allow Dorothy to be present at the birth, despite her knowledge of herbs and medicines, for her lack of faith, and proven unable to save Lady Hemphyll&#039;s life with his limited divine magic - and her father, for he had listened to the priest.&lt;br /&gt;
&lt;br /&gt;
This became the cornerstone of Dorothy&#039;s growing loathing for religion, something that grew ever stronger as she aged. She went abroad to study medical sciencies, [[transmuter|transmutation magic]] and [[alchemist|philosophical alchemy]], always seeking to refine her medical skills. She also visited the dark, seedy corners of society: brothels, dog-fighting arenas, drug-fueled parties and other such realms that further convinced her of the absence of divine intervention.&lt;br /&gt;
&lt;br /&gt;
The kicker was when she met and fell in love with another medical student of noble ancestry; Hermann Leawly. Despite her feelings, she refused to marry him, for that would require submitting to a religious ceremony she wanted nothing to do with. But he bent under the pressure from his traditional family and returned to their home, something that enraged Dorothy, who now derided him as a weakling.&lt;br /&gt;
&lt;br /&gt;
After a long, bloody war, a terrible plague gripped her homeland, and Dorothy came up with an idea for a new method to care for the terminally ill. She purchased an abandoned penitentiary on a small rocky island and converted it into a sickbay, hiring the best healers she could find (so long as they weren&#039;t divine spellcasters). One of those she hired was Hermann. She became ever-more obsessive, pushing her followers brutally, and gaining the first attention of the [[Dark Powers]]. When she perfected her prototype life support mechanisms and began abducting the terminally ill from her hospice to install them in the devices, trapping them at the brink of life and death in a state of constant, unrelenting pain, they grew anticipatory. But it wasn&#039;t until she got drunk at a party celebrating her newly produced plague vaccine, and revealed to Hermann her monstrous experiments, injecting him with concentrated plague serum and deliberately waiting for him to reach the still-incurable terminal stage of the disease before strapping him into one of her hideous living death machines that they seized her and transformed goal island into Immerabt.&lt;br /&gt;
&lt;br /&gt;
Dorothy&#039;s curse is three-fold, and could be a considered a blend of Mordenheim&#039;s and Azalin&#039;s. Though she is well-aware of the fact that the local industries of Immerabt are poisoning the population, her attempts to plan and execute social projects to counter the pollution invariably fail due to being rejected or ignored. Secondly, she is kept so busy working her daily job that she cannot devote the time to furthering her understandings of magic and alchemy, preventing her from attaining the greater power she needs to pursue her goal of the ultimate curatives. Finally, she is unable to invent a vaccine to cure those suffering from the terminal effects of the plague, which means she cannot cure Hermann, who remains bound and suffering in his life-support in the depths of her sanitarium.&lt;br /&gt;
&lt;br /&gt;
Unlike many darklords, Dorothy has no inherent abilities that make her unkillable, although her disease-bearing touch and biomechanical golem guards make her a force to be reckoned with in combat. She can regenerate, but she&#039;s vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
If she wishes to close the borders of Immerabt, violent storms with strong winds and heavy rain surround the archipelago, whilst the waters boil with mutated [[shark]]s and other aquatic predators.&lt;br /&gt;
&lt;br /&gt;
===Elizabeth Michelle Cole III===&lt;br /&gt;
Darklord of Hibernate. This female human [[vampire]] was born to the noble family of the Coles in the land of Hybernaya on Boram&#039;ith. Despite her aristocratic lineage, she did not believe in the inherent superiority of her bloodline, and fell in love with a peasant boy, whom her parents had executed on trumped-up charges. This engendered a deep hatred for her parents in Elizabeth&#039;s heart, and at the age of 28, she left home to &amp;quot;think about things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In her wanderings, she met and fell in love with a man named Alexander Berzinski, a [[vampire]] who converted her into one as well. They traveled together for seven years before parting, whereupon Elizaeth returned home, murdered her parents, and ruled  their lands with an iron first for a decade.&lt;br /&gt;
&lt;br /&gt;
During this time, she became a high priestess of [[Thanatos]], and attempted to lure a prophesied warrior known as &amp;quot;The Son of the Black Moon&amp;quot; into Thanatos&#039; service. A task she delighted in, for she fell in love with him when she met him - a one-sided love, for he was devoted to his [[half-elf]] girlfriend. When he died escaping from his contract with the dark god, Elizabeth had him resurrected and attempted to lure him through a portal to the [[Lower Planes]], only to find herself alone in Darkon. Here, she fell afoul of the Kargat and fled to the Sea of Sorrows, only to find herself bound to the newly formed isle of Hibernate when she set foot there.&lt;br /&gt;
&lt;br /&gt;
She has risen to power as the madame of the most well-respected brothel in Hibernate, leading a force of twenty eight call girls, all of whom she has turned into [[vampire]]s. Her curse is that she yearns to find the Son of the Black Moon and claim him for herself, but he has never materialized in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Elizabeth is unaffected by Hibernatian holy symbols, due to the combined facts that they represent a non-existant god and the lack of true faith endemic in Hibernate&#039;s people, but can be slain by a pine wood stake, or paralyzed with any other kind of stake. If Elizabeth is killed, one of her vampire prostitutes will fall into a month-long coma, during which she will physically and mentally be subsumed and transformed into a new incarnation of Elizabeth. It&#039;s unclear how this can be prevented.&lt;br /&gt;
&lt;br /&gt;
When she wishes to close the domain, Hibernate&#039;s borders are choked by a thick fog that is impossible to navigate; those who try only find themselves circling back to Hibernate, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
The [[Undead Sea Scrolls]] 2002 version of Elizabeth emphasizes her fundamental selfishness and cruelty, and also notes that her Undying Soul will allow her to possess any woman in Hibernate should all of her prostitutes be killed.&lt;br /&gt;
&lt;br /&gt;
===Gatwe and Mr. Klein===&lt;br /&gt;
The domain of Nzari is home to two darklords, struggling for dominance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gatwe&#039;&#039;&#039; is the original Darklord; an Mwele man who was forever questioning the traditions of his people even from a youth and who burned to hold power. He apprenticed himself to the tribal shaman, whom he perceived held the true power, but his ambitions remained unchecked. When the most beautiful woman in the village chose to marry a respected hunter, that was the last straw; he forsook all the traditional limits on the shaman and began practicing sorcery. He used curses to sicken and kill those he hated, and goad the tribe into war, slowly building an empire from the scattered tribes of the Mwele. When suspicion began to fall upon him, he murdered his own family to try and throw it off, assuming the form of a leopard to plant a curse-bundle that would kill them all slowly and painfully. When he began to resume his human form, that was when the [[Dark Powers]] struck, trapping him in a twisted [[Broken One|nightmarish conglomerate form]], incapable of wielding his former magic, and launching Nzari into the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Klein&#039;&#039;&#039; came to Nzari after its appearance in the [[Demiplane of Dread]]. A fanatical devotee of [[Ezra]], he yearned to be a missionary, but found that goal stymied during the initial rush to explore the Sea of Sorrows; the merchants who controlled the expedition wanted profits, not proselytizing. Only when Nzari was discovered, with its savage cannibal tribes and vast wealth of ivory, did Mr. Klein finally find his desire within his grasp. He founded the Dementlieur Exploration Company, and led its first expedition to Nzari. The Mwele naturally resisted this foreign invasion, but Klein had the zeal of a fanatic and pressed on, resorting to ever-more brutal tactics as months of battle and disease took its toll on his followers. Eventually, he caught the attention of Gatwe, but managed to fight the feared &amp;quot;leopard-devil&amp;quot; off - an act that won him inroads amongst the Mwele. His followers swelled in numbers, and he seemed to make real progress in &amp;quot;civilizing&amp;quot; Nzari... until he realized that his followers were not worshipping Ezra, but Klein himself, and that those he conquered were merely paying lip service to his commands. Furious, he resorted to to ever-more draconian methods to &amp;quot;stamp out the heathenism&amp;quot;, but succeeded only in pushing the Mwele to rebel. Klein counter-attacked viciously with his own forces, and responded by flaying every last one of them alive before he had them beheaded, their bodies cast into the river, and their heads impaled on stakes around his house.&lt;br /&gt;
&lt;br /&gt;
In the face of such brutality, the Dark Powers aren&#039;t sure &#039;&#039;which&#039;&#039; of the two better deserves the title of Darklord.&lt;br /&gt;
&lt;br /&gt;
Gatwe&#039;s curse is simple: he is forever cut off from the adoration and power he changes. No Mwele will have anything to do with one so obviously marked as a sorcerer, and he cannot change or disguise his form regardless of what artifice he tries. Mr. Klein, on the other hand, is cursed that when he sleeps, he sees the world through Gatwe&#039;s eyes, experiencing the broken one&#039;s life as he lives it. Both, ironically, share the curse of wanting to change the Mwele culture, but being completely incapable of doing so.&lt;br /&gt;
&lt;br /&gt;
The two Darklords &#039;&#039;despise&#039;&#039; each other. Gatwe has become convinced that if he can kill Klein, his full powers will be restored to him. Klein, on the other hand, believes that Gatwe is a literal demon, a symbol of the savagery hidden in humanity&#039;s heart, and that only by &amp;quot;civilizing&amp;quot; the Mwele will the nightmarish dream-visions cease.&lt;br /&gt;
&lt;br /&gt;
Unusually for co-darklords, they can both close Nzari&#039;s borders; Gatwe surrounds the domain an impenetrable thicket of vegetation, whilst those trying to flee against Klein&#039;s wishes find themselves lost in thick fog and eventually attacked by an endless hail of arrows.&lt;br /&gt;
&lt;br /&gt;
Both darklords also have their own unique forms of immortality. If Gatwe is killed, one of the leopards of Nzari will become his reincarnation a day later. Klein, on the other hand, is simply impervious to all attacks not dealt with an ivory weapon (a &#039;&#039;blessed&#039;&#039; ivory weapon deals double damage!) and will not return if slain.&lt;br /&gt;
&lt;br /&gt;
===Geren Horstadt===&lt;br /&gt;
Darklord of Seradan.  Born the favored son of a minor noble family, Geren was a bullying braggart in private, but a charming and idolized peer in public. All that changed when, at the age of 17, he was struck by a strange wasting disease that crippled him irreversibly; he lost use of his legs, his muscles withered, and all his senses faded. Though his family bankrupted themselves to try and cure him, nothing worked. He spent fifteen years in his own personal hell, watching and envying those with normal lives, and resenting his family despite the love and care they still showered him with.&lt;br /&gt;
&lt;br /&gt;
His true descent into damnation came when one of his brothers brought down a trunk full of books from the attack, and Geren learned one of his great-grandfathers had been a powerful [[wizard]] - one with considerable experience in summoning beings from the [[Lower Planes]]. When his family refused to hire a wizard to tutor Geren in magic, he decided to try summoning a [[fiend]] on his own. He called forth a [[yugoloth]], who was so surprised by the venomous manner in which Geren pleaded his case that he offered Geren a trade: the souls of Geren&#039;s families in exchange for the ability to &amp;quot;help Geren feel what others feel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It was a bargain Geren made without hesitation. He hired an [[assassin]] to kill every last member of his family, other than his mother. In exchange, the yugoloth gifted him with the ability to possess others, which allowed him to vicariously experience life as a normal person again. He slowly began to rebuild the family&#039;s fortunes by using possessed thralls to commit acts of murder and theft... then the townsfolk began to suspect his mother was involved, and she in turn wondered if Geren was responsible. When she confronted him, however, Geren petuantly seized control of her mind and made her kill herself. But some of the townsfolk had just arrived to question her again, and they discovered her slumping over the infamous and now-hated cripple. Realizing that Geren had been responsible, they beat him with clubs and then dragged him into the streets, where the mob lynched him; hanging him from a tree and beating him to death as they burned his family&#039;s home and himself. &lt;br /&gt;
&lt;br /&gt;
Such was Geren&#039;s rage at this fate that he returned from the grave as a powerful haunt - a [[Ravenloft]] strain of [[ghost]]. With his possession abilities enhanced, he used them to massacre the entire population of the village... which was when the Mists rolled in and claimed him for Seradan.&lt;br /&gt;
&lt;br /&gt;
Geren&#039;s darklord status brings with it a cocktail of curses. The standard Darklord curse of being unable to leave his domain chafes him particularly, being that he yearns to explore and experience the world. Making matters worse is that he is now trapped in a realm of dullards, so docile, unimaginative and unfeeling that possessing them is little better than staying a ghost. For further insult, Geren can now only possess hosts for short periods of time, or else they die of a supernaturally induced fever, forcing him to largely avoid using his possession abilities.&lt;br /&gt;
&lt;br /&gt;
Geren always reforms one week after being destroyed. Only if he is allowed to kill Wilhelm Braugh, the only survivor of Geren&#039;s hometown and the inspector who gave him over to the mob, will he cease to exist, having decided that there is nothing left to live for. If he closes the borders, supernatural exhaustion claims any who try to leave the domain, sapping their strength until they are left helpless.&lt;br /&gt;
&lt;br /&gt;
===Jarl Gravstein Hansen===&lt;br /&gt;
Darklord of the Northlands. This male human was born to the Gand tribe, son of the man who had founded the trade guild known as the Key, which was bringing much-needed prosperity to the realm. He railed against the tradition by which the Gand and Kosti tribes alternated ownership of the capital city of Miklaheim every five years, and was determined to keep ownership of the city for himself.&lt;br /&gt;
&lt;br /&gt;
To do so, he launched a brutal campaign against the Gand tribe, taxing his own people into famine and ruin to do so. When they were devastated, he turned his back on the traditional religion of the seidmen, secretly siphoning away funds from the church who thought he was supporting them. Finally, he began taxing the trade guild to borderline ruin itself. Through his short-sighted greed and selfishness, the realm was drawn into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Secretly, Gravstein yearns to be respected and loved, but he cannot attain it - only if he returns all the land of the Gand to them will this curse be broken, which mechanically manifests as an automatic failure on any Charisma check other than Intimidation. He doesn&#039;t have any magical powers to preserve his life, but whoever takes up the mantle of leadership should he die will be cursed in the same manner.&lt;br /&gt;
&lt;br /&gt;
Closing the borders results in a vast army of warrior spirits descending from the heavens and physically blocking passage.&lt;br /&gt;
&lt;br /&gt;
===The Barons Gustav===&lt;br /&gt;
Darklords of Gustavstan.&lt;br /&gt;
&lt;br /&gt;
Baron Gustav the Elder is a male human ghost who once ruled a small kingdom in his homeland. Though he had intended to pass his holdings on to his younger brother Klaus, the younger sibling had no interest in ruling, so the elderly Gustav took a wife and fathered a son, Gustav the Younger. Then, when his son was fifteen, Gustav the Elder stepped on a snake in his garden and was fatally bitten.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger (male human [[Fighter]]) was inconsolable, his mind fracturing under the sudden death of his beloved father. In his grief, he refused to take up the throne, forcing his uncle Klaus to become Baron in his place - as well as to wed Ingrid, Gustav the Elder&#039;s widow and Gustav the Younger&#039;s mother, to secure the Younger&#039;s inheritance. Unfortunately, this gesture was misunderstood by &#039;&#039;both&#039;&#039; Gustavs; the Younger began to despise his uncle and mother for their apparent disloyalty, whilst the Elder&#039;s restless spirit also became incensed at Klaus&#039;s apparent betrayal. He seized upon the idea of exploiting his son&#039;s fractured mind to both weaponize him against Klaus and to make him vulnerable, so the Elder could live again by stealing his son&#039;s body.&lt;br /&gt;
&lt;br /&gt;
This domain is basically [[grimdark]] Hamlet, in case it&#039;s not obvious already.&lt;br /&gt;
&lt;br /&gt;
So Gustav the Elder manifests to his son, lies that he was murdered by Klaus, and convinces his half-crazed son that Klaus wants to steal the throne for himself. Klaus the Younger swallows this bullshit hook, line and sinker, and pretending to be even madder than he actually was, he began preparing to kill his uncle and his mother both - ignoring that Gustav the Elder wanted Ingrid spared, having figured that once he stole his son&#039;s body, [[/d/|he could reclaim her as his wife]].&lt;br /&gt;
&lt;br /&gt;
This led to Gustav the Younger murdering the father of Elaine, the woman he loved, and driving her so insane that she ended up committing suicide by throwing herself off the battlements of the castle - which didn&#039;t do Gustav Junior&#039;s sanity any great shakes. Instead, it provoked him into finally battling his uncle, killing Klaus and his mother in the process. Which was when Gustav the Eldler showed up and, horrified at his wife&#039;s death, he revealed the truth about how he&#039;d played his son for a fool. Enraged, the son attacked his father&#039;s ghost, and that was when Gustavstan was snatched up by the mists.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger now burns with the urge to hunt his father&#039;s spirit down and destroy him, a task not helped by his paranoia. Every night, he is haunted by the angry ghosts of Elaine and Klaus, who spend the night cursing him out for their murders.&lt;br /&gt;
&lt;br /&gt;
Gustav the Elder now spends his days haunting the local insane asylum, where Ingrid - who actually survived her son&#039;s attack, but was left a raving madwoman - is now kept. At night, he strives to manipulate others into killing his son.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be permanently destroyed by violence; they regenerate and revive from destruction. Only by killing Ingrid will their resurrective regeneration cease... but doing this will cause the killer to immediately suffer a failed [[Powers Check]], whilst those who watch get to roll one. &lt;br /&gt;
&lt;br /&gt;
===Hakaan na Uruk===&lt;br /&gt;
Darklord of Saarkaath. This male [[half-orc]] was born to an unknown human slave and her orcish master in the [[orc]] stronghold known as the Dark Fork Holding. When Hakaan was young, the Holding was put to the torch by a [[paladin]] order called the Storm Templars; whilst the orcish women and children fled, Hakaan was left behind, and rescued by a paladin named Leith Kelbar. As Hakaan favored his human heritage in appearance, Leith took the child in and informally adopted him.&lt;br /&gt;
&lt;br /&gt;
Officially, Hakaan was just Leith&#039;s &amp;quot;dog robber&amp;quot;, a menial worker, but Leith showed the boy an undemonstrative but very real affection and even trained him in weapon&#039;s use and other page skills. This in turn engendered a hero&#039;s worship attitude in the young half-orc.When Hakaan entered puberty and his orcish heritage became more appropriate, the other knights of the Storm Templars began encouraging Leith to abandon the half-orc and take a human servant instead. The stubborn and idiosyncratic paladin flatly refused them, and instead made Hakaan his squire at the age of 14. The half-orc&#039;s respect for his adoptive father only increased at this decision, and he began to dream of becoming a full-fledged Storm Templar himself, determined to prove his worth despite his heritage.&lt;br /&gt;
&lt;br /&gt;
The orc/human war was still raging at this point, and soon after becoming Leith&#039;s squire, Hakaan saw his father killed during a climatic battle at Shadow Mountain. Leith&#039;s dying wish was for Hakaann to take his [[Holy Avenger]] and his armor back to the Storm Templars. The half-orc fought heroically and made the 400 mile trip back to the central temple of the Storm Templars. To his dismay, he found himself coldly received and sharply censured for daring to carry Leiber&#039;s weapons and armor as a mere squire; many of the Templars even pushed for him to be expelled from the order entirely. But his actions and skills did win him the support of a few key members of the order, and so a compromise was offered: Hakaan could &amp;quot;prove himself&amp;quot; by beginning his squire&#039;s training over from the beginning, with vague promises of a future &amp;quot;consideration&amp;quot; for full knighthood.&lt;br /&gt;
&lt;br /&gt;
The young half-orc was outraged and indignant, feeling he had proved his worth through his skills already. He left the order and sought membership in another elite martial unit... however, none would take a half-orc. Only a mercenary force allowed him membership, and whilst initially distressed by their monetary emphasis and neutral (at best) morality, he soon adjusted. In fact, by the time he was 30, he was the Captain-General of his own mercenary army! But he never forgot the way that the Storm Templars and the other elite forces of the human military had rejected him, and a bitter enmity grew in his heart. Things finally came to a boil when the human kingdom declared war on the southern [[hobgoblin]]s; not only was Hakaan&#039;s army hired to work alongside an offensive led by the Storm Templars, but despite his vital role, he was not invited to the meetings held by the various generals of the royal army and the order.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. Hakaan began secretly communicating with the hobgoblin armies, and through his treachery the human forces suffered reverse after reverse. At the final climatic battle, the humans&#039; last gamble, Hakaan deliberately &amp;quot;misunderstood&amp;quot; a signal to reinforce the Storm Templars and fell back, allowing his former order to be annihilated and delivering a crushing defeat to the forces of humanity. He promptly surrendered to the hobgoblins and offered them the services of his forces; those mercenaries who refused to follow him were promised safe passage to the lines, but instead were betrayed and given over to the &amp;quot;correction officers&amp;quot; of the hobgoblin forces.&lt;br /&gt;
&lt;br /&gt;
Fighting at the side of the hobgoblins, Hakaan&#039;s forces swelled with the addition of several hundred orcish conscripts, all eager to serve &amp;quot;under one of their own&amp;quot;. Howerver, he soon fell out with the hobgoblins and tried to betray them as well, but they were better prepared than the human forces and Hakaan found himself forced to flee with less than a thousand surviving troops into the mountains, pursued the whole way by [[hobgoblin]]s, [[goblin]]s and [[worg]]s.&lt;br /&gt;
&lt;br /&gt;
He escaped by fleeing into a thick mountain fog, only to emerge in a strange mountainous region completely alien to him and his followers, and magically prevented from finding their way back to more familiar ground. Discovering a massive complex of tunnels and caverns within the mountains, at the encouragement of his orcish followers, Hakaan settled into the caves and began operating like a typical orc warchief, sending his forces out to raid the surface villages for supplies, slaves and concubines; many of those slaves or their ill-favored human-looking halfbreed children subsequently escaped to the surface, and thus the domain of Saarkaath was born.&lt;br /&gt;
&lt;br /&gt;
A hundred years have passed, but Hakaan&#039;s aging has been slowed, and so he only appears to be fifty... of course, even a very-well preserved fifty is still a pretty significant age for a half-orc! In mockery of Hakaan&#039;s life-long loathing of his orcish heritage only to willingly stoop to the worst behaviors associated with orcdom, his orcish traits have been exaggerated over the years, and so he now not only looks like a pureblooded [[orc]], but he suffers even worse sensitivity to sunlight than a true orc would - combined with his curse-spawned intense agoraphobia, and Hakaan can no longer bring himself to visit the surface. Hakaan attempts to hide from his self-loathing by celebrating the orcishness of his people, surrounding himself with those who most strongly favor their orc heritage and punishing the least orcy-looking denizens of Saarkath, but truthfully it still rankles him. Combined with his inability to leave Saarkaath to take revenge on his ancient human and hobgoblin foes, and his &amp;quot;kingdom&amp;quot; is a glorified prison whose bars he can never deny.&lt;br /&gt;
&lt;br /&gt;
Hakaan is amongst the most vulnerable of all darklords; aside from the hitpoints of being a 12th level [[fighter]] as well as owning a +2 greatsword and a Ring of Regeneration, he has no magical protections of any sort to preserve his life. If you can kill him, he&#039;ll stay dead. Amongst his more unusual abilities, he can fly into a berserker rage similar to a [[barbarian]], and detect [[paladin]]s with perfect accuracy.&lt;br /&gt;
&lt;br /&gt;
When Hakaan closes Saarkaath&#039;s borders, a forest of magical spears and swords appears at the border; those who try to force through will suffer 1d10 damage per round, which can only be restored by magical healing - and, of course, those who try to fly over will instead just drop straight onto them.&lt;br /&gt;
&lt;br /&gt;
===Henry Arlington===&lt;br /&gt;
Darklord of Arlington Farm. Henry Arlington was a farmer who obsessed about success. Inheriting his farm after the tragic death of his parents in a house fire, he killed his own elder brothers in a duel to secure his inheritance. He proved to be a demanding, overbearing farmer, and obsessed with successful crops; when an unexpected New Year&#039;s late frost resulted in damage to a significant portion of the crops, Henry flew into a rage, even though he had more than enough funds to weather this less-than-perfect year. In his rage, he murdered one of his farmhands, concealing the crime by cutting up his body and hiding it amongst the scarecrows on the property. That year, the farm bloomed with a record-breaking bounty.&lt;br /&gt;
&lt;br /&gt;
The next year saw a similar pattern: the crops failed early in the year, but when Henry killed (in this case a stray dog), they suddenly reversed fortune and flourished. Henry became convinced that his farm would reward him with bounty only in exchange for blood sacrifices, and he began a yearly ritual of murdering some human victim and stuffing their dismembered body into the scarecrows. Over a decade of this grisly work, he soon had no farmhands left to sacrifice, and so instead he slaughtered his entire family for the sake of his farm.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. The grisly, corpse-stuffed scarecrows came to life and burned down all his crops, then dragged Henry out into the field and mutilated him, turning him into a fleshy scarecrow like themselves. That was when the Mists swallowed the farm.&lt;br /&gt;
&lt;br /&gt;
In the present, Henry still tends to his farm as an animate corpse [[scarecrow]], only to find his labors undone whatever he achieves. In addition, every harvest moon, he finds himself human once more - and subsequently butchered by his vengeful scarecrow &amp;quot;workers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Henry can close the border for up to an hour at a time by summoning a vast murder of crows that attack whoever tries to leave. After an hour, however, Henry is exhausted and must rest for 3 rounds before he can resummon the swarm. If slain, Henry remains dead until the next full moon or blue moon, whereupon he will possess one of the scarecrows in his domain and return to life. Theoretically, he can be destroyed forever by destroying all of the scarecrows.&lt;br /&gt;
&lt;br /&gt;
===Hercules===&lt;br /&gt;
Darklord of Olympus. Born the son of the High Priest of [[Zeus]] in a theocratic nation ruled over by a collective of seven temples to the Greek Gods - Zeus, [[Athena]], [[Aphrodite]], [[Hermes]], [[Ares]], [[Apollo]] and [[Hades]], the man now known only as Hercules earned great fame in his youth by speaking up against the brutal repression of the priest-lords and championing the rights of the oppressed commoners. Although originally he sought peace, the overwhelming corruption opposing him led him first to delving into the murky depths of politics, and finally into leading a full-blown revolution.&lt;br /&gt;
&lt;br /&gt;
This angered the realm&#039;s rulers, the conclave of High Priests known as the Council of Seven, who came up with three plans to ruin Hercules. The High Priest of Zeus sent his son cursed gauntlets that would drive him into bloodthirsty rages under false pretence of truce. The High Priestess of Athena sought to summon a daemonic entity that would grant the Council magical powers that would allow them to crush the rebels and prove themselves the true &amp;quot;Voices of the Gods&amp;quot;. Finally, the High Priestess of Aphrodite arranged for one of her serving girls to be sent to seduce Hercules, with the ultimate plan of disgracing him by tempting him into committing the blasphemous act of making love in the holy ground of the temple of Zeus.&lt;br /&gt;
&lt;br /&gt;
They couldn&#039;t have expected that Dejanira, the girl chosen by the Voice of Aphrodite, would fall in love with Hercules and reveal the ploy to him. Any more than she could have expected for him to revile her as a traitorous seductress, but hide his loathing and use her to deliver a strike against the Council as they performed the summoning ritual. At the height of battle and ritual both, Hercules turned on Dejanira and stabbed her to death before throwing her into the center of the Council, then beating his father to death as he was paralyzed by the sudden influx of magical energies from the rite.&lt;br /&gt;
&lt;br /&gt;
The Seven Voices of the Gods were transformed into quasi-daemons in their own right, and Hercules became the Darklord of the realm now called simply &amp;quot;Olympus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hercules is cursed both with the erratic and dangerous rages from his braces, and in that he is haunted by the terrifying spectre of Dejanira, who still loves him even in death. Worse still, his reputation continually sours due to his berserk rages.&lt;br /&gt;
&lt;br /&gt;
The only way to kill Hercules for good is to force him, the six &amp;quot;Living Gods&amp;quot; of Olympus and the Forsaken One (the half-daemonic ghost of the High Priest of Zeus) to meet in the abandoned temple of Zeus and perform the fiend summoning ritual again. Only if Hercules allows himself to be sacrificed as part of the ritual will his curse be ended - which will also strip the Living Gods of their powers and make them mortal as well.&lt;br /&gt;
&lt;br /&gt;
If Hercules wishes to seal the borders of Olympus, a titanic lightning storm envelops the domain, striking down any who attempt to escape.&lt;br /&gt;
&lt;br /&gt;
===Heresa Heri, The Vulture King===&lt;br /&gt;
Darklord of Tsuu-Y-Teke. Long ago, Heresa Heri was one of the great animal lords, powerful spirits subordinate to the greater animal gods, but he betrayed his master&#039;s wishes after being named ruler over the skies: when given the ability to create permanent light from enchanted crystals, rather than sharing this light with the world, he selfishly kept them for himself, turning them into a shining feathered headdress. But his treachery was uncovered by a human hero-shaman named Kanaciwe, who captured Heresa Heri and tore out the golden and silver feathers, turning them into the sun, moon and stars. But the appearance of the sun dazed Kanaciwe, allowing Heresa Heri to break free of the shaman&#039;s grip and kill him.&lt;br /&gt;
&lt;br /&gt;
This act enraged his rival, the newly empowered Haloe-Tsuu (Sun Puma), who cursed Heresa Heri; never again would he be allowed to face the sunlight, or else it would destroy him. Though the Vulture King fled into the deepest cave, he was mortally wounded, and summoned his underlings to ceremonially preserve his body and spirit. As he died, he cursed all those who had robbed him of &amp;quot;his&amp;quot; treasure, from the humans whose shaman had taken his headdress of shining light to the skies themselves for being home to the sun and moon. Thus was the domain of Tsuu-Y-Teke born.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Vulture King is a white-feathered giant vulture with a dark red bonnet of dried blood on his head, sickly yellow eyes that glow in the dark, and a jagged, uneven beak that gives him the appearance of fanged teeth. He is an [[undead]] creature with powers similar to those of a [[mummy]], althoug he looks like a living bird.&lt;br /&gt;
&lt;br /&gt;
As Darklord, Heresa Heri is trapped in his cavern lair except during True Night, the one period of darkness that comes to Tsuu-Y-Teke once per month. He has become obsessed with the idea that if he can amass a sufficient number of gems, he can reimprison the light and restore the endless Night that the world once knew... but he knows that to do so, he needs the &#039;&#039;exact&#039;&#039; number of gems as there are stars in the sky, and he no longer remembers how many that is!&lt;br /&gt;
&lt;br /&gt;
In combat, Heresa Heri is a powerhouse and all but impossible to destroy without the use of sunlight or powerful magical light. Even then, if destroyed, his spirit will possess any giant vulture within a 13 mile radius, which will transform into the Vulture King 1 week later.&lt;br /&gt;
&lt;br /&gt;
When the Vulture King seeks to seal Tsuu-Y-Teke, then impenetrable magical darkness gathers on the borders; those who try to escape instead get lost in the utter blackness and stumble right back out into the domain.&lt;br /&gt;
&lt;br /&gt;
===Commander Hernando Mouriros===&lt;br /&gt;
Darklord of Mictlan. Born into poverty, Hernando Mouriros was the son of a simple laborer; a brutal drunkard who savagely beat his wife and children. Hernando&#039;s mother died birthing Hernando&#039;s younger sister when he was ten, and six months later, his father took another wife, which pushed the embittered youth over the edge. Only the city guard&#039;s intervention kept Hernando from being beaten to death by his father, and he repaid their mercy by throwing himself into their ranks.&lt;br /&gt;
&lt;br /&gt;
Despite his background, Hernando&#039;s rise was meteoric, and he soon graduated from the city guard to the Imperial Army, and from there worked his way up the ranks to captain. When the Holy Empire launched its great crusade, Hernando flung himself into the slaughter, eager to showcase his loyalty and win wealth and power for himself. He became renowned for his uncompromising nature, devious tactics, draconian authority over his men, and utter lack of mercy towards the &amp;quot;pagans&amp;quot; he battled.&lt;br /&gt;
&lt;br /&gt;
After ten years of crusading, he was called back to the Empire and charged with leading the first expedition to conquer the newly discovered jungle realms beyond the Sierra Acora mountains. Hernando was honored - and the discovery of the distinctly [[Aztec]]-like native cultures, with their bloody [[theocracy]], only fueled his desire to succeed. When the first natives they met offered them peaceful greetings and a tribute of gold and gems, Hernando took the offerings and then launched an attack anyway, slaughtering the natives down to the last child - the act that finally earned him his position as Darklord.&lt;br /&gt;
&lt;br /&gt;
The curse of Hernando Mouriros is similar to Vlad Drakov&#039;s: he yearns to conquer Mictlan and bring it to heel, but he is handicapped from doing so. Not only are his forces outnumbered and demoralized, but the agonizing immortality that allows them to defeat superior numbers carries its own curse; one soldier randomly dies permanently whenever Mouriros&#039; forces conquer a city, and so their numbers shrink as he gains closer to achieving his goal. Whilst he doesn&#039;t lose his own forces if an allied force of natives conquers a city, the natives have no real respect for Hernando and constantly betray him for no reason he can determine. His own self-discipline and authoritarian control, once his greatest strengths, have become crippling weaknesses; he can&#039;t adapt to the ever-shifting chaos of life in Mictlan. The random nightmares he has of being a hapless child at his brutish father&#039;s nonexistent mercy merely adds insult to injury.&lt;br /&gt;
&lt;br /&gt;
A rarity amongst Darklords, Hernando &#039;&#039;isn&#039;t&#039;&#039; protected from death, unlike his men. But, if he were to be killed, then his body would burst into enchanted, inextinguishable flames that would ignite anything they touch (although these secondary fires could be extingiuished normally). It&#039;s unclear how long Hernando&#039;s corpse would burn for, but the wildfires it would cause would almost certainly lay waste to vast swaths of Mictlan in the process.&lt;br /&gt;
&lt;br /&gt;
If Hernando dies, the most likely candidate to replace him as Darklord is the cruel, unhinged high priest of [[Huitzilopochtli]], Cuxi Yapanaque.&lt;br /&gt;
&lt;br /&gt;
===Isabel de Sargas===&lt;br /&gt;
Darlord of San Bartolome. From her earliest days, Isabel de Sargas was a natural charmer, able to get anything she wanted... until the day she met a [[monk]] named Fernando in Porta Coeli. He refused to bend to her charms, and had no desire for anything she could offer him; all he cared about was attaining self-perfection, so that his soul could become an Njelx - the local term for [[angel]]s. Intrigue at his defiance soon grew into an all-consuming obsession; Isabel became convinced that she was in love with Fernando, and determined to make him reciprocate.&lt;br /&gt;
&lt;br /&gt;
Finally, she decided that the only way to make Fernando come to her was to become an Njelx herself. Soon after, the dark Njelx Ezimel began to whisper in her dreams, offering to make her dream come true; Isabel resisted at first, but ultimately succumbed. Months later, the ritual was cast and Isabel became a beautiful winged woman; under the light of the moon, she flew to Fernando&#039;s room and told him that she had been an Njelx all along, one sent to test him and determine if his soul was worthy of similar ascension. She claimed he had passed this test, and also won her love, and so they would be together forever in Coeli. Fernando was delighted, and finally yielded to her embrace...&lt;br /&gt;
&lt;br /&gt;
And that was when the sun rose. A strange feeling of lightness, of somehow being detached from her body, came over Isabel, and she saw horror in Fernando&#039;s eyes. Looking about, her eyes fell on a mirror, where she saw the truth; she was no Njelx, but a bat-winged horror, with razor-clawed fingers and the legs of some monstrous flying beast - she had become a [[harpy]]. And she wasn&#039;t tenderly embracing Fernando, but instead ripping him apart with her bare hands.&lt;br /&gt;
&lt;br /&gt;
As she was snatched back to reality, the mists swallowed her and brought her to the demiplane of dread.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Isabel has hated the churce of San Bartolome. Though she can assume the semblance of her old form, the illusion doesn&#039;t last for long and can be forcibly dispelled by the light of both sunrise and sunset - she knows that if her true form were revealed, she would be hunted as a monster. As such, she can no longer exploit her charms to enthrall men, and has been forced into a bitter, self-loathing life as a social recluse. She likes to creep about the city at night and attack couples out of her rage and jealousy. By day, she opoerates a small fishing boat, desperately hoping to accrue the finds to try and overthrow the reigning theocracy, a task she will never complete.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isabel, when she completed her dark pact, her soul was physically removed and now lies hidden somewhere in Nove Circulae, the realm of Ezimel and his fellow fallen Njelx. Unless her soul is returned to her, rendering her mortal, Isabel is unkillable; when slain, she returns to life within a tenday.&lt;br /&gt;
&lt;br /&gt;
If Isabel chooses to close her domain&#039;s borders, then a great storm lashes the seas surrounding the island, rendering it impossible to sail or fly through.&lt;br /&gt;
&lt;br /&gt;
===Jack Karn===&lt;br /&gt;
Darklord of Farelle. Originally, the entity now called Jack Karn was a jackal from the Wildlands who hated that his people were content to be scavengers rather than hunters, a fact that saw them labeled as cowards by the beasts of the Wildlands. He convinced other Wildlands jackals to follow him, and began to incite conflict between the other animals of the Wildlands; when the two groups were fighting, he and his followers would attack their dens and drag away their children as food. This filled The Jackal Who Would Not Be A Coward with great pride - and ever-greater bloodlust. But eventually his tricks were discovered, and the vengeful animals turned upon the jackals of the Wildlands, slaughtering them and driving the survivors into the swamp of King Crocodile. When one of the elder jackals denounced him for bringing ruin upon their race, the murderous jackal attacked this elder - but was instead driven away by the other survivors, who savaged him with their fangs.&lt;br /&gt;
&lt;br /&gt;
The murderous jackal escaped, pausing only to watch as his few surviving packmates were devoured to the last by King Crocodile, and then trotted off into the mists, vowing to find a new pack and teach them his vicious ways. Instead, he found himself in a strange land; a snow-bound conifer forest, where he fell afoul of a common leg trap. He would have died, had not the original Jack Karn, a kindly human tinker, stumbled across him.&lt;br /&gt;
&lt;br /&gt;
Jack Karn, a peaceful soul who loved nature, instantly felt sympathy for the jackal, and tried to help him. The murderous jackal repaid his efforts by trying to kill him, failing only because of his wounded leg. Undaunted, Jack beat the jackal senseless with a length of iron, then used this as an opportunity to chain the jackal up, muzzle him, and tend his wounds. For weeks, he took the jackal along his cart, trying to befriend the creature and convince him that, together, they could help battle man&#039;s despoilment of nature. The jackal would not listen, full of bloodlust and egotism, and instead made himself a veritable devil; though Jack showed the jackal nothing but kindness and patience no matter how frustrated he grew, the jackal cursed him endlessly and terrorized the people who came to Jack&#039;s cart for their tinker needs.&lt;br /&gt;
&lt;br /&gt;
Starving, Jack&#039;s patience finally gave out as he accepted that he alone could not hope to redeem the murderous jackal. So he set out in search of [[Vistani]], reasoning that they would be both willing and able to keep the jackal alive but prevent it from harming others. He soon stumbled across a clan of the Naiat tasque, who accepted the jackal for their menagerie and invited Jack to spend the night at their fire, impressed by his patience and kindness. As they supped, however, the jackal used his magical abilities to compel the Vistani&#039;s dogs to free him, and then began attacking the clan&#039;s children. However, the startled Vistani swiftly regained the upper hand, and the jackal was about to flee... when he caught Jack&#039;s scent.&lt;br /&gt;
&lt;br /&gt;
Unwilling to temper his bloodlust with sense, the jackal attacked the tinker and fatally mauled him, giving the Vistani the chance to catch him. As he lay dying, the original Jack uttered a dying curse, condemning the jackal for his arrogance and declaring that he would become the thing that both the jackal and Jack despised most before that same thing would destroy the jackal. The Vistani&#039;s raunie stepped forth and added her own mystical might to the curse, guaranteeing it would take root, and commanded her people to release the jackal to suffer this curse.&lt;br /&gt;
&lt;br /&gt;
Fleeing into the mists, the jackal became a [[jackalwere]], trapped almost permanently in human form - which the people of Farelle recognize as &amp;quot;Jack Farn&amp;quot;. He can only resume jackal form for a few minutes at a time before he is ultimately compelled to return to human form; he can take hybrid form for ten times the duration of jackal form, but he finds this form a hideous abomination and refuses to use it unless compelled to do so. A secondary curse is that he cannot harm humans or even human-like monsters unless they attack him in anger first; so long as they are not the aggressors, he suffers crippling nausea should he try to raise a hand against them. Further compounding his curse, whilst he has total control over all canines in Farelle, they are all ordinary animals, not the intelligent animals of the Wildlands, so he finds himself as effectively the only &amp;quot;thinking&amp;quot; animal amongst a bunch of idiots.&lt;br /&gt;
&lt;br /&gt;
The Jackal Who Would Not Be A Coward cannot close the borders in a conventional manner, but instead commands the canines of the realm to swarm to Farelle&#039;s edges and attack whoever tries to escape. Theoretically, nothing prevents you from fighting or magicing your way through them. Also, these closed borders only keep people &#039;&#039;in&#039;&#039;; to the jackal&#039;s rage, they ignore people entering the domain, no matter how viciously he punishes them for doing so.&lt;br /&gt;
&lt;br /&gt;
The curse of the original Jack Karn keeps his namesake from knowing true death; if slain, he revives a week later. However, Farelle is doomed to experience an ultimate ecological collapse, having changed from a bountiful wilderness with a few scattered hunter-gatherer tribes to a widely agricultural community centered around two massive villages of an Early Medieval level or higher in only 250 years. When the swelling tides of rampant humanity finally cause a total ecological upset of Farell, only then will the cursed jackal die, the victim of a species he has spent the last few centuries belittling.&lt;br /&gt;
&lt;br /&gt;
Given &amp;quot;Jack Karn&#039;s&amp;quot; curse, it&#039;s actually best not to attack him. If he is attacked, and thus given the ability to respond in kind, the he is immune to all weapons that do not represent &amp;quot;civilized man&amp;quot; - unarmed strikes, natural weapons, clubs, arrows and any other &amp;quot;Savage&amp;quot; cultural tier weapon do nothing to him, whilst those that appear from Bronze Age or higher cultural tiers are fully effective.&lt;br /&gt;
&lt;br /&gt;
===Captain Jacobi Robertsonn===&lt;br /&gt;
Darklord of Whal. Born a fisherman&#039;s son on an unnamed world, Jacobi grew up in seas that were plentiful with a father who loved him and loved his life on the sea. Then, when Jacobi was young, he and his father were caught in a terrible storm whilst fishing, during which the youth spotted a giant whale - a &#039;&#039;leviathan&#039;&#039; - playing in the rough surf. Play that ended with the breaching whale crashing right on top of the small fishing boat; Jacobi awoke washed ashore, scarred, surrounded by debris, and with his father missing.&lt;br /&gt;
&lt;br /&gt;
Years later, Jacobi was commanding a trading galleon called the Sailor&#039;s Blessing with his beloved only son Abram when the ship was caught in a tropical storm. On the fourth day, the ship hit something in the water and began to sink, and during the scramble to escape, Abram was swept over the side and vanished. Spotting a leviathan in the storm, Jacobi blamed his son&#039;s apparent death on the creature, and in fact convinced himself it was the same whale that had killed his father. &lt;br /&gt;
&lt;br /&gt;
Returning to port, he purchased a new ship, the Retribution, and became a whaler, venting his wrath on whales indiscriminately for the next decade. He was beginning to lose all hope of ever attaining vengeance when he finally encountered the biggest whale he&#039;d ever seen - what he was sure was the leviathan that had killed his father and son. He personally led the hunt and harpooned the beast, only for it turn and smash his boat to pieces. Driven by rage, the wounded Jacobi hauled himself onto the beast by climbing the rope of the embedded harpoon; even as the surviving crew fled, he stabbed the whale over and over again, all the while cursing it, himself and his crew with all his soul... until everything went black.&lt;br /&gt;
&lt;br /&gt;
Then he awoke and found himself on a strange, yet vaguely familiar, island; the land of Whal. A place of whalers who, to his surprise, deferred to him with their problems. He has since figured out he rules Whal, but is cursed to never leave it.&lt;br /&gt;
&lt;br /&gt;
As a Darklord, Jacobi&#039;s curse is that he has become a rare oceanic [[therianthrope]]: a [[wereorca]]. He has distinctly mixed feelings about this form; he  acknowledges the appropriateness of it, but he loathes being associated with a whale. He&#039;s also been cursed to suffer from intense sea-sickness if he ever sets foot upon a water-borne vessel, so whilst he does enjoy the freedom offered by his alterante form, the fact he can only hunt as an orca means he misses the thrill of commanding his own ship. Whilst normally he has control over this changes, he is forced to assume orca form on the days of his father&#039;s and son&#039;s deaths, days that are also marked by intense storms.&lt;br /&gt;
&lt;br /&gt;
Perhaps his true curse, however, is that despite his obsession with killing the leviathan he blames for ruining his life, the creature never appears in the waters off of Whal.&lt;br /&gt;
&lt;br /&gt;
When Jacobi closes his borders, the sea parts down to the sea floor, creating a 300ft wide chasm between the two bodies of water. Flight is, of course, impossible. Nothing explicitly prevents you from walking across the chasm and then using water-breathing magic to escape through the water on the other side, though.&lt;br /&gt;
&lt;br /&gt;
Jacobi has no life-preserving powers outside of his immunity to any weapon that isn&#039;t +1 or made from whalebone. He is a 16th level [[Avenger]], however, which combined with the aquatic capabilities of his form makes him more dangerous than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Jinx===&lt;br /&gt;
Darklord of the Lost Wizard&#039;s Tower. This male black cat was once the [[familiar]] of a [[transmuter]] named Margaret Landsdale, a caring and heroic individual, but a slightly neglectful owner, and also too hubristic for her own good. Jinx&#039;s journey into damnation began when she decided to use the cat as the test subject for an experiment in increasing the intelligence of animals.&lt;br /&gt;
&lt;br /&gt;
It worked... but it also made Jinx smart enough to realize just how much more there was to Margaret&#039;s life than him. He became convinced that she had chosen him as her test subject because she simply didn&#039;t &#039;&#039;care&#039;&#039; if he lived or died, developing a burning resentment for it. Worse, he became mentally human enough to become convinced that he was in love with Margaret, and to be consumed with jealousy that she had other interests in her life.&lt;br /&gt;
&lt;br /&gt;
When the region where they lived was attacked by [[barbarian]]s, Jinx went out of his way to assist Margaret, hoping to prove his worth in the hopes that she would come to reciprocate his jealous, obsessive love. She did not. Instead, she fell in love with a young warrior under her command. When she announced their upcoming marriage, he devised and enacted a plan to lead the man Margaret had fallen for to his death in battle. With no spellcasters in the region powerful enough to revive the fallen, Jinx was sure that this would be the end of his &amp;quot;competition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To Jinx&#039;s fury, the death of her betrothed only filled Margaret with rage and suicidal grief. She prepared a super-powerful alchemical explosive, and made a personal assault on the horde&#039;s camp. Blind with fury, she waded through the ranks of the enemy, surviving many attacks only because Jinx fought like a hellcat to save her - to the familiar&#039;s growing rage as he realized she didn&#039;t even notice her efforts. Finally, Margaret planted the explosive, only to be attacked by the horde&#039;s leader. Though she defeated him, she was badly hurt in the process, leaving her helpless in the face of the coming explosion.&lt;br /&gt;
&lt;br /&gt;
Jinx tried to pull her to safety, but was too weak to do so. Margaret told him to flee to safety, and expressed her happiness that in dying, she would meet her beloved fiancee in the afterlife. At that, the cat flew into a rage and revealed how &#039;&#039;he&#039;&#039; had arranged the warrior&#039;s death, blaming his actions on Margaret&#039;s decision to give him the curse of reason. Finally, he vowed that Margaret would neither see Jinx&#039;s death nor her beloved, raking her eyes with his claws and then fleeing his master, whose screams of pain were swiftly cut off by the explosion.&lt;br /&gt;
&lt;br /&gt;
Unrepentant, yet fearful, Jinx fled all the way back to the tower where he and Margaret once lived, only to find it mysteriously deserted. He has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Jinx waits endlessly now for people to visit the lost tower, hoping to claim a new master. His first preference is a female [[wizard]], then a female [[sorcerer]], then a female [[bard]] or any other arcane spellcasting clas, and then finally a male arcanist. He will do whatever he can to first persuade them to accept his presence, and then separate his chosen master from their former companions. His curse, of course, is that he will always destroy any relationship he establishes - if nothing else, he will end up killing the would-be master when they fail to meet his standards for loving and doting upon him. He prefers to use his retained spells ability, which allows him to cast Flesh to Stone one per day, to &amp;quot;immortalize&amp;quot; failed masters by petrifying them.&lt;br /&gt;
&lt;br /&gt;
Jinx has no specific powers keeping him alive, so if you can kill the little beast, he&#039;s done for. He can&#039;t even close the borders properly, but instead just summons the Mists; those who flee will find themselves emerging from the mist elsewhere in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
===Warden Jonar Tamh===&lt;br /&gt;
Darklord of Karss. This [[Harmonium]]-sworn male [[aasimar]] [[Fighter]] joined the Harmonium at a young age, and very quickly moved up the ranks, attaining the position of Mover One at the age of 25. When he was selected to lead the experimental Great Prison of Ortho, a reformation-focused alternative to the [[Mercykiller]]-run prison of [[Sigil]], he saw it as a great honor... until it became apparent that the majority of the cynical Sigil-originated prisoners were unwilling to cooperate with the project.&lt;br /&gt;
&lt;br /&gt;
Fearful for his reputation, Jonar Tamh resorted to increasingly brutal and draconian punishments, covering up the ongoing breakdown from his superiors and replacing subordinates who dared to question him. Growing convinced that some force - the [[Mercykiller]]s, the [[Revolutionary League]], or the agents of evil - was sabotaging the Great Prison, he descended ever-deeper into brutality. Finally, his best friend, the deputy warden Zet Keffen, tried to convince Jonar to return to the Great Prison&#039;s original premise; when Jonar refused, he declared he would bring this matter to the Factol of the Harmonium.&lt;br /&gt;
&lt;br /&gt;
Jonar panicked and killed Zet right then and there, covering it up by blaming the murder on two particularly troublesome prisoners and executing them for it.&lt;br /&gt;
&lt;br /&gt;
But Jonar couldn&#039;t cover it up forever. Hearing that his superiors were on their way to investigate the prison, and also that there were plans for a mass uprisiong, Jonar gathered 28 of the most outspoken and problematic inmates and hanged them all, one by one. As the last expired, a great hurricane arose from nowhere, forcing the Harmonium guards indoors. When the storm ended, the Great Prison now sat on the barren island of Karss.&lt;br /&gt;
&lt;br /&gt;
Jonar Tamh suffers two major curses. Firstly, although he now has the ability to mentally control large numbers of people at once, he experiences all of the pain and misery of those he is controlling. Secondly, the vengeful spirit of Zet has become bound to Jonar&#039;s sword; if Jonar inflicts 12 or more damage with it against a single foe, Zet gains the abilities of a rank 2 ghost for one hour, allowing him to attack his former best friend.&lt;br /&gt;
&lt;br /&gt;
The aasimar darklord cannot close the borders of Karss.&lt;br /&gt;
&lt;br /&gt;
===Kasselheim Blightlyng===&lt;br /&gt;
Darklord of Vulnara. This [[gnome]] [[vampire]] had the misfortune to be born a gnome with no sense of humor. Whilst other gnomes were happily running round, playing stupid pranks and making silly illusions, Kasselheim was stuck fuming over how non-gnomish races didn&#039;t treat them with the slightest respect, all whilst the other gnomes reacted to his pleas for them to just try and be a little more serious by pranking him worse than ever. Eventually, he became a [[Transmuter]], bitterly thumbing his nose at a centuries old family radition, and withdrew to the deepest depths of their underground home. Then a few years later, a great flood washed through the gnome community and drove them up onto the surface, and the survivors counted Kasselheim as one of the dead.&lt;br /&gt;
&lt;br /&gt;
They didn&#039;t know that Kasselheim had severely blinded and deafened himself in an alchemical explosion during his period of isolation. Nor could they know that many of those presumed dead in the flood were actually kidnapped by Kasselheim, who began experimenting in dark magic to steal their senses for himself, ultimately transforming them into warped monsters called &amp;quot;tactyles&amp;quot;. But when they finally began moving back into the tunnels years later, they found out.&lt;br /&gt;
&lt;br /&gt;
They formed a great war party with the aid of [elf]], [[dwarf]] and [[human]] adventurers from communities who had also suffered Kasselheim&#039;s depredations, and tracked him down to his underground fortress... only to be all but wiped out. Even though former friends (well, &#039;&#039;they&#039;&#039; considered themselves to be his friends, at least) and family were amongst the party, Kasselheim killed or captured them all. The last survivor was one of his sisters, a [[cleric]] of the gnome gods who threw herself to her death over a cliff whilst cursing him. An earthquake, and Kasselheim was knocked unconscious, rising to discover he had become a unique form of gnomish [[vampire]].&lt;br /&gt;
&lt;br /&gt;
Kasselheim&#039;s curse is that he must &#039;&#039;constantly&#039;&#039; feed; his stolen senses of sight, hearing, scent and taste dwindle rapidly after feeding, until all that he has left is enough of a sense of touch to register pain. However, because of how fast his senses fade, and the isolated nature of his lair, he is effectively confined to a small part of his domain, and thus must go long, terrible intervals between feedings.&lt;br /&gt;
&lt;br /&gt;
Killing Kasselheim can be done in two ways. First, if he is exposed to sunlight, he becomes incorporeal; if he is kept from fleeing back to his lair for two hours whilst in this form, he dissipates into nothing. Secondly, one can complete a complicated ritual, slightly altered from the traditional gnomish vampire. To achieve his permanent destruction, Kasselheim must first be immobilized by staking him with a silver spike through the heart. Then his hands must be cut off and boiled in a volcanic hot spring for 24 hours, after which his eyes must be gouged out and replaced with precious gems (100gp value minimum for each eye). Finally, his inert body must be carried to some place where it can be exposed to direct sunlight for an hour - but this will revive him in his incorporeal form, so the would-be vampire killer will need to use some method to trap him in the light for the full hour.&lt;br /&gt;
&lt;br /&gt;
===The Lady of Ravens===&lt;br /&gt;
The Darklord of the Isle of Ravens occupies a strange and nebulous position between being a canonical darklord and a netbook darklord. Whilst she was first mentioned in the official [[splatbook]] &amp;quot;Domains of Dread&amp;quot;, the last [[TSR]]-produced iteration of the [[Ravenloft]] corebook released to revise the setting in the wake of the [[Grim Harvest]], all of her actual lore expansions have been through [[netbook]]s, starting with the [[Books of S|Book of Sacrifices]] - canon simply mentions she existed and left it at that.&lt;br /&gt;
&lt;br /&gt;
According to the Book of Sacrifices, the future Lady of Ravens was born the only child of a noble family who inhabited a massive, decaying castle in a remote corner of their world, scion to a once-great line fallen into steep degeneration through isolation and inbreeding. Her mother died before she could speak, and her father might as well have been dead, spending all his time either deep in a narcotic-induced stupor or drifting through his castle in the same vapid indifference as the ancestral ghosts. With servants who were forbidden by social codes to casually speak to her, she grew up alone and largely in silence, so isolated that she took the fairytales, myths and legends in her castle library to be unvarnished truth. Naturally aloof and disdainful, her circumstances merely shaped her belief that all others were beneath her, strengthening social awkwardness into full-blown narcissism and borderline solipsism.&lt;br /&gt;
&lt;br /&gt;
The only friends she had, for the other children of the castle disliked her and avoided her when they could, were the ravens who inhabited the 400ft tall Tower of Flint, a spire constructed entirely of flint that was the central structure of the castle. Like all her family, the girl could talk to birds, and she fixated upon them as the only other &amp;quot;real&amp;quot; things in her life, spending much of her time telling them stories from the castle&#039;s library and hearing their stories in turn.&lt;br /&gt;
&lt;br /&gt;
As she aged, the girl developed [[Sorcerer (Dungeons &amp;amp; Dragons)|innate magical powers]] to summon, control, transform, create and destroy, which only furthered her budding solipsism. She became convinced that she deserved to have anything she desired, and that she should always be the best at anything she cared for. At the age of eleven, she used the ravens to murder a serving girl by causing her to fall from a high parapet as she was engaging in one of the climbing games so popular amongst the children of the castle, all because she&#039;d overheard the girl&#039;s beauty being compared favorably to her own. This was but the first of several &amp;quot;accidents&amp;quot; to bedevil the servants, and it soon became understood that any criticism of its future mistress was best kept to one&#039;s self, which only heightened her isolation.&lt;br /&gt;
&lt;br /&gt;
In her late teens, the girl&#039;s father died and she retired to the Tower of Flints, rarely emerging. But one day, on one of her rare excursions into the rest of the castle, she saw one of the serving boys, who had grown into the most desirable man of her generation in the castle - handsome, graceful, cheerful and well-spoken. She fell instantly in love, and began to leave the Tower more frequently, hoping to catch glimpses of him and sometimes covertly following him. Naturally, she never once gave thought to the idea that he might not reciprocate her feelings. Soon afterwards, the outside world finally came to the castle in the form of a draft; the heiress&#039;s &amp;quot;lover&amp;quot; was amongst the young men who were taken away to fight in a foreign war, and so she spent two years pining for his return, tormenting herself with dreams. When he came home safe and sound, she was ecstatic, refusing to eat or sleep for three days prior to his arrival.&lt;br /&gt;
&lt;br /&gt;
...Naturally, she was less than thrilled when the first thing he did upon his return to the castle was seek out one of the serving girls and carry her off to a secluded spot, where they exchanged vows of undying love and discussed their plans to wed.&lt;br /&gt;
&lt;br /&gt;
Enraged, the narcissistic sorceress fled to the Tower of Flints and whipped up the ravens into a murderous frenzy before setting them upon the young lovers. She watched them die a horrible death at the beaks and claws of her avian friends, then retreated into the tower&#039;s depths to weep over how she had been &amp;quot;betrayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When she emerged days later, she found the entire castle gone! She now occupied the lone Tower of Flints, which sat upon a lonely island. She could no longer speak to the ravens, although she could now see through their eyes and speak through their mouths, and strangest of all... she couldn&#039;t remember her name or the name of her family.&lt;br /&gt;
&lt;br /&gt;
Ever since then, the Lady of Ravens has been left in total isolation. She desperately wants to regain her friendship with the ravens, but can&#039;t do so; she is convinced that the cause is because she doesn&#039;t remember her name, and so she often sends &amp;quot;agents&amp;quot; (people who dared to land on her island) to search for her name. As a result of these unwilling emissaries, typically magically compelled to obey her, she has amassed quite a library of tomes, parchments and papers on the Demiplane of Dread, especially its folklore and its noble families. Regarding all other beings as nothing more than tools or nuisances, depending on the context, she is more alone than she has ever been in her life.&lt;br /&gt;
&lt;br /&gt;
Those who dare to face the Lady of Ravens are in for a massive struggle. She&#039;s an 18th level [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorceress]], but she can also polymorph anybody she can see into a raven 1/day, and turn people into ravens with her touch. When she wishes to close the borders, her ravens flock out over the sea and attack anyone who tries to pass, which causes an irresistable 5d4 damage per round unless you turn back. If slain, she remains dead for 1 week, during which time her minions are uncontrolled and her borders unclosable, before a random raven will transform into her. Theoretically, you could kill her for good by wiping out all of the ravens on the island, as fans have theorized is the case with Harkon Lukas.&lt;br /&gt;
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===General Martin Jose Maconda===&lt;br /&gt;
Darklord of Maconda. This charismatic male human was, from his earliest days, both adept at manipulating others with his natural charm and good looks, prone to surprising moments of generosity, and feared for his grudge-holding, horrifying fits of temper, and trait for cold-blooded manipulation. It came a great surprise to him when he discovered that there were people he could not dominate at will - and worse still, his mixed heritage would forever prevent him from joining the upepr echelon of Manzanillan society.&lt;br /&gt;
&lt;br /&gt;
Thus, out of a mixture of pride and genuine interest, he became involved in the growing revolutionary movement, and ultimately he became the leader of the guerilla forces fighting against the brutal suppressionist forces of Don Santiago de Quijada y Alvarez. When Maconda&#039;s beloved wife Isabel died in her childbed as a result of of Don Santiago&#039;s cruelty, Maconda went in search of the fearsome Warlok of the Peak, determined to have the power to triumph over his enemies.&lt;br /&gt;
&lt;br /&gt;
And he returned with that power. Only to find, to Maconda&#039;s fury, that Don Santiago had died of fever in his sickbed mere hours before the last Royalist troops were defeated. Enraged, he ordered the Royalists massacred, cutting down a priest who dared argue against this behavior, and once the bloodshed was over, he left Resistencia for the mainland of Libertad, vowing never to return - a vow the [[Dark Powers]] were happy to fulfill for him.&lt;br /&gt;
&lt;br /&gt;
A year later, he became the president of the Republic, and he soon established himself as a brutal tyrant as bad as the royalists he had overthrown.&lt;br /&gt;
&lt;br /&gt;
The Warlock of the Peak transformed Maconda into a powerful [[wereanaconda]], and despite the many powers his state gives him, Maconda loathes this form, in part because he believes Isabel would be disgusted by it, and also in part because he is compellede to transform into a giant anaconda and feed on human flesh on the night of the new moon. Unusually, he cannot create other wereanacondas with his biter, but those who drink or touch his blood, even if they are spattered with it in combat, risk being turn into either were-fer-de-lanes or were-bushmasters, species of [[weresnake]] (treat as Neutral Evil [[werecobra]]s) native to Libertad and compelled to be loyal to him.&lt;br /&gt;
&lt;br /&gt;
Maconda&#039;s curse is that he desperately yearns to be loved and adored, but his insistence upon doing so by repressing and removing all opposition or dissent merely stokes the hatred and fear of those he rules over.&lt;br /&gt;
&lt;br /&gt;
He can be wounded by weapons made of silver or the wood of the caobo tree, and is sickened by both the smell and taste of guavas. If defeated in battle, Maconda doesn&#039;t die but instead assumes anaconda form and slithers off into the jungle, unable to regain his human form until the next new moon. There is no known way to permanently destroy him.&lt;br /&gt;
&lt;br /&gt;
Maconda can close the domain borders of his island by causing the jungles and seas to become engulfed in massive swarms of lethally poisonous snakes.&lt;br /&gt;
&lt;br /&gt;
===Arcapatos Miguel Agustin===&lt;br /&gt;
Darklord of Igid Rabi-i. Born to nobility, Miguel harbored a fascination with the exotic and the unique from his earliest day, and his ascendence into the hierachy of the Matherion priesthood of the holy empire was, personally, motivated primarily by the chance to ever expand his collection of exotic goods.&lt;br /&gt;
&lt;br /&gt;
The ultimate birth of Igid Rabi-I began when a native fishing family called the Bacani discovered a strange cloth floating in the ocean, bearing a design that they instantly recognized as their people&#039;s now-outlawed elder goddess Angarab, the Great Mother Goddess. They took this relic into their home and began to worship it. News of their discovery inevitably reached Arcapatos Agustin&#039;s ears; when he came to look upon the relic, however, he was convinced that it was in fact a depiction of his own Matherion in a lesser-known aspect; the Holy Mother. Religious zeal, glory hunger and collector&#039;s lust all awoke in Miguel&#039;s heart, and he immediately tried to buy the cloth from the Bacani. But they wouldn&#039;t sell at any price.&lt;br /&gt;
&lt;br /&gt;
Enraged, the Arcapatos returned to his post in Tagudin and summoned his Council, who agreed that such an obvious sacred relic must be the property of the Matherion church, and so bargaining was undertaken. But after weeks of steadfast refusal, with the Bacani vowing they would rather die than give up the sacred cloth, the Arcapatos&#039; rage grew too great to contain any longer. Whilst publically presenting himself as patient and uinderstanding, he vowed that he would have the relic, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
Soon after, as a typhoon approached one night, a band of seven [[assassin]]-priests crept into the Bacani house. Minutes later, the entire family was dead, down to the smallest child. No sooner had they breathed their last than Arcapatos Agustin began ringing the great bells of the Vestibulo, sounding the call for worship. This was greatly confusing to all the peoples of Igid Rabi-i, both natives and migrant Turonites alike; it was the middle of the &#039;&#039;night&#039;&#039;, for Matherion&#039;s sake, &#039;&#039;and&#039;&#039; there was a typhoon blowing in as well! But obediently they came to the church, and watched as a band of seven priests triumphantly barged through the Vestibulo&#039;s main entrance and approached the triumphant Arcapatos Agustin, bearing with them the sacred cloth. As the realization sank in for the people that the Arcapatos would do anything to get what he wanted, Miguel began the ritual of celebration. &lt;br /&gt;
&lt;br /&gt;
The typhoon surged for three days. When it was over, Igid Rabi-I was now part of the Demiplane of Dread. The sun, moon and stars had all dimmed, and monsters began to creep from the shadows. And in his personal collection, Miguel saw the Cloth of Matherion vanish in a cloud of frankincense smoke, and silently vowed that he would never rest until it was recovered.&lt;br /&gt;
&lt;br /&gt;
Arcapatos Augistin has ceased to age since that fatal night, but rarely leaves the Vestibulo, instead forever focusing on chasing down rumors of the Cloth of Matherion&#039;s re-emergence amongst the people of Igid Rabi-i. Though his assassins constantly hunt it down, it magically disappears from their grasp whenever they obtain it, no matter how bloodily they do so.&lt;br /&gt;
&lt;br /&gt;
In combat, Miguel is one of the rare darklords with no special life-preserving powers. He&#039;s a 14th level [[Cleric]] who broadcasts a 20ft aura of fear, he&#039;s immune to all Charm spells, and his touch and weapon attacks can both render victims insensate for 2 rounds if they fail a save vs. poison, but aside from that, if you can kill him, he&#039;ll stay dead.&lt;br /&gt;
&lt;br /&gt;
Like [[Strahd von Zarovich]], Augustin has borders around both his capital city of Tagudin and around Igid Rabi-i itself. If he wishes to seal the former, the city is blanketed in an aura of fear that compels everyone to flee inside and stay there until he relents. If he wishes to seal the latter, a dense wall of frankinense smoke envelops the domain; anyone who tries to breach it instead falls unconscious a turn later, and then reawakens back inside Igid Rabi-i.&lt;br /&gt;
&lt;br /&gt;
===Miles Havelocke===&lt;br /&gt;
Darklord of the Eternal Torture. Born in a coastal city, Miles was pressganged at the age of 15, which ruined his life; he suffered from incurable seasickness, for which his fellows tormented him mercilessly and the bullying captain only made it worse by assigning him to the worst tasks possible for somebody with his condition, ordering him severely beaten when, inevitably, he threw up. With no aptitude for mathematics, Miles couldn&#039;t master the art of navigation, and so couldn&#039;t hope to progress to the higher ranks of the navy.&lt;br /&gt;
&lt;br /&gt;
Twenty years of this treatment turned Miles into a bitter, miserable bully who loathed the sea and used what little authority he could get to exact vengeance upon those few below him on the ship&#039;s pecking order. Why he never simply fled during his first shore leave, nobody knows.&lt;br /&gt;
&lt;br /&gt;
Eventually, Miles&#039; captain was chosen to make a voyage into the uncharted western ocean, to Miles&#039; dismay. But when the captain continued in pressing on in pursuit of ever-richer islands to the west, it led to the ship becoming lost in the waters and supplies running low. Miles seized this opportunity for revenge and began spreading rumors about the ship&#039;s officers hoarding food for themselves, ultimately leading a successful mutiny. When his ineptitude at seamanship led to them being becalmed, he led his mutineers to cannibalize the captured officers, gleefully rubbing their faces in their past abuse of him and coming to relish human flesh.&lt;br /&gt;
&lt;br /&gt;
And then, as this supply of food began to run low, they finally spotted land... but, as they rowed frantcially to reach it, the Mists arose and swallowed the ship. When they cleared, the mutineers found themselves in the middle of a sea in the [[Demiplane of Dread]]. Overwhelmed by misery, they sat down and waited for death... and then, a fortnight later, they arose as [[ghoul]]s under the command of Miles Havelock, a Ghoul Lord, and began searching for food and land.&lt;br /&gt;
&lt;br /&gt;
Miles Havelock suffers multiple curses. Firstly, he can never reach land, no matter how desperately he tries - at best, he can get a brief glimpse of the coast before the Mists immediately rise and teleport his ship elsewhere. Secondly, his seasickness has not only survived undeath, but intensified; he is &#039;&#039;&#039;perpetually&#039;&#039;&#039; seasick and also starving hungry, and these twin pains are why he has rechristened his ship &amp;quot;The Eternal Torture&amp;quot;. If destroyed, his essence will inhabit the body of a living prisoner in the ship&#039;s hold and consume them from the inside out; the only way to end his curse is to kill him, rescue all of the prisoners, and sink the Eternal Torture, then make for land at full speed.&lt;br /&gt;
&lt;br /&gt;
===Rafe Ungard===&lt;br /&gt;
Darklord of Callista. This male [[Half-Vistani]] [[Bard]] used his natural charm (and a complexion that allowed him to hide his hated Vistani blood) to swindle innocent women into marriage scams, start feuds amongst noble families for his own amusement, and delve into increasingly cruel and lethal manipulation. The backstory of poor Susannah Joson from [[Children of the Night]]: [[Ghost]]s is but one example of his misdeeds. When a party of [[adventurer]]s tried to bring him to justice, he continually slipped away, leaving the bodies of victims in his wake to torment them, and ultimately murdered his pursuers by burning down the inn they were staying in as they slept, which is when the Mists took him.&lt;br /&gt;
&lt;br /&gt;
Rafe now possesses a strange form of immortality; he will &#039;&#039;always&#039;&#039; die once per day, no matter what steps he takes to try and avoid it, only to spontaneously return to life the next day. There is no known method to stop him from returning.&lt;br /&gt;
&lt;br /&gt;
When he closes the domain, Callista&#039;s borders become a ring of boiling geysers that will kill anyone who passes through them, and which extend as high into the sky as needed to reach anyone trying to fly through.&lt;br /&gt;
&lt;br /&gt;
===Don Santiago de Quijada y Alvarez===&lt;br /&gt;
Darklord of Resistencia. Born the son of a once-great noble family in the Holy Republic of Aragona, Santiago&#039;s family had fallen in stature to such a degree that the impoverished patricians had mortaged their lands to the hilt and lived a life barely above that of their peasant tenats. They scrimped and saved to send Santiago to court, but the Don of Quijada found himself a laughing stock, regarded as little better than a jumped up hayseed peasant. This only fueled a lifelong hatred for those lacking in noble blood.&lt;br /&gt;
&lt;br /&gt;
Desperate to try and reclaim the respect he had been taught from birth his family name deserved, Santiago bought a commission in the army. He proved little better here than he had in the court; poor of health, average at best with the sword, and no genius in the command of men or the intricacies of tactics and strategy. His only saving grace was his thoroughness and dedication... but even this went sour, breeding in him an obsession with discipline, cleanliness and presentation, and a love of punishment so extreme that even the Aragonan army considered him a draconian tyrant. &lt;br /&gt;
&lt;br /&gt;
Though Santiago managed to win a few fairly creditable actions early in his career, his faults quickly stole away what his successes had won him, sending him into a self-inflicted downward spiral of ever-worsening behavior and failures as a result. He was appointed as the governor a rebellious backwater province, and only made things worse as he extended the same tyrannical, brutal law he held over his military forces to the population.&lt;br /&gt;
&lt;br /&gt;
Then he was offered the chance to take up governship in a minor overseas colony called Neuva Aragona, which was also currently rebelling. Despite recognizing that this was intended to be a sentence of exile, Santiago accepted, dreaming of reversing his fortunes. Instead, he proved the absolute &#039;&#039;worst&#039;&#039; choice for the role; a born-and-bred monarchist with no sympathy for the lot of the peasants, he ignored the legitimate grievances of the rebels and remained fundamentally convinced that the isle of Manzanilla - renamed &amp;quot;Resistencia&amp;quot; by the rebels - was home to a silent majority of good, loyal followers of the kings. Ignoring all opportunities efor a diplomatic solution, he launched into his trademark brutality, which only fueled the rebellious sentiment of the natives.&lt;br /&gt;
&lt;br /&gt;
Among his many atrocities, he took captive the pregnant wife of the rebel leader Martin Jose Maconda, one Isabel de Maconda. Simultaneously smitten with her and repulsed by her loyalty to the rebel&#039;s cause, he alternatively cajoled her and brutalized her, culminating in his ordering that she would be permitted no midwife when she went into labor. The birth went bad, and both mother and child died.&lt;br /&gt;
&lt;br /&gt;
All his atrocities were for nothing, ineptitude and his habit of overworking his never-great health led to him dying in his sickbed, on the very day the last of his depleted forced were overwhelmed and Neuva Aragona formally seceded independence. But even as he died, he cursed that the rebels must be defeated at any cost.&lt;br /&gt;
&lt;br /&gt;
Santiago now exists as a ghost, cursed to forever mentally relieve every battle he lost on Resistencia and see with perfect clarity how he could have won. And, of course, he&#039;s also cursed that no matter how he schemes and plots, on those rare moments he tears himself away from his biter memories and dreams of glory to actually try and do something, his plans to re-conquer Manzanilla are doomed to fail.&lt;br /&gt;
&lt;br /&gt;
If defeated in battle, Santiago reforms in his burial chamber below Castillo Ascension, although he remains trapped there until the next full moon. The only way he can be destroyed is if his personal sword is stolen from this chamber and used to deliver the death blow in combat.&lt;br /&gt;
&lt;br /&gt;
When he closes the borders, the sea surrounding Resistencia takes on an eerie, unnatural calm; sailing ships cannot move, and rowers will find that they simply can&#039;t get more than a half-mile away from the coast.&lt;br /&gt;
&lt;br /&gt;
===Sean Mako &amp;amp; Alice/Alison Marjory===&lt;br /&gt;
Darklords of Carcharodon Isle. Sort of a combination of Ladyhawke and the Little Mermaid. Over a century ago, a male human fisherman named Sean Marko lived in the village of Mistlington. One day, he discovered an injured [[merfolk|mermaid]] washed up on the isle&#039;s northwest shore, unconscious and bleeding from several wounds, including a severed left hand. Unable to turn away from someone in need, he brought her to his home and nursed her back to health. The mermaid, whose name translated into Common as &amp;quot;Alice&amp;quot;, explained that she was the only survivor of a tribe that had been slaughtered by [[sahuagin]].&lt;br /&gt;
&lt;br /&gt;
The two fell in love, much to the displeasure of the locals; the fishermen thought Sean was foolish for pining over a mermaid, and their wives were jealous of Alice&#039;s beauty, leading to them slandering her and Sean&#039;s relationship as &amp;quot;unnatural&amp;quot;. Ultimately, a bunch of the village&#039;s men took it upon themselves to &amp;quot;repatriate&amp;quot; Alice; they came to Sean&#039;s house in the night, bludgeoned him unconscious, and carried Alice away. When Sean regained consciousness, he rowed desperately to catch up to them, but by the time he did so, they&#039;d thrown the still-bound mermaid overboard.&lt;br /&gt;
&lt;br /&gt;
Enraged, Sean snatched up a boathook and attacked the men who had assaulted him and the woman he loved, butchering them. When the carnage was over, he dove into the water after Alice, and then begged the full moon above for a fins and a tail so he might never be separated from his love.&lt;br /&gt;
&lt;br /&gt;
Naturally, the [[Dark Powers]] chose to be dicks about granting this wish...&lt;br /&gt;
&lt;br /&gt;
Both Sean and the revived Alice, now a human calling herself Alison Marjory, have become maledictive [[therianthrope]]s. &lt;br /&gt;
&lt;br /&gt;
Sean is a giant [[wereshark]] who spends most of the month as an intelligent megalodon, unaware that he &#039;&#039;can&#039;&#039; transform and remembering nothing of his human life; only during the nights of the full moon and those nights directly before and after it does he return to his human form... which remembers everything he did as a giant killer shark. Because of his curse-spawned ignorance, the only way that shark!Sean can transform is if he is magically compelled to do so, such as by an Amulet of the Beast. He spends his days asleep and his nights hunting for food.&lt;br /&gt;
&lt;br /&gt;
In contrast, Alison is a [[seawolf]] who spends most of the month as a human, but assumes her seawolf form on the nights before, during and after the full moon - the same nights when Sean regains his humanity. Like Sean, as a seawolf, she is completely ignorant of her human life. She keeps to herself, for the people of the isle still distrust and dislike her, gladly telling the nastiest stories they can think of about her to anyone who&#039;ll listen.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be slain permanently through violence; they fully heal and return to life 1 round after being defeated. They also can&#039;t close the domain&#039;s borders, although since the only local vessels are small fishing boats that are no match for a giant shark or a massive seafaring wolf, they don&#039;t need to do much more than patrol the borders themselves.&lt;br /&gt;
&lt;br /&gt;
Curing them simply requires breaking the curse by getting them to touch as humans, but doing so is tough; aside from the fact that they alternate human and monster forms, neither is aware of the fact that the other survives. Whichever of them is in beast form also refuses to get within 10 feet of the other one. They also won&#039;t willingly get within 5 feet of an Amulet of the Beast. So players are going to have to get creative to break their curse.&lt;br /&gt;
&lt;br /&gt;
===Serenissa D&#039;Aubliet===&lt;br /&gt;
Darklord of Romagna. Serenissa (female human spectre) was born an orphan; her father, a miller&#039;s son, was killed soon after her conception, and her peasant girl mother died in birthing her. She was taken in the local lord to serve as companion to his two daughters, but their initial friendship soured as they came of age and Serenissa realized the social gap between them. At the age of twelve, she was sent to the family of a neighboring lord to become a nursemaid to that lord&#039;s newly born twin children; Serenissa doted upon the children, and happily threw herself into their care.&lt;br /&gt;
&lt;br /&gt;
However, she also became increasingly obsessed with fanciful daydreams about her origins, fixating on the belief that she was actually of noble birth and that her parents were both alive and desperately seeking her. She loved to tell these stories to her two charges... until the eve of their fourth birthdays, when, at the top of the Eagle&#039;s Tower, the two young children scolded her for lying and corrected her that she was nothing more than the bastard daughter of a simpleton and a millerboy, both of whom had died. Mad with rage, especially when the twins revealed that everyone in the castle claimed that this was so, she pushed them off of the tower to their deaths.&lt;br /&gt;
&lt;br /&gt;
Her skill at lying allowed her to escape being blamed for what she described as a terrible accident. For two weeks she festered on the idea that people were &amp;quot;slandering her&amp;quot; behind her back, and finally, two months after the day she had murdered the twins, she set a fire in the Great Hall that night, killing everyone in the castle.&lt;br /&gt;
&lt;br /&gt;
Slinking away from the carnage, she made her way to the barony of Romagna, where she seduced her way into both a respectable position as lady&#039;s maid to the younger sister of Baron Etain and into the arms of Baron Etain himself. After several months of dalliance, he gifted her with a gemstone brooch... and then announced his upcoming marriage to the Lady Fialle, daughter of a neighboring lord, the very next day.&lt;br /&gt;
&lt;br /&gt;
This pushed Serenissa over the edge and soon thereafter, she drew Baron Etain to a high tower, where she grabbed him and leapt off the edge, intending that they die together so she would not live alone.&lt;br /&gt;
&lt;br /&gt;
But this time, with the interference of the [[Dark Powers]], her scheme failed. Serenissa hit the ground and was killed on impact, but her body cushioned Etain&#039;s fall, and so he lived. The madwoman&#039;s spirit rose from its grave as a ghost, trapped in an endless time loop; Romagna experiences only a single year, constantly recycling itself. It starts one week before the equinox Spring Festival, when Fialle arrives in Romagna for her upcoming wedding to Baron Etain. That week is spent in feasts and celebrations, capped off by a three-day non-stop revelry for the weding proper. Then, six months later, Fialle conceives Etain&#039;s child. And then, one week before the first anniversary of the wedding, time looks back and it is the week before the Spring Festival again.&lt;br /&gt;
&lt;br /&gt;
Furthering Serenissa&#039;s torment, she is completely incapable of physically interacting with the people of Romagna, although she can manipulate their emotions despite the fact they cannot see, hear or touch her. She uses her emotional control to turn them into her agents of retribution, although she can&#039;t turn them against Etain or Fialle. This ability is defined vaguely, because she herself hasn&#039;t really studied her full capabilities with it.&lt;br /&gt;
&lt;br /&gt;
Only visitors to Romagna are in true danger from Serenissa, because she is fully visible and audible to them, although still intangible. She invariably attempts to seduce the handsome male visitors to the domain, luring them away if they prove receptive to try and embrace them - doing so, however, results in her draining 1 level per 2 rounds, causing them to disintegrate... but if they break free, she attacks.&lt;br /&gt;
&lt;br /&gt;
Serenissa is vulnerable to holy water, +2 or stronger magic weapons, and functional weapons made of gold. She is impervious to holy symbols, but can be turned with symbols of true love and matrimony - for example, the wedding rings of people who are actually married. If destroyed, she can reform at Etain and Fialle&#039;s wedding. Exactly ho to destroy her permanently is left vague, with her entry in the Book of Sorrows concluding with this paragraph:&lt;br /&gt;
::&#039;&#039;Weapons forged from symbols of love (such as rings, charms, wooden wands, or ceremonial ropes used to bind a man and woman together at their wedding) may have greater effect, rendering her helpless or immobile. Her final death is likely to involve elements of her first experience; rejection, a long fall, and/or a noble lover. Heroes should beware, though—the dark powers may look with interest upon anyone who willingly transforms a symbol of love into a weapon of war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sir Trevor Godwyn &amp;quot;The Mirror Man&amp;quot;===&lt;br /&gt;
Darklord of Vultharesk. There are many crimes that can earn one the unwanted title of Darklord. The ranks of the tormented &amp;quot;rulers&amp;quot; of the [[Demiplane of Dread]] include murderers of all stripes, countless variations of cannibals and torturers and sadists, and more than a few implicit rapists. But Sir Godwyn belongs to a particularly small but repugnant group: the [[SJW|authoritarian moral guardians]].&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn was born on a realm far removed from the Mists, to what was basically a pastiche of the Victorian British Empire; a highly technological advanced nation that began a far-reaching campaign of imperialist expansion, justifying its efforts all the while as being &amp;quot;for the sake of the heathens&amp;quot; - in their propaganda, their efforts were to bring civilization and &amp;quot;proper&amp;quot; behavior to the unfortunates beyond their boundaries, by any means necessary.&lt;br /&gt;
&lt;br /&gt;
The damnation of Sir Godwyn began when he and his entire extended family were sent to a small mountain town called Vultharesk, which lay upon the very fringes of the empire&#039;s territory at the time. A true believer in the &amp;quot;noble cause&amp;quot;, Sir Godwyn was assigned as the town&#039;s military governor and took to his role with brutal dictatorship, demanding execution for not only the traditional capital offenses, but all manner of moral offenses, from adultery and worship of the proscribed non-Imperial deities down to lying. Ten years, Sir Godwyn held court, determined to civilize the people of Vultharesk even if it meant killing them all himself. And then he met Olyana Volienska: a beautiful native woman.&lt;br /&gt;
&lt;br /&gt;
Despite the fact they were both married, Sir Godwyn lusted after Olyana, and within weeks he succumbed to temptation and began an illicit affair with her - one that Olyana went along with in hopes of using this to seduce a better life for herself and her family. After only a handful of trysts, however, her husband suspected her of cheating on him, and managed to find her out. He didn&#039;t discover who Olyana&#039;s lover was, but he found enough to prove her guilt, and he dragged her to Sir Godwyn&#039;s court, demanding the &amp;quot;lord&#039;s justice&amp;quot;. Terrified that his hypocrisy might be revealed, Trevor Godwyn agreed immediately, and executed her on the spot.&lt;br /&gt;
&lt;br /&gt;
That evening, however, when Sir Godwyn glanced up at his mirror from his washbasin, he saw not his own reflection, but the shocked, accusing visage of Olyana. For months, every reflective surface in Sir Godwyn&#039;s view depicted Olyana&#039;s face, although only to him, and the haunting drove him increasingly mad. He became more vicious and brutal a ruler than ever before, executing dozens for imaginary transgressions and slaughtering Olyana&#039;s entire family in an effort to end the curse. Naturally, it failed.&lt;br /&gt;
&lt;br /&gt;
Six months after Olyana&#039;s execution, damnation finally claimed Trevor Godwyn. On an unusually foggy summer&#039;s eve, as mists poured in from the mountain&#039;s peak and smothered Vultharesk, Trevor snapped and demanded his wife come to his room and look into the mirror. But when she told him that she saw nothing but their reflections, as she had done a hundred times before, Trevor grabbed her and began ramming her face into the glass over and over again, shattering the mirror and fatally cutting her to pieces on the jagged glass, all the while screaming at her to open her eyes and &#039;&#039;look&#039;&#039;. And then, once he had smashed the mirror to pieces and dropped his wife&#039;s corpse on the floor, he realized that Olyana still stood in the now empty, jagged shard-lined framed. He had time for one final scream as she reached out, grabbed him by the throat, and pulled him into the mirror.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Trevor Godwyn has become the curse of Vultharesk. The citizens do not remember he once ruled over them, and his living relatives do not believe the &amp;quot;Mirror Man&amp;quot; is anything other than a phantom cooked up by their superstitious followers; they cannot see his face when it appears in the reflective surfaces of their domain, and he is either unable or unwilling to haunt them the way he does everybody else.&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn is now condemned to a life as a phantom inside of a hazy, mist-shrouded netherworld, only able to perceive the mortal world by peering through reflective surfaces, forever haunted by Olyana&#039;s sobs. To try and distract himself, he flits from reflection to reflection, looking for any who might dare to commit even the most mild of immoral acts. He punishes these individuals by afflicting them with a curse of misfortune for so long as they remain in Vultharesk - and if they ever get near a reflective surface large enough, Trevor Godwyn can step forth into the material world and attempt to banish them into the mirror world forever.&lt;br /&gt;
&lt;br /&gt;
When manifesting, Sir Trevor Godwyn is a unique kind of spectral undead. He appears as a tall man dressed in a black, high-collared and longtailed frock coat trimmed in silver, with matching leather boots and pants of midnight blue. His hair, hovering on the border between blond and white, is pulled back tightly into a tail; his eyes are an utterly empty shade of icy blue. Though traces of the handsome man he once was can still be seen in his sharp features, his face now appears to be that of a man dead by starvation; skin is pulled tight over his skull, as though most of the muscle and flesh were sucked out from beneath it. Unless he actively wills it into some other expression, the tightness of his skin constantly pulls his mouth into a rictus grin.&lt;br /&gt;
&lt;br /&gt;
Once he manifests, Sir Godwyn can be slain, but he can only be harmed by weapons that aren&#039;t reflective - anything made of metal will have no effect on him unless it has been dyed, blackened or otherwise made unreflective. There is no known means of killing him permanently; he will reform at the next full moon. One possibility might be exposing his history to the people of Vultharesk, robbing him of his twisted position as enforcer of morality.&lt;br /&gt;
&lt;br /&gt;
Fortunately for those who have angered Godwyn, he can only close Vultharesk&#039;s borders during the 12 hours he is permitted to remain in the material world after banishing a rule-breaker. When he does close the borders, they flood with mist, and any who try to flee the village instead find themselves spat back out at their initial entry point.&lt;br /&gt;
&lt;br /&gt;
===Urdogen &amp;quot;The Red&amp;quot;===&lt;br /&gt;
Darklord of The Raging Tears. Male Human Spectre. In life, Urdogen (who first appeared in the [[Forgotten Realms]] splat &amp;quot;Pirates of the Fallen Stars&amp;quot;) was basically Faerun&#039;s version of Blackbeard - if Blackbeard was a redhead. He terrorized the Inner Sea so badly that the nations of that region united to defeat his fleet, whereupon Urdogen fled and found himself spirited away by the Mists into the Sea of Sorrows... where he promptly hit a hidden reef and sank his ship, drowning.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Urdogen&#039;s ghostly vessel has sailed all the seas of the Misty Realm, cursed to never be able to come within sight of land and only able to rise from his watery grave during the nocturnal hours. Further stymying his desperate desire to reclaim his former reputation as a fearsome pirate lord, any who encounter Urdogen and live to tell the tale are cursed to forget his name.&lt;br /&gt;
&lt;br /&gt;
To put an end to Urdogen, the ruin of the Raging Tears must be hauled up from the seafloor and carried inland, where it must then be burned completely to ash in a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Urdogen&#039;s ghostly ship is actually able to return to the Inner Sea of Faerun on moonless, foggy nights in his homeworld, although he must return to the Misty Realms upon dawn.&lt;br /&gt;
&lt;br /&gt;
If Urdogen chooses to close the borders of his traveling domain, the waters around his ship become rough and infested with a feeding frenzy of sharks; those who try to fly away will instead find themselves sinking into the water.&lt;br /&gt;
&lt;br /&gt;
==5e Darklords==&lt;br /&gt;
As part of its general overhaul of the [[Demiplane of Dread]], 5th edition added a significant number of new darklords - some to replace former darklords, others ruling over brand new domains. Darklords who simply got retconned backstories and other traits have those details added to their entries above. Quite a few of these characters don&#039;t have much info on them due to being only mentioned in the &amp;quot;Other Domains of Dread&amp;quot; section of the book, most of which only have a single paragraph dedicated to their domain and darklord.&lt;br /&gt;
&lt;br /&gt;
One trait common to most 5e darklords is that the personalized domain border closures of the past are largely gone; there might be cosmetic tweaks or some extra mechanical effects, but in general most 5e Domains of Dread all function the same when a person tries to escape through a closed border.&lt;br /&gt;
&lt;br /&gt;
===Chakuna===&lt;br /&gt;
The replacement Darklord of Valachan, and one of the few 5e darklords to explicitly continue on in some fashion from the setting as it existed before. A female [[werepanther]], Chakuna belongs to a tribe of [[werecat]]s (specifically panthers and ocelots) called the Oselo, whom were hunted to the brink of extinction by Baron Urik von Kharkov, as he had come to fixate upon them as the most intriguing and challenging quarry. (Nevermind that Urik was originally &amp;quot;Blacula Strahd&amp;quot; with no real interest in &amp;quot;hunting the most dangerous game&amp;quot;.) To save her people, she went to the literal heart of the domain and performed an unholy rite, cutting out her own heart and offering it to the land as sacrifice in exchange for the power to defeat Urik. Long story short, it worked; she ripped out his heart, tore him to pieces, and buried his still-living and curse-spewing head in the ruins of his castle before building her own treetop hunting lodge atop the ruins. Which is actually kind of badass. But now the jungle has become hungrier than ever, and she must regularly sacrifice human hearts to the land to keep the plants and animals from slaughtering all the Valachani (shades of the Wildlands, there), which she obtains through the &amp;quot;Trials of the Heart&amp;quot; - ceremonially hunting down designated victims with the aid of trained [[Displacer Beast]]s. She won&#039;t touch a fellow Oselo, but everybody else is fair game.&lt;br /&gt;
&lt;br /&gt;
Chakuna can only be killed if her heart is found in the secret grove where she performed her dark rite and destroyed, but unless somebody assumes her mantle in the process, then the jungle will be free to kill everyone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-033.chakuna.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flimira Vhage===&lt;br /&gt;
Currently very little is known about Flimira Vhage other than that their domain is the office of a detective agency which is actually is an extension of their own broken mind.&lt;br /&gt;
&lt;br /&gt;
===Jacqueline Renier===&lt;br /&gt;
While this character is really just a reimagining of Jaqueline Renier, her marginally different name means she&#039;s technically a new character and gets her own section here. Plus, besides being a wererat, she has almost nothing in common with the original Jaqueline anyway.&lt;br /&gt;
&lt;br /&gt;
A century ago, Richemulot was a prosperous nation with a growing middle class. As the commoners began to gain more wealth and power, it caused the influence of the nobility to wane, a fact that Jacqueline Renier did not like. As her family seemed oblivious to the threat this posed, she began to look allies and heard of the True­blood Council, a secret society of Richemulot’s eldest and most esteemed families. She spent a fortune finding a way to attain membership to the council, but discovered they were not actually nobles, but wererats. That same night, she was inducted into their ranks.&lt;br /&gt;
&lt;br /&gt;
Renier swiftly accepted her new life as a wererat, her scorn for commoners expanding to include all non-wererats. Her first major act consisted of conferring the gift of lycanthropy upon her family. Only her twin, Louise, resisted, for which Jacqueline disfigured her and cast her out. Within the sewers of Pont-a-Museau, the wererats concocted a roiling pestilence known as the Gnawing Plague, which swept through the population. The disease wiped out the nation&#039;s rulers and all other nobles save for the Reniers, and eventually Jacqueline stood as the highest-born noble in the land, and the nation’s de facto leader.&lt;br /&gt;
&lt;br /&gt;
Though the people begged her to help them, she let them all die, deeming them unworthy due to their poverty and low birth. As the last human soul expired in Pont-a-Museau, the Mists rose, drawing Richemulot into the Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
Her curse is that despite all of the atrocities she committed to cling to power and influence, she is never able to really enjoy the benefits of her status. She has pretty much no free time since she needs to constantly keep working to managing her country and concoct new plagues to keep the people from getting uppity, and even if she had the time to enjoy any luxuries, most of the people who would be able to provide her with them have all died from the plague.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-029.jacqueline-renier.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inheritors of Darkon===&lt;br /&gt;
Similar to what happened during [[Grim Harvest]], Darkon currently has multiple Darklords while Azalin is missing. Specifically, there&#039;s only three of them this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Baron&amp;quot; Alcio Metus&#039;&#039;&#039; is a female vampire, and the sister of Baron Metus - the vampire who got [[Van Richten]] started on his monster-killing path. Having risen to rule the criminal underworld of the Jagged Coast region, driving out her former Kargat masters in the process, Alcio burns with the desire for revenge against Van Richten for killing her brother. Not helping is that she&#039;s occupied Van Richten&#039;s ancestral home of Richten House and found that Van Richten&#039;s wife Ingrid still lingers as a [[ghost]] - but one who refuses to help Alcio in her quest for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardinna Artazas&#039;&#039;&#039;, the thrice-reincarnated leader of an elfin mystery cult in Nevuchar Springs, has damned her soul in the name of good: desperate to preserve Darkon, she has striven to revive the spirit of Darcalus Rex, the king who reigned over Darkon prior to the coming of Azalin. Unfortunately, all she has called forth is a necrichor, and she must constantly weigh her belief that what she is doing serves &amp;quot;the greater good&amp;quot; against the very real demands that the undead tyrant makes for ever-greater magical reagents and sacrifices.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Madame Talisveri Eris&#039;&#039;&#039; is an elderly but vibrant and intelligent aristocrat who accidentally made herself permanently invisible whilst seeking to make herself look younger. She uses her invisibility to her advantage, having created an array of different identities that she assumes through costumes and cosmetics. She&#039;s currently built up a cult amongst the younger members of Il Aluk&#039;s nobility, offering them an elixir on the night of the new moon that makes them invisible until dawn and then sending them out to commit crimes and mayhem that advance her cause.&lt;br /&gt;
&lt;br /&gt;
Because none of them are true darklords yet, none of them have specific curses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-011.alcid.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Isolde &amp;amp; Nepenthe===&lt;br /&gt;
Like the original Isolde, the 5e Isolde is an [[eladrin]] [[paladin]], though this one was an [[adventurer]] who battled [[dragon]]s and [[demon]]s that threatened the [[Feywild]]. This unknowingly led her into the machinations of Zybilna, an evil [[archfey]] who had lost a number of [[fiend]]ish allies to Isolde and her companions. Zybilna called upon her remaining pacts to arrange for a powerful [[incubus]] called &amp;quot;The Caller&amp;quot; (5e&#039;s retconned version of the Gentleman Caller) to corrupt and slaughter Isolde&#039;s companions; once that was done, the archfey stepped in and exploited Isolde&#039;s vulnerable state to become her &amp;quot;new best friend&amp;quot;. She arranged for Isolde to become the guardian of a traveling fey carnival that also concealed a portal to Zybilna&#039;s realm... then, when Isolde began to tire of this role and their relationship grew strained, she secretly warped Isolde&#039;s mind with magic to ensure that Isolde would always prioritize the needs of the Carnival over her own wants. Even so, this wasn&#039;t enough to keep Isolde bound to Zybilna&#039;s reins. When Isolde encountered a traveling carnival from the [[Shadowfell]] managed by [[shadar-kai]], she made a pact with its twin managers to trade ownership of their carnivals, but only until next the two carnivals met. The shadar-kai agreed, and gave her the magical sword Nepenthe as symbol of her new status as owner and champion - but that wasn&#039;t enough for Zybilna. She used her magic to erase Isolde&#039;s memories of all things relating to Zybilna, and also sent fey creatures to forever follow and harass Isolde&#039;s new carnival.&lt;br /&gt;
&lt;br /&gt;
To make things worse, Nepenthe was a cursed blade; an intelligent Holy Avenger used to execute thousands of criminals, not all of whom were actually guilty, the blade had developed a deep craving for bloodshed in the name of justice. In Isolde, it found an easily manipulated host; it awoke her memories of the Caller, and stoked her desire for retribution. In many ways, it could be considered the &amp;quot;true&amp;quot; darklord of the Carnival, especially given how Isolde constantly struggles to resist its naked, insatiable need to kill.&lt;br /&gt;
&lt;br /&gt;
Isolde&#039;s curse, then, is to wrestle with both the imperatives of Zybilna and those of Nepenthe; she craves vengeance, but finds herself forever stymied by her need to tend to the ever-growing Carnival&#039;s need, as well as fearing that she may one day encounter the Carnival&#039;s true owners and be forced to relinquish it back to them. Explicitly, she could be saved if Nepenthe was taken from her, but its grip on her mind means she would refuse to abandon it.&lt;br /&gt;
&lt;br /&gt;
===Klorr===&lt;br /&gt;
Darklord of Klorr. We know nothing about this darklord, but the name is taken from a character who appeared in the original Red Box; a clockwork-obsessed [[planeswalker]] [[mage]] who was infuriated that he couldn&#039;t synchronize and control his heart the way he could his clockwork creations. He made assorted dark bargains and ultimately came to rest in the [[Demiplane of Dread]], where he produced four cursed timepieces: the Water Clock of Klorr, the Moondial of Klorr, the Hourglass of Klorr, and his final work: the Timepiece of Klorr. This cursed pocketwatch gave Klorr extended life and increased arcane power, but required him to regularly charge it with murder, an impulse he succumbed to. It ultimately killed him when he failed to sacrifice a life to it on time.&lt;br /&gt;
&lt;br /&gt;
The Timepiece of Klorr is given mechanical stats in the &amp;quot;Forbidden Lore&amp;quot; boxed set. Klorr&#039;s other works are statted in &amp;quot;Forged of Darknes&amp;quot;:&lt;br /&gt;
* The Water Clock lets the user transform into a water [[elemental]], but might kill them in the process and also might leave them permanently trapped in elemental form.&lt;br /&gt;
* The Moondial grants powers based on the phase of the moon, but slowly transforms the user into a light-averse monster.&lt;br /&gt;
* The Hourglass can grant the user Improved Haste for 1 hour, but will age them 1d10 years and might also leave them under the effects of Slow for 24 hours after being used.&lt;br /&gt;
&lt;br /&gt;
===The Last Passenger===&lt;br /&gt;
Darklord of The Mourning Rail.  Nothing is known about this Darklord other than they were a VIP that delayed a train escaping from The Mourning, and threw out a bunch of passengers to make room for their self and their retinue, dooming the train, and they are now an undead being of some kind trapped on the train with the rest of the undead passengers.&lt;br /&gt;
&lt;br /&gt;
===Myar Hiregaard===&lt;br /&gt;
Mentioned only in passing as the Darklord of the revised Nova Vaasa, she&#039;s basically a female Genghis Khan with a dash of Jekyll &amp;amp; Hyde; she was originally a female chieftain who united the nomadic plains-dwelling tribes of Nova Vaasa into a single culture, but she proved to be a terrible peacetime leader because she craved bloodshed and excitement. She tried to stave off her boredom with, quote, &amp;quot;brutal games&amp;quot; for a time, but ultimately she couldn&#039;t resist the thrill of war: she began fostering disputes amongst her vassal tribes so she had an excuse to lead her forces to crush both sides. This eventually got her claimed by the mists, and now she switches between two personas and possibly two bodies: as Mya Hiregaard, she rules with &amp;quot;strict fairness&amp;quot;, but when she gets too bloodlusty, she transforms into her alter-ego of Malken and &amp;quot;sows discord across the plains&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
...Whatever else you may think of it, at least it&#039;s more justified than Tristren &amp;quot;My dad got cursed and died, so I inherited his curse and became a Darklord without ever having to do anything to actually earn it&amp;quot; Hiregaard.&lt;br /&gt;
&lt;br /&gt;
===Pietra van Riese===&lt;br /&gt;
A gender-swapped version of Pieter van Riese and the darklord of the Sea of Sorrows. Not much is known about her due to being in the &amp;quot;Other Domains of Dread&amp;quot; section, and therefore only getting one paragraph to herself. She was a ruthless pirate with a fondness for keelhauling her victims, and now she&#039;s a ruthless &#039;&#039;zombie&#039;&#039; pirate who speaks through the mouths of her undead crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-036.pietra-van-riese.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ramya Vasavadan===&lt;br /&gt;
Darklord of Kalakeri. Ramya was hand-picked by her father, the last ruler of Kalkeri, to succeed him, but when he died, her brother Arijani contested her claim, leading to a brief civil war. Ramya would have killed Arijani then and there, but their sister Reeva counseled mercy, and Ramya conceded, not really wanting to kill her brother anyway. She enjoyed a brief period of unchallenged leadership, bringing a golden age to Kalakeri, but all the while Reeva was working behind her back to build up support for Arijani, culminating in her freeing Arijani and launching a second civil war. Enraged, Ramya suppressed the rebellion with brutal methods, executing captured rebel ranas and executing them in horrifically inventive methods that only made the people distrust her more and furthered the fighting. At the second war&#039;s climax, Arijani and Reeva sued for peace and Ramya agreed... only to be captured by her treacherous siblings and murdered. Before the court strangler garotted her in the central courtyard of her own palace, Ramya cursed her siblings as bloodthirsty beasts.&lt;br /&gt;
&lt;br /&gt;
Once it was done, Arijani and Reeva further disrespected their sister by throwing her body into the ocean... an act that resulted in a terrible monsoon lashing Kalakeri for weeks. And then, when it was done, Ramya rose from her watery grave and marched on her former siblings, followed by an ever-swelling army of undead soldiers made up of all her loyal warriors who had fought and died for her. This time, Ramya showed no mercy, capturing her siblings and having them crushed to death by undead elephants.&lt;br /&gt;
&lt;br /&gt;
...And then they came back as fiends - Arijani as a [[rakshasa]] and Reeva as an [[arcanaloth]] - and the civil war has raged ever since.&lt;br /&gt;
&lt;br /&gt;
This civil war is the primary curse that Ramya experiences, with three secondary elements. Firstly, despite knowing better, Ramya is the sentimental sort, and so &#039;&#039;always&#039;&#039; remains vulnerable to the lies and deceptions of her siblings, which prevents her from truly ending the war. Secondly, Ramya&#039;s direct control over the domain is tied to her being seated in the Sapphire Throne, the symbol of Kalakeri&#039;s ruler; if the rebels oust her from the Cerulean Citadel, then her dominion diminishes until she can reclaim it. The final curse she labors under is the fact that, despite being shrouded in an illusion of life, Ramya &#039;&#039;knows&#039;&#039; that she&#039;s actually [[undead]], and this is apparent in her reflection, so she bans mirrors from her presence.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-020.maharani-ramya-vasavadan.png&lt;br /&gt;
03-021.arijani-and-reeva.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saidra d&#039;Honaire===&lt;br /&gt;
The future darklord Saidra grew up on a tiny farm, raised by her widower father, who filled her head with stories of her noble bloodline - he claimed to be a duke that had been ousted from his rightful throne by a vicious younger brother. Life was hard, especially as Saidra&#039;s sincere belief in her father&#039;s stories meant she alienated her peers, and only got worse when Saidra&#039;s father married a prosperous merchant woman with two daughters from her previous marriage, all of whom tormented Saidra and forced her to work as their personal servant, ala Cinderella. One day, a nearby duke perished, and when Saidra wondered if it had been her father&#039;s evil little brother, she was forced to confront the cruel truth: her father&#039;s stories had all been a pack of lies, and he was nothing more than a common-born servant who had fled to save his neck after trying to nick silverware from the duke&#039;s kitchen.&lt;br /&gt;
&lt;br /&gt;
Saidra went to her mom&#039;s grave to beg her mother&#039;s spirit for help, which was when a &amp;quot;kind, grandmotherly figure&amp;quot; appeared and granted Saidra her wish, clothing her in a magnificent gown and fine jewelry before conjuring a stately carriage to carry her to the masquerade ball that was being held to celebrate the coronation of the new duke. We don&#039;t know who this figure was, but it&#039;s interesting to note that Saidra&#039;s version of Dementlieu contains a [[hag]] coven who basically love to pretend to be Fairy Godmother figures so they can mess with people. Anyway, off Saidra went to the ball, plotting to kill the new duke and claim his title. When she got there, she swiftly seduced the new duke, so successfully that she began contemplating if it mightn&#039;t be better to wed the duke instead. Things were going smashingly... until the clock chimed midnight and the whole party began dropping dead of a sudden, fast-acting plague, which rather put a downer on things. The kicker, for Saidra, was as she and the duke lay dying in each other&#039;s arms and he confessed that he &#039;&#039;wasn&#039;t&#039;&#039; noble-born, but instead a commoner who had been adopted by the previous duke. In fact, he was actually Saidra&#039;s long-lost brother.&lt;br /&gt;
&lt;br /&gt;
Enraged at this second &amp;quot;betrayal&amp;quot;, Saidra stabbed her brother in the heart with the last of her strength and then tried to stagger away from the corpse, only to collapse dead on the stairs leading into the palace.&lt;br /&gt;
&lt;br /&gt;
And then she woke up as a [[wraith]], the new spectral queen of Dementlieu, a shabby and impoverished town whose populace struggle to fake the appearance of being more important than they truly are, all the while risking Saidra&#039;s deadly wrath: she &#039;&#039;&#039;hates&#039;&#039;&#039; pompous fools who pretend to be what they aren&#039;t, aspire to higher station than they deserve, and fail to maintain the appearance of normalcy.&lt;br /&gt;
&lt;br /&gt;
...Well, yeah, she wouldn&#039;t be a &#039;&#039;darklord&#039;&#039; if she wasn&#039;t at least a little bit of a hypocrite, now would she?&lt;br /&gt;
&lt;br /&gt;
Saidra is a wraith who has the ability to launch free Disintegrates at anyone who reveals themselves to be lying about who they are in her presence - we don&#039;t know much more than that, mechanically. She lives in constant terror of being exposed as a fraud herself, and in fact she can only be killed permanently if she is revealed to be a fraud first. Related to that, she lives in terror that her hated stepmother and stepsisters are still alive somewhere in Dementlieu. Finally, almost tangentially, her status as a wraith means her beloved masquerade balls are a complete waste of time, as she can&#039;t enjoy any of the physical pleasures associated with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-013.duchess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sarthak===&lt;br /&gt;
Darklord of the Ashram of Niranjan, Sarthak is an evil bronze dragon who poses as a mystic named Niranjan. He send agents into the Mists bearing his philosophical writings, which promise escape, peace, and enlightenment to any who adopt their teachings. Anyone who comes to his monastery is told that they must divest themselves of worldly goods, which are added to Sarthak’s hidden hoard. Sarthak then helps his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication of what his curse might be, since he&#039;s in the &amp;quot;Other Domains of Dread&amp;quot; section of the book and as such only gets a single paragraph to himself.&lt;br /&gt;
&lt;br /&gt;
===Teresa Bleysmith===&lt;br /&gt;
&lt;br /&gt;
===Viktra Mordenheim===&lt;br /&gt;
Basically, she&#039;s Victor Mordenheim but a woman... what, that&#039;s not good enough? Alright...&lt;br /&gt;
&lt;br /&gt;
Viktra Mordenheim was born the daughter of a minor noble family, as well as a natural prodigy in medicine - she taught herself anatomy as a child, and by the time she was a teenager she held a doctorate &#039;&#039;and&#039;&#039; had been appointed as a preeminent researcher at a local university. For all her genius, however, Viktra was arrogant, not to mention completely lacking in empathy, compassion and moral qualms. To her, medicine was just a way to sate her burning curiosity about the secrets of life. Also, she hated magic, regarding it as as &amp;quot;stealing the powers of otherworldly beings and cheating the laws of nature&amp;quot;, and thus inferior to &#039;&#039;&#039;SCIENCE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the best Frankenstein tradition, she grew obsessed with the idea that she could not merely mend the sick, but actively create and even improve upon life. So she began hiring the services of bodysnatchers to provide her with fresh human cadavers for her research. This is how she met Elise; amazingly, the cold, aloof methodical surgeon and the beautiful but reckless and spontaneous body snatcher became infatuated with each other, and the two women&#039;s relationship swiftly changed from professional to personal. When Elise contracted an incurable wasting disease, Mordenheim became obsessed with saving her, and her experiments increased in numbers - she also began having living victims actively kidnapped for her experiments. Through countless murders, resurrections and remurders, Viktra honed her knowledege. Finally, as Elise fell into the deep sleep that marked the final stages of the disease, Viktra poured everything she had learned from a thousand deaths into saving a single life, crafting and installing the Unbreakable Heart: an artificial super-organ.&lt;br /&gt;
&lt;br /&gt;
But just as she was stitching the fabulous device into place, constables burst into her lab, accusing her of being behind the recent string of kidnappings and murders. In the struggle, the lab caught fire and flooded with acrid chemical smoke: Mordenheim&#039;s last vision was of Elise rising from her table, a golden light glowing in her chest where the Unbreakable Heart had been installed.&lt;br /&gt;
&lt;br /&gt;
When Mordenheim came to, she was in a strange, icy realm called &amp;quot;Lamordia&amp;quot;, where she was hailed as the greatest genius ever, but there was no sign of Elise.&lt;br /&gt;
&lt;br /&gt;
Viktra&#039;s torments largely center around Elise and the Unbreakable Heart; she can neither recreate the Heart on her own, but nor can she find Elise to study it again. Secondary to this curse is that she is showered with the love, respect and attention of Lamordia, whose people view her as a luminary savior; to Mordenheim, they are incomprehensible, and she loathes their constant distractions from her work.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DR. VIKTRA MORDENHEIM.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vladeska Drakov===&lt;br /&gt;
In a nameless world, in a land torn between myriad bitterly feuding royal families, the woman named Vladeska Drakov was a skilled fighter and general, a mercenary who came to be known as the Crimson Falcon, the leader of a well-regarded mercenary army called the Falcon&#039;s Talons. Business was profitable, and Vladeska was raking in the loot, with dreams of retiring young, cashing in her wealth and reputation to buy land and a title. Then came the sacking of Veivere, where the Talons accidentally killed a very important figure. So important that the entirety of the aristocracy took up arms against the Talons, determined to kill them all for it. Well, Vladeska had no intention of just rolling over and dying, and she launched a bloody counter-attack that soon turned into a crushing campaign of conquest; her forces swept through the land, replenishing themselves with conscripted peasants and wiping out everyone stupid enough to stand against them. Vladeska made a point of impaling &#039;&#039;everybody&#039;&#039; with even the slightest drop of aristocratic blood that she caught alive. Through years of bloody effort, she became the ruler of an empire that stretched over the former patchwork nation, but as she crushed the last defiant village, the smoke engulfed Vladeska and her most elite warriors.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a new realm, and after swiftly conquering its capital city, Vladeska declared herself Empress of Falkovnia. Which was when she found the downside of her rule... namely, the armies of [[zombie]]s that would attack her new kingdom every month with the rising of the new moon.&lt;br /&gt;
&lt;br /&gt;
Vladeska&#039;s curse, obviously, is the zombie attacks, which press her to her limit as she struggles to throw back the dead and preserve what she has, but it goes deeper than that. Firstly, she suffers a horrible sensation of recognition; every zombie, to her, seems to be the animate corpse of one of her victims or her fallen soldiers, filling her with the gnawing belief that the dead are coming for &#039;&#039;her&#039;&#039; specifically. Secondly, no matter what scheme or ploy she tries, the result is always Phyrric; her people haven&#039;t been wiped out yet, but there&#039;s a big difference between &#039;survival&#039; and &#039;winning&#039;. Finally, she &#039;&#039;&#039;knows&#039;&#039;&#039; that her efforts are doomed - there is &#039;&#039;no way&#039;&#039; to hold Falkovnia against the dead, not with the forces that she has, and the only chance she has for survival is to take her people and flee during the peaceful period after the dead are repulsed for the month. But she&#039;s too stubborn to run, and so she keeps fighting her bloody, futile war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167185</id>
		<title>Darklord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167185"/>
		<updated>2021-06-03T16:40:41Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Ramya Vasavadan */&lt;/p&gt;
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&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
{{Topquote|They say, &#039;Evil prevails when good men fail to act.&#039; What they ought to say is, &#039;Evil prevails.&#039;|Yuri Orlov, &#039;&#039;Lord of War&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Darklords&#039;&#039;&#039; are the rulers &#039;&#039;and&#039;&#039; prisoners of the plane of [[Ravenloft]], from the D&amp;amp;D setting of the same name. &lt;br /&gt;
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You might be wondering &amp;quot;How are they both rulers and prisoners at the same time?&amp;quot; The reason for this is simple: each Darklord was pulled into the plane by the nebulous forces known only as the Dark Powers after an especially heinous deed (known in-universe as a &amp;quot;Act of Ultimate Darkness&amp;quot;), which reshapes a part of the plane into [[Demiplane of Dread|a realm tailored to each Darklord&#039;s defining crime]]. In its own realm a Darklord is a BBEG to rule over all other BBEGs, with absolute power over everything except whatever they desire most - whatever thing that might be, it is always dangled ever so slightly out of their reach by the Dark Powers to amplify their torment further. They have no mouth, and they must scream. (Thus the common description of the setting as &amp;quot;Hell, but not for you&amp;quot;.)&lt;br /&gt;
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=Common Characteristics of Darklords=&lt;br /&gt;
The exact abilities and backstories of Ravenloft&#039;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. &lt;br /&gt;
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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&#039;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&amp;amp;D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd&#039;s or Azalin&#039;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&#039; efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord&#039;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&#039;s life and career for good.&lt;br /&gt;
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A few things about Darklords have remained constant throughout Ravenloft&#039;s editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain &amp;quot;pocket domains&amp;quot; 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&#039;s domain, that specific Darklord is usually powerless to personally come after them (but see &amp;quot;Closing the Borders&amp;quot; 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&#039;s efforts, but if it comes to that you&#039;ve likely already attracted (or will very soon attract) a Darklord&#039;s attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. &lt;br /&gt;
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===Closing the Borders===&lt;br /&gt;
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&#039;t work past a closed domain border either. As Ravenloft was an early AD&amp;amp;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&#039;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). &lt;br /&gt;
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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&#039;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&#039;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&#039;s conquest literally sink into ruin through the squabbling of his sons. &lt;br /&gt;
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===Immortality===&lt;br /&gt;
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&#039;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 &amp;quot;attached&amp;quot; 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&#039; attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. &lt;br /&gt;
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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.&lt;br /&gt;
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Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord&#039;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 &amp;quot;promoting&amp;quot; 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 &amp;quot;current&amp;quot; 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&#039;s death, thus ensuring that their position is never lost.&lt;br /&gt;
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===What happens if you permanently destroy a Darklord somehow?===&lt;br /&gt;
It&#039;s likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord&#039;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&#039;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. &lt;br /&gt;
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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&#039;s associated domain &amp;quot;ceases to serve a purpose&amp;quot; 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? &lt;br /&gt;
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Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighbouring 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 &amp;quot;Islands of Terror&amp;quot; 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 neighbouring domains to absorb them) that suffer a sudden lack of a Darklord, though. &lt;br /&gt;
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The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex&#039;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. &lt;br /&gt;
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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&#039;s noted that the Demi-Plane of Dread didn&#039;t seem to exist until Strahd&#039;s damnation). In 5e&#039;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&#039;re &amp;quot;possessive&amp;quot; about their favourite playthings like that. &lt;br /&gt;
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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.&lt;br /&gt;
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Bottom line? Hash it out with your DM beforehand, or if you&#039;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.&lt;br /&gt;
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=Notable Darklords=&lt;br /&gt;
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==The &amp;quot;Hammer Horror&amp;quot; Darklords==&lt;br /&gt;
With the horror films by [https://en.wikipedia.org/wiki/Hammer_Film_Productions Hammer Film Productions] officially cited as a major source of inspiration for the setting of Ravenloft, the Darklords who are patterned after the horror monster archetypes featured in those films will be listed here. &lt;br /&gt;
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===Strahd von Zarovich===&lt;br /&gt;
{{main|Strahd von Zarovich}}&lt;br /&gt;
Darklord of Barovia, and the first Darklord to be introduced to the setting--in fact, it&#039;s named after his own castle. He is the archetypal vampire darklord in the setting, though by no means the only one, and his appearance is clearly based off of Christopher Lee&#039;s portrayal of Dracula in the 1958 &#039;&#039;Dracula&#039;&#039; film by Hammer Film Productions. &lt;br /&gt;
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Originally the conqueror of a region called Barovia that he claims was the ancestral home of his family, Strahd came to lust after a woman called Tatyana who rejected him in favor of his younger brother Sergei. Strahd took this very badly; badly enough that at some point he made what he called &amp;quot;a pact with Death&amp;quot; that turned him into a [[vampire]] in a desperate attempt to restore his youth. This too failed to win her over, and on the day Tatyana was to be married to Sergei, Strahd killed him and drove her to suicide. &lt;br /&gt;
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His realm is a copy of Barovia from the Prime Material plane (the original apparently still exists but nothing is said about its current condition or even which D&amp;amp;D setting it originated from), which he has absolute power over to the point where he can enter any private home uninvited in spite of the fact most vampires are unable to do so (since as he boasts, &amp;quot;I am the land&amp;quot;), and he can ignore the standard vampiric weaknesses to mirrors, garlic or holy symbols, none of which ordinary vampires can do. He isn&#039;t even &amp;quot;killed&amp;quot; when staked through the heart like ordinary vampires are (though he is effectively paralyzed while staked) and can resist up to ten rounds of sunlight exposure before being destroyed, though he has always a contingency spell cast on himself that will teleport him away to a hidden mountain sanctuary should he ever be exposed to sunlight or staked by a prepared party, much like Bram Stoker&#039;s own Dracula had many coffins to sleep in to make his final destruction more difficult.  However, Strahd&#039;s curse is to have the events leading to his damnation repeat themselves forever--once every generation he will encounter a woman who he believes to be Tatyana&#039;s reincarnation, only to be rejected by her in spite of all his vampiric mind control powers, and become responsible for her death once more, all while being unable to simply give up on trying to win her love.&lt;br /&gt;
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===Ankhtepot===&lt;br /&gt;
Darklord of Har&#039;Akir, partially based on the monster from the 1959 film &#039;&#039;The Mummy&#039;&#039; by Hammer Film Productions. He is the archetypal Mummy-based Darklord in the setting, but he is not the only &amp;quot;Ancient Dead&amp;quot; (i.e., a preserved corpse animated into undeath) who happens to be a Darklord. &lt;br /&gt;
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Ankhtepot in life was a hubristic ruler of a land also named Har&#039;Akir, patterned after Ancient Egypt and sharing the same pantheon of gods. As the head priest of the sun god Ra, the chief god of his land, Ankhtepot was [[Nagash|obsessed with death and became consumed with the desire to live forever]]. Despite sparing no expense (nor quite a few lives, for that matter) his efforts were in vain, and in his rage he razed several temples, stormed into the greatest one and cursed the gods for withholding his heart&#039;s desire. For this blasphemy, Ra contacted Ankhtepot directly and said that Ankhtepot would indeed live after death, though he might wish otherwise. Anhktepot was confused about this, but later discovered that he had received a dire curse (making him one of the few outlander Darklords to have received the majority of his curse &#039;&#039;before&#039;&#039; being taken into Ravenloft); anyone he touched was dead by nightfall, and those he killed in this fashion rose from their tombs to serve him absolutely as undead mummies, because apparently Ra considers having mindless servants a punishment. Taking this in stride despite killing many of his relatives, he used his new undead servants to tighten his grip over Har&#039;Akir, but his fellow priests rebelled, killed Ankhtepot in his sleep, and mummified him, little knowing he was still conscious and going insane inside his sarcophagus during his month-long funeral. After being entombed in a remote area with one small village named Mudar, the mists of Ravenloft claimed Ankhtepot, his tomb, and the nearby village, leaving no trace of them in Ankhtepot&#039;s home plane. &lt;br /&gt;
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As Darklord, Ankhtepot spends most of his time in a deathless dream of better days in his tomb, but he can be roused from this state in a few ways, such as if his tomb is disturbed, or if the people of Mudar are anxious or otherwise distressed. His hubris and pride followed him into undeath, and similarly his greatest torment is his desire to be human again, as the god-king of a great empire he once was, while in reality he &amp;quot;rules&amp;quot; over a barren patch of desert with naught but a small mud-hut village. To frustrate him further, the Dark Powers granted Ankhtepot the ability to regain his human form and mortality by draining a human of moisture and life force in a dread sunrise ceremony, but this reversion to mortality lasts only from dawn to nightfall, and during those few daylight hours &amp;quot;under Ra&#039;s gaze&amp;quot; he loses all his supernatural powers, once again becoming a normal human with no appreciable abilities until nightfall, whereupon the transformation is undone. Knowing that he would face an eternity of solitude were he to sacrifice everyone in his domain to fleetingly experience mortality again, Ankhtepot generally prefers to wait and dream until he might rule a larger population, a time he seems unaware will never come. &lt;br /&gt;
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With respect to his crunch, Ankhtepot can be an unholy terror in his Greater Mummy form. He retains much of the high-level spellcasting ability he had in life, his touch-delivered Mummy Rot is both more virulent and harder to cure than almost any other Ravenloft Mummy&#039;s, and those who become infected and are mummified alive become Greater Mummies under his total control. Other aces up his sleeve (or rather, his bandages) are the fact that he commands virtually every mummy in his domain, so if sufficiently provoked he can summon up an entire shambling army of mummies to do his bidding, and the fact that a certain item on his person allows him to heal lost hitpoints very quickly, even if reduced below zero, unless that item is removed from him or his downed &amp;quot;corpse.&amp;quot; Ankhtepot can, however, easily be killed during his bouts of mortality (even though doing so might attract the attention of the Dark Powers since he poses no real threat during these times), but if he is killed while an ordinary human he can reanimate if he is mummified and entombed again. As a result of a possible oversight by the writers, no mention is made of how Ankhtepot might be able to return to unlife should he be defeated in his Greater Mummy form nor how he might be permanently destroyed, though he can simply reform in his tomb in the case of the former and the latter might simply require that both his tomb and his physical body be completely destroyed, resulting in the village of Mudar returning to its home plane and Ankhtepot&#039;s desert joining an adjacent domain.&lt;br /&gt;
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Given the relative lack of sex appeal for mummies compared to the far more famous vampires and werewolves (unless you&#039;re a fan of the [[Tomb Kings]] or [[Mummy: The Curse]]), Ankhtepot and his domain more or less dropped off the face of Ravenloft canon after the AD&amp;amp;D version, and even in AD&amp;amp;D he was fairly passive. Even so, he did affect Ravenloft and D&amp;amp;D at large in one way by creating the first Greater Mummies (AKA &amp;quot;Children of Ankhtepot&amp;quot;) to ever exist in a D&amp;amp;D system, though they have since significantly changed from their original incarnation. Ankhtepot has also been known to send his Mummy and Greater Mummy servants outside of his domain to track and kill grave robbers who defile his tomb and other unfortunates who incur his wrath.&lt;br /&gt;
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Ankhtepot and his domain made his first appearance as the star villain of the classic &#039;&#039;Touch of Death&#039;&#039; Ravenloft module in 1991.&lt;br /&gt;
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Despite not having shown up since AD&amp;amp;D, he was re-introduced to the setting in 5e, albeit with some significant retcons.&lt;br /&gt;
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In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests, and Ankhtepot came to believe that the gods wanted himself to take the pharaoh&#039;s place. On the day of the pharaoh&#039;s coronation, Ankhtepot rallied his loyal priests and murdered their liege. Unfortunately he had misjudged both the people&#039;s loyalty and the gods&#039; wills. The people rose up and killed him and his fellow priests, and when he died the gods forsook him and barred him from the afterlife. The gods returned him to the world, but stripped away a piece of his soul called the ka -- the vital spark that inspires all living beings. &lt;br /&gt;
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He awoke immobilized and trapped in his sarcophagus, during which he felt the pain of every cut and every organ removed as if he were alive. One day, after untold years of this suffering, he a voice asking if he still felt he was worthy to rule. Still arrogant after all he had been through, he answered with certainty, and thus emerged from his crypt into the domain of Har’Akir. In this new land, Ankhtepot found a pious people devoted to the same gods he once served, and immediately set to wiping that religion out and replacing their gods with false idols of his own invention. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.&lt;br /&gt;
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Since then he has seen much, and known many things, but now he seeks one thing only: to be reconnected with his lost Ka, which he believes will allow him to finally die. Where and what his Ka is now is left up to the DM to decide, as is what happens when he is reunited with it. All of the suggested results are pretty grim, ranging from him being reborn as a living tyrant far more decadent and sadistic than he was as an undead, discovering that he cannot be returned to mortality and deciding to wipe out all life in his domain out of spite, to being reborn and dying soon after only for a war of succession to immediately begin with all the Children of Ankhtepot declaring themselves Ankhtepot II.&lt;br /&gt;
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03-015.pharaohANKHTEPOT.png&lt;br /&gt;
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===Alfred Timothy===&lt;br /&gt;
Darklord of Verbrek, and the archetypal werewolf Darklord of the setting, though by no means the only lycanthrope Darklord in Ravenloft. Alfred Timothy was born to Nathan Timothy (former werewolf Darklord of Arkandale) and an unknown mother. Disdained by Nathan for being frail and sickly in his human form, Alfred in turn disdained his father for his &amp;quot;overly human&amp;quot; interest in ferrying cargo and passengers with his paddleboat (in truth, Nathan was cursed as Darklord of Arkandale to become cripplingly nauseous with &amp;quot;land sickness&amp;quot; anytime he tried to set foot on dry land, but instead of suffering from this curse, Nathan grew so accustomed to boating and the company of his human passengers that he unknowingly lost his Darklordship during the Grand Conjunction, despite still being confined to river waters and remaining an unrepentant serial killer). &lt;br /&gt;
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Leaving to find his own way and to escape the perpetual treatment as the runt of the litter, Alfred happened upon villagers in his father&#039;s domain who regularly made sacrifices to appease a savage being they called [[the Wolf God]] in the hopes of relief from continual attacks by bloodthirsty wolves. Taking inspiration from the sight of humans propitiating a lupine deity and perhaps indulging more than a little megalomania at the prospect of being an object of worship or leading a werewolf-centric religion, Alfred wandered the domains and interrogated clerics he met, sometimes lethally, on how he could become a cleric of this &amp;quot;Wolf God&amp;quot; and use its granted powers to inaugurate a werewolf-led reign of terror over humans. Unfortunately, his efforts and sacrifices were fruitless in provoking any response from this &amp;quot;deity,&amp;quot; and he began to take out his frustrations on any clerics and religious buildings he could find whenever his latest interrogation target failed to provide the missing ingredient to contacting and receiving spells from the Wolf God. After [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425913 one such iconoclastic rampage], Alfred incautiously fell asleep near the mutilated corpses and smouldering wreckage of his latest failure. Not content to &amp;quot;let sleeping dogs lie,&amp;quot; Alfred was discovered, chained, and about to be burned at the stake by vengeful villagers, were it not for a mother-daughter pair of prescient Vistani who purchased his freedom and told Nathan that for this stay of execution, he must allow all Vistani safe passage in the future. Enraged at the possibility of being bound by a bargain struck with &amp;quot;mere&amp;quot; humans, Alfred promptly killed the Vistani mother, and the mists of Ravenloft claimed him for this betrayal, leaving him within his new domain of Verbrek, which eventually grew to encompass his father&#039;s former domain of Arkandale. &lt;br /&gt;
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Now a Darklord, Alfred was initially delighted at having truly become a cleric of the Wolf God, receiving divine spells and being able to &amp;quot;converse&amp;quot; with it (assuming it exists, but if you decide to play with a nonexistent Wolf God, Ravenloft&#039;s Dark Powers have been known to grant divine spells and Alfred might just be hearing voices in his head). The price, as ever with Darklords, was an insidious curse. Alfred wants nothing more than to revel in the bestial fury and passion he once enjoyed as a werewolf, but as Darklord he is forced to transform back into his human form should he ever succumb to any kind of base passion: fear, rage, or lust. Having built a cult of savagery, wanton bloodshed, and debauchery among a large pack of werewolves as the chief priest of the Wolf God, his uncharacteristic unwillingness to practice what he preaches by frequently refraining from hunts and hesitance at finding a mate means his position is growing increasingly precarious. Realizing that widespread knowledge of his weakness would spell his doom (because [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657 &amp;quot;being an alpha means proving it every full moon&amp;quot;]), Alfred is trying to divest himself of his humanity by commanding and occasionally participating in ever-greater acts of slaughter, dedicating and offering them to his god who has remained silent on this one pressing issue, with the only exceptions to his wrath being the Vistani as he still remembers what happened the last time he killed one. &lt;br /&gt;
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Crunch-wise, Alfred is rather conventional as lycanthrope BBEGs go, aside from his cleric levels and being forced to fight in a calculating and tactical manner unlike most werewolves lest he be forced to return to his much weaker human form. He doesn&#039;t cast a shadow (since his domain is effectively the shadow he casts on Ravenloft), and can even teleport from shadow to shadow within his domain whenever the moon is visible. As an ironic reminder from the Dark Powers of his fundamental weakness, Alfred cannot even supernaturally close the borders of his own domain, short of sending his dire wolf and werewolf minions to patrol them, though the true nature of this additional curse is likely lost on him, since he probably doesn&#039;t know about other Darklords and their ability to close their domain&#039;s borders supernaturally. Though not specifically mentioned, Alfred&#039;s fluff implies that even &#039;&#039;[https://youtu.be/ZxcljnLb95M?t=1m8s harsh language]&#039;&#039; might be one of the most potent weapons against him; if PCs can recognize him in either his wolf or hybrid forms and manage to enrage him through taunts, he will be forced to return to human form and at a minimum be robbed of the natural weapons of his alternate forms, or even be forced to kill any wolf or werewolf witnesses to his weakness with his clerical powers before turning his attentions to the PCs. However, even if Alfred is killed (and his crunch does not mention any method through which he could cheat death), it is likely the Darklordship (and possibly even Alfred&#039;s curse) will simply pass to whichever werewolf in his domain is evil enough for the Dark Powers&#039; liking, preserving Verbrek as a separate domain unless every werewolf in the domain is killed or driven out before the current Darklord&#039;s death. Even then, the Dark Powers can always make more Darklordship candidates, though a more darkly ironic postmortem fate for Alfred&#039;s cult and domain might be for the Wolf God cult to scatter to the winds after Alfred&#039;s death, in essence metastasizing and spreading its cell members and evil elsewhere, while Alfred&#039;s father returns to Arkandale just in time to resume his old Darklordship and hear about his son&#039;s death, saying only &#039;&#039;&amp;quot;So that self-righteous runt finally bit off more than he could chew. No matter. Runts have always thought themselves to be bigger than they are.&amp;quot;&#039;&#039; &lt;br /&gt;
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On a side note, players who want to play a Ravenloft campaign set in Verbrek, but who also want to use [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]] rules instead of relying on older books, might opt to use the official Magic-the-Gathering-to-D&amp;amp;D-5e conversion [[Innistrad|&#039;&#039;Plane Shift: Innistrad&#039;&#039;]] book,  using its rules to play a campaign set in Innistrad&#039;s Kessig province. Kessig is thematically similar to Ravenloft&#039;s Verbrek as both are &amp;quot;werewolf country&amp;quot; locations, minus Darklords and other Ravenloft-exclusive mechanics. Until the Ravenloft setting is more fully adapted for D&amp;amp;D 5e, the Innistrad conversion is probably the best foundation for playing Verbrek in 5e.&lt;br /&gt;
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===Dr. Victor Mordenheim/Adam===&lt;br /&gt;
Co-Darklords of Lamordia, of a sort. Like the character of Victor Frankenstein (best known for creating Frankenstein&#039;s monster) he was based on, Dr. Victor Mordenheim sought to create life and was certain that a soul was not necessary for it to exist. To show him the error of his ways, the gods saw fit to endow the doctor&#039;s creation with a soul--specifically, an irredeemably evil soul. The newly created dread flesh [[golem]] was dubbed Adam, and he soon grew jealous of the love that his maker&#039;s wife Elise and adopted daughter Eva had for him. Adam&#039;s plan to kidnap Elise failed, and instead he killed Eva and wounded Elise so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft. &lt;br /&gt;
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The doctor himself resides in his own mansion, Schloss Mordenheim, spending most of his time obsessively trying to revive his comatose-but-alive wife (who has herself long since gone mad due to her life support system causing her constant pain simply by being active), up to the point of continually constructing new bodies out of exhumed or painlessly-killed female corpses for her, but is cursed to never succeed and to never stop trying. Note that this is not out of love, though Mordenheim still believes that it is--it has become nothing more than a compulsion that has become his only reason for living. Meanwhile, Adam is now the &amp;quot;ruler&amp;quot; of an inhospitable island aptly dubbed the Isle of Agony in the middle of Lamordia inhabited solely by himself, forever cut off from the acceptance that he sought, cursed to feel the doctor&#039;s pain as his own, and rejected by the very land that he supposedly controls (as it is influenced by Mordenheim and not Adam). Adam&#039;s only form of solace comes from sabotaging Dr. Mordenheim&#039;s attempts at reviving Elise just to spite him. Player characters who meet Adam and treat him without pity or revulsion may be able to get some useful information out of him or even get him to open the borders of Lamordia, but he is very prone to anger and is virtually unstoppable once enraged. &lt;br /&gt;
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So strong is Mordenheim&#039;s disbelief in magic that his own domain also (potentially) interferes with divine magic of any kind, making it unreliable, and may even block any magical attempts to heal Elise. Worse still, Mordenheim&#039;s attempts at training apprentices over the years in the vain hope that they might just achieve the necessary breakthrough to restoring Elise has unleashed quite a few mad scientist villains, or monsters born of mad science (such as the Living Brain, a disembodied brain in a life-support jar that uses its psionic powers to direct and dominate a major organized crime ring), onto Ravenloft at large. &lt;br /&gt;
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In a curious twist, Adam is the Darklord and is the one with the power to close Lamordia&#039;s borders, but both Adam and his creator are effectively immortal and ageless, and Mordenheim even shares his creation&#039;s immunities and regenerative properties. If either is killed and their corpse completely destroyed by fire, acid, or even disintegration, either will simply reincarnate into the nearest most recently deceased male corpse (for Mordenheim) or flesh golem corpse (for Adam, and there are a quite a number of these running around Lamordia, made either by Mordenheim as failed bodies for Elise and futile attempts to recreate Adam&#039;s &amp;quot;success,&amp;quot; or Adam&#039;s frustrated attempts at making sympathetic company for himself), and will shortly thereafter shape their new bodies into looking just like their previous selves. The only way to destroy Adam and Mordenheim for good is to destroy them together at the same time. If DMs decide to allow the permanent destruction of Darklords (see above), then the fate of Elise and Lamordia itself is up to them; one appropriate denouement could be that the permanent deaths of Adam and Mordenheim might just be the spark Mordenheim&#039;s machinery needs to briefly restore Elise long enough to rise up and forgive their long-suffering spirits before leading both to their afterlives, just before the land suddenly twists and shifts to reflect the curse and nature of its new Darklord.&lt;br /&gt;
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Adam and Dr. Mordenheim first appeared in the one-shot adventure in a 1994 boxed set named &amp;quot;Adam&#039;s Wrath,&amp;quot; intended for outlander PCs to undertake a [[Weekend in Hell]] adventure.&lt;br /&gt;
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===Sir Tristen Hiregaard/Malken===&lt;br /&gt;
The &amp;quot;Jekyll &amp;amp; Hyde&amp;quot; Darklord of Nova Vaasa. Sir Hiregaard is a staunch, gruff but sincerely righteous man who is dedicated to his people and his land. However, he also plays host to Malken- an alternate personality that takes over Tristen&#039;s body, warping it into [[Caliban (Ravenloft)|a form so hideously ugly one can&#039;t recognize they&#039;re the same person]] and who delights in killing anyone who stands in the way of Hiregaard&#039;s repressed desires.&lt;br /&gt;
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Strangely, Tristen did nothing at all to earn the position of Darklord; Malken is an entity born from a curse that was placed on Tristen&#039;s &#039;&#039;father&#039;&#039; by Tristen&#039;s mother Romir that compelled him to kill every woman he loved and any man who crossed him; Hiregaard Senior was an intensely jealous man and killed his wife and the man teaching her how to waltz in a fit of rage, thinking she was having an affair with him. When he killed himself to escape the curse, the curse passed to Tristen instead. Six years and nine killings after the curse first manifested itself in him, Tristen was taken into the mists and the secret jealousies and angers born from the curse coalesced into the being known as Malken. Tristen is only partially aware of Malken&#039;s existence, just enough to have his guards lock him into his personal chambers when he feels a fit of jealousy or anger coming on. For years he has assumed this has kept Malken in check, but as of late he is starting to suspect that Malken is too clever to be thwarted by mundane confinement despite the latter&#039;s attempts at keeping his influence a secret. Were he to discover the whole truth, he would be willing to do anything to end the curse. &lt;br /&gt;
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This curse is the key to Malken&#039;s immortality; if Tristen is killed, then Tristen&#039;s eldest living male descendant will be possessed - and Malken will keep going down the chain each time his host dies, meaning that unless you find &amp;quot;the right way&amp;quot; to kill him, Malken can only be stopped by massacring Tristen&#039;s entire family line... which the players could potentially belong to. However, if Malken&#039;s host is killed by a woman genuinely in love with that man, then Malken will be dragged screaming into whatever hell-hole awaits him. And given that this would be a massive act of betrayal on that woman&#039;s part, she would likely end up becoming the new Darklord herself.&lt;br /&gt;
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It should also be noted for DMs that &amp;quot;the struggle within his soul&amp;quot; prevents Malken from achieving the proper focus to Close the Borders of his domain, so if you want to run a session or campaign focussed around Nova Vaasa, you had better have a compelling in-universe reason to keep the PCs from simply up and leaving, since canonically DMs can&#039;t force the issue and simply lock the PCs into Nova Vaasa like they can with most other Darklords. It&#039;s possible that if Malken possesses a more evil host, he might just be able to Close the Borders then, but the form such a closed border would take has never been revealed in canon.&lt;br /&gt;
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==Other Darklords==&lt;br /&gt;
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===Addar===&lt;br /&gt;
{{main|Addar}}&lt;br /&gt;
The father of [[Shadow Unicorn]]s and a Darklord of questionable canon. More info on his page.&lt;br /&gt;
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===Azalin Rex===&lt;br /&gt;
Darklord of Darkon. A powerful mage who inherited the rule of the city-state of Knurl, his draconian rule culminated in the execution of his son when he was caught freeing political prisoners. Soon afterward, Azalin became a [[lich]] and devoted himself to searching for a spell that could resurrect the dead; he believed that his son&#039;s sense of compassion was due to a mistake in his upbringing and assumed that if he could be revived that mistake could be fixed.&lt;br /&gt;
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As soon as he was taken into Ravenloft he lost the ability to learn any new magic at all- a terrible thing for any magic user, and even worse for a lich like him who became undead for the sole purpose of gaining more knowledge. This power over memory affects anyone else who enters Darkon as well; staying there for more than three months at a time causes a visitor&#039;s memories to be erased and replaced with false ones of spending one&#039;s whole life in Darkon. Originally an ally of Strahd when he first entered the mists, their relationship soured quickly after a failed attempt at escaping the Demi-plane of Dread temporarily split the former into two separate beings and they&#039;ve remained enemies ever since. Another ill-fated attempt at breaking free in which he planned to become a demilich backfired even more spectacularly. Instead of allowing his essence to be freed from Ravenloft, it dispersed his essence across Darkon and destroyed the domain&#039;s capital. It took five years for him to reassume a corporeal form and take control of his realm again.&lt;br /&gt;
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In 5th edition, Azalin has mysteriously gone missing.  Did he finally outsmart the Dark Powers and escape?  The only clue about where he went is that when he vanished a strange golden star or starlike thing called The King&#039;s Tear appeared in the sky and hasn&#039;t moved since and the sun and moon pass &#039;&#039;behind&#039;&#039; it instead of in front of it every day.  While he is missing his domain is slowly disappearing and has become split into four islands which are ruled by three new not-quite-darklords.  It is up to the DM to decide why he disappeared and why the domain is disappearing but several different possibilities are suggested.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
STRAHD VON ZAROVICH AND AZALIN REX.jpg&lt;br /&gt;
AZALIN Rex.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Baron Urik von Kharkov===&lt;br /&gt;
Considered one of the goofier Darklords, albeit not as bad as Tristen ApBlanc, and with a much more usable domain in Valachan. Baron Kharkov is basically half-Blacula and half-Werepanther; he was a black panther that a Red Wizard of Thay turned into a human being to use as an assassin. The Red Wizard arranged for him to fall in love with his rival, and then undid the transfiguration spell on him while they were together so he would tear her apart as a panther. When he was turned back into a human, he freaked out and ran off into the Mists. He found himself in Darkon, where he spent 20 years as a member of Azalin&#039;s secret police (turning into a Nosferatu in the process). He later escaped and subsequently became the Darklord of Valachan after entering the Mists again. We don&#039;t know what he did that turned him into a Darklord, in part due to his own fuzzy memories of what happened during that time, but he claims he killed many people while in the mists, including the Red Wizard that transformed him the first time.&lt;br /&gt;
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Anyway, he&#039;s a blood-drinking black vampire cursed with yellow eyes (that turn into cat&#039;s eyes when he&#039;s pissed off) and with hands that resemble paws, being covered in fur and bearing retractile claws. He can still turn into a panther, in which state his bite turns people into werepanthers, and controls panthers instead of the normal wolves. His curse is to basically relive his most traumatizing event over and over again; he&#039;s constantly seeking a human bride, but once he has one, he can never trust her not to find out that he&#039;s not human, and inevitably murders her in a fit of paranoid fury.  (He should try dating a [[Furry]] fan or Jaqueline Reiner, that would solve it.)&lt;br /&gt;
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In 5th edition he has been killed and succeeded by Chakuna.&lt;br /&gt;
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===Bluebeard===&lt;br /&gt;
A rare darklord actually &#039;&#039;liked&#039;&#039; by his subjects, Bluebeard rules over Blaustein (German: &amp;quot;Blue Stone&amp;quot;), a small nation from an unknown world. His rule was considered just and fair, and as a ruler he was considered to be quite generous. Unfortunately for him, he was an incredibly ugly man -- a blue-tinted beard and all -- which to his credit, he overcame with his own charms... and being incredibly wealthy didn&#039;t hurt either. Despite all of his good qualities, however, Bluebeard could not achieve a lasting marriage.&lt;br /&gt;
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He would find a woman to marry, and soon after the wedding he would leave the castle for a time, handing its care over to his new wife. He would give her a set of keys to every door in the castle, and pointing out the one special golden key which opened a room at the very top floor. His instruction was to never open that particular door, with vague consequences. So far none of his wives have been able to overcome this temptation; and when they did open the door they found his grisly collection of former wives, hung up by meat-hooks with their throats slit. By opening the door, the key -- which was magical in nature -- would have a bloody mark that would appear that could not be removed except by Bluebeard himself. He would return to the castle soon after, and demand to see the keys. If the woman had given into temptation (which each invariably did), she would then share the fate as the other women in the room. Marcella was his fourth wife and victim. Her death was not the final, but eventually Bluebeard&#039;s repeated murders brought Blaustein into Ravenloft.&lt;br /&gt;
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After becoming a darklord, Bluebeard was gifted by the Dark Powers with a minor charisma increase, which does not make him handsome by any means but does not leave him as ugly as he once was. He is also able to perfectly detect any lie. Even after the Mists took hold, Bluebeard is still the de facto leader of Blaustein, although his rule was twisted to be even more sadistic. Simply displeasing him is a death sentence, yet the populace still holds him in incredibly high regard. This is because he also has complete control over their memories, and freely erases or rewrites their recollections of his atrocities.&lt;br /&gt;
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He is unable to marry any woman native to Blaustein, as their visages always twist to the posthumous appearance of one of his dead wives. This curse does not affect women who were born foreign of Blaustein, and Bluebeard along with his subjects are always on the constant lookout for any attractive women who fit this criteria. Lorel, an outlander he grabbed through the Mists, was his latest wife (and victim).&lt;br /&gt;
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Bluebeard is also haunted by the ghosts of the wives he killed. Every third night must be spent in his castle in order to sleep, and he always awakes to the frightening caress of the specters of his murdered wives. Like his subjects, they are utterly devoted to him, yet in the most twisted way possible. While he considers this distressing, it has not stopped him from sending another wife to the same fate.&lt;br /&gt;
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It is currently unknown if he has any dealings with any other nation or darklord, at least beyond welcoming in his harbour ships including those engaged in piracy.&lt;br /&gt;
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He&#039;s mentioned in a single sentence in 5e, which states that apparently his spectral wives overthrew him and now endlessly torment him. Exactly how this happened or what this entails is not elaborated upon.&lt;br /&gt;
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===Captain Alain Monette===&lt;br /&gt;
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Darklord of L&#039;ile de la Tempete. A violent and cruel privateer and captain of the &#039;&#039;Ouragan&#039;&#039;. Eventually his crew snapped from his vicious temper and regular abuse and mutinied against him, keelhauling him thrice before throwing him into the sea. This was meant to be an execution- keelhauling, or dragging a sailor around the keel of a ship to be cut by the barnacles growing on it and hit against the ship&#039;s hull, is traumatic even when it&#039;s only done once and the victim is taken on board the ship afterward. But Alain survived, and washed up on the shores of a small island in the mists. Vampire bats came to drink the blood from his wounds, and Alain survived in turn by eating them- which turned him into a werebat. &lt;br /&gt;
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Alain thus recovered from his keelhauling, but physical health was a cold comfort as he soon found that even with the flight he gained as a werebat, he could not leave his lonesome island. Driven mad by the isolation and cut off from the sea, he now vents his frustrations on those who sail as he no longer can. His island contains a lighthouse, but as with many things in Ravenloft, it&#039;s a trap in the guise of something helpful. Anyone, even outside the Mists, who investigates the light is drawn to the hazardous waters near his lighthouse, where most are shipwrecked. If any survivors somehow make it to shore, Alain will greet them. He&#039;ll be quite friendly, at first- he&#039;s starved for company and news of the outside world. But he&#039;s even more starved for flesh, and within a few days at most he will attack and kill them.&lt;br /&gt;
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===Captain Pieter van Riese===&lt;br /&gt;
Darklord of the Sea of Sorrows. Originally from Gothic Earth&#039;s version of the Netherlands, Pieter was a ship&#039;s captain obsessed with finding the legendary Northwest Passage. When his ship was sunk in an encounter with an iceberg, he offered his own life along with the lives of his crew to any being who could help them forward, and the Dark Powers answered him. Naturally, they didn&#039;t actually give him what he wanted.&lt;br /&gt;
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Pieter is now a ghost, and the captain of the ghost ship &#039;&#039;The Relentless&#039;&#039;. He has the power to summon the ghosts of those who killed others and then were killed in the Sea of Sorrows to crew his ship, and can sail anywhere in his domain. However, he can no longer explore as he wishes, since the island domains in the Sea of Sorrows move around and he can only sail to land that he&#039;s chartered to go to. &lt;br /&gt;
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Pieter is Ravenloft&#039;s answer to the legends of the &#039;&#039;Flying Dutchman&#039;&#039;, a ghost ship that is unable to make port and sails the seas forever. Most versions say that the curse is because of her captain, Hendrick van der Decken, refusing to go to port while crossing the Cape of Good Hope, declaring that he would not make port &amp;quot;though I should beat about here till the day of judgment&amp;quot;. He got shipwrecked in a storm, and the ghost of his ship is now bound by his curse to never be able to rest at port.&lt;br /&gt;
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===Councilor Dominic d&#039;Honaire===&lt;br /&gt;
The darklord of Dementlieu. Originally born in Mordentshire, Dominic led his nanny to suicide at age 7 and then manipulated his family to move away to avoid the Mordentshire police, with the mists giving him the domain of Dementlieu. Dominic is not the domain&#039;s temporal leader but does serve as an adviser for Marcel Guignol, Dementlieu&#039;s head of state. However, Dominic has much more power than his official position would suggest. The darklord&#039;s power is domination over the minds of other people on a prodigious scale. A great many in the land, including its recognized head, are his obedients and through this network he knows whatever goes on in his land. &lt;br /&gt;
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His personal curse is that any woman he woos sees him as more repulsive the more he is attracted to her. Also, for some time his rule is challenged by an entity who is called (and virtually is) the Living Brain (re: &#039;&#039;Sherlock Holmes&#039;&#039;&#039; Moriarty), the last remains of Rudolph von Aubrecker, the youngest son of Lamordia&#039;s political ruler.&lt;br /&gt;
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in 5e, the domain was revamped and the Darklord is now Saidra d’Honaire, though there is a plot hook that hints he&#039;s still around and trying to get his position back (then again Dementlieu is now a place where everyone pretends).&lt;br /&gt;
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===&amp;quot;Death&amp;quot;===&lt;br /&gt;
Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). He is one of several minor Darklords that took over pieces of Darkon in Azalin&#039;s absence during the [[Grim Harvest]] and the only one of them to become a full Darklord after Azalin came back.  Originally a clone of Azalin made by him as part of a convoluted scheme to bypass his curse, he was transformed into a negative energy elemental by the prototype version of the &amp;quot;Doomsday Device&amp;quot; Azalin thought would make him into a demilich. When it backfired, the massive surge of negative energy it released killed the whole of Il-Aluk&#039;s population. &amp;quot;Death&amp;quot; then claimed the ruined capital and its remaining undead inhabitants as its own, and after Azalin reconstituted himself Necropolis became its own domain. A shroud of negative energy still remains over Necropolis, which instantly kills all non-undead which attempt to enter its borders.&lt;br /&gt;
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===Draga Salt-Biter===&lt;br /&gt;
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Darklord of Saragoss, a watery domain where the only analogue to &#039;land&#039; is &#039;places where the seaweed is clumped particularly tight&#039;. Draga is a [[Therianthrope|wereshark]] pirate [[Cleric]] of [[Umberlee]] with a deep-rooted fear of sharks. Yes, it&#039;s ironic that he hates sharks while being able to turn into one. He knows. He got both his wereshark infection and his fear of sharks in the same incident; as a child, he was captured by a crew of pirates, who stuck a hook into one of his calves and dangled him into shark-infested waters, understandably traumatizing the kid. And after his own piracy and terrorism of the seas in Umberlee&#039;s name caught the Dark Powers&#039; attention, they saw no reason to mess with a perfectly good case of irony and gave him a neat selection of new powers... all of which were shark-themed. He controls sharks, can only breathe underwater (though he also has a ring of air-breathing that allows him to surface for a few hours at a time), and his resurrection method involves his spirit being reborn via sharks. He&#039;s also becoming increasingly shark-like in mentality as time passes, a prospect which terrifies him.&lt;br /&gt;
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===Dr. Daclaud Heinfroth===&lt;br /&gt;
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Darklord of Dominia. Reknowned throughout the Demiplane of Dread as an expert on mental illness, few know the dark secret behind his knowledge. Terrified of falling victim to the heredity madness that plagued his family, Heinfroth conducted horrific experiments on his mental patients to deepen his understanding of insanity. One of these experiments turned him into the first cerebral vampire, a vampire subspecies that feeds on cerebral fluid instead of blood.&lt;br /&gt;
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===Dr. Frantisek Markov===&lt;br /&gt;
Darklord of Markovia. Originally a pig farmer from Barovia, he grew increasingly obsessed with the anatomy of the pigs he butchered and began to perform bizarre experiments on them that wouldn&#039;t be out of place in a [[Haemonculus]]&#039; laboratory. When his &amp;quot;subjects&amp;quot; inevitably died, he simply sold the meat without telling anyone what he had done to it first. Eventually his wife discovered his gruesome hobby and threatened to expose him, at which time she ended up becoming one of his experiments as well. After three days of vivisection, she finally expired- her corpse was so horrifically mangled that when it was first discovered it was mistaken for the remains of a monster. When Markov&#039;s involvement in her death became clear, the mists claimed him and made him a Darklord.&lt;br /&gt;
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Fittingly, Markov&#039;s curse allows him to shapeshift into any animal form he wishes (save for his head, which remains human), but is incapable of assuming his original human form. As a result, he normally takes the shape of a gorilla in order to continue his increasingly deranged experiments without being impeded by a lack of thumbs. Said experiments culminated in the creation of the &amp;quot;[[Broken One]]s&amp;quot;- animals (and the occasional unlucky human) that have been surgically mutilated into a human-animal hybrid form and given a semblance of intellect, similar to the Beast Folk of &#039;&#039;The Island of Dr. Moreau&#039;&#039;. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.&lt;br /&gt;
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===Easan the Mad===&lt;br /&gt;
Darklord and ruler of Vechor. Easan has the power to reshape the land, and even reality itself, within his domain. Combined with his capricious whims, his power makes the realm a place of constant change. &lt;br /&gt;
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Easan is a short wood elf and former agitator for a war against Iuz the Evil. For his efforts, he was seemingly driven mad by the possession of a fiend. Now Easan only looks for a cure to his madness, but he is willing to tear many innocent lives apart, and maybe even reality itself, to find a cure. His vile research has focused on souls and soul transference. Among other monstrosities, his research created the dread mechanical golem from fellow outlander Ahmi Vanjuko.&lt;br /&gt;
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It all started on the outlander world of Oerth. Easan argued the cause for war to his colleagues among the rulers of a tiny elf kingdom bordering Iuz&#039;s empire. To make an example of the upstart elf, Iuz ordered his agents to kidnap Easan. With Easan rendered helpless before him, Iuz bound a fiend to Easan.&lt;br /&gt;
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The presence of the fiend within Easan began eating away at his mind. Many magical means of expulsion failed, including the divine magic of [[St. Cuthbert]]&#039;s followers. In an effort to find a way to free himself from the fiend, Easan visited a far-off island of mystics. They managed to suppress the fiend for a time, but eventually the monks and their island were rent asunder by a disaster of mysterious circumstances. Only Easan came out of it alive. The cause of the incident was Iuz&#039;s visit to the island and his ensuing frustration at Easan&#039;s seeming mastery over the fiendish spirit within. Iuz brought about the magical destruction that wiped out the entire island.&lt;br /&gt;
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Whereas Easan emerged from the disaster with his body intact, his mind had only deteriorated further. The fiend had returned, but Easan did not give up hope. Where religion had failed, Easan resolved to find a way to banish the fiend with perverse experiments. Easan sacrificed many lives in his pursuit for a cure before he was taken in by the Mists. &lt;br /&gt;
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Eventually, Easan noticed he was in a foreign, if familiar, land where he was viewed as a god. Indeed, he now had the power to warp reality (albeit slowly) within his own domain. Although he enjoys this from time to time, for the most part he remains obsessed with finding secrets of the soul. For all his power, he cannot seem to best his own inner demons, for he has all but forgotten the reasons why he began his foul research.&lt;br /&gt;
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In truth, Easan never had a fiend implanted in him at all. It was all merely a deception to throw him off balance. Still, Easan&#039;s mind locked onto it, and when others couldn&#039;t detect the nonexistent affliction, Easan turned to his own methods for finding a cure.&lt;br /&gt;
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===Ebonbane===&lt;br /&gt;
First introduced in the Darklords sourcebook, Ebonbane is a villainous character strongly associated with the mythos surrounding the Shadowborn Family and the Shadowlands cluster. In universe, Ebonbane is a source of horrific evil that has been opposed by Lady Kateri Shadowborn and her kin for almost two centuries, going back to the Heretical Wars on the Prime Material Plane. Once a powerful fiend known as Lussimar, Ebonbane was conjured and trapped inside a sword by mortal spellcasters. Ebonbane struck back at its summoners and enslaved them. After Ebonbane killed Kateri Shadowborn, it became darklord of Shadowborn Manor, the former residence of its nemesis.&lt;br /&gt;
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===Elena Faith-Hold===&lt;br /&gt;
Darklord of Nidala. Elena was a [[Paladin]] of the god [[Belenus]] that acted as a guardian of a land also called Nidala, but her devotion to Belenus was tainted by her fondness for the adoration of the masses. Following a great crusade against the forces of evil, the people began to scorn those who did not worship Belenus. The more zealous members of the clergy appealed to her vanity and drive to please Belenus, and soon she grew so fanatical that after the &amp;quot;non-believers&amp;quot; were wiped out, she turned on followers that she deemed unworthy, always finding some new target for her purges. For this, Belenus withdrew his support, but Elena never realized that she fell because her formerly [[Lawful Stupid]] tendencies had blossomed into full-fledged self-righteousness- thus leaving her incapable of  even considering that she might have gone astray from her god&#039;s teachings. &lt;br /&gt;
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Believing her fall to be only a test of faith, she grew ever more ruthless in purging those who she deemed unclean, until she was eventually drawn by the Mists into the Demiplane of Dread. She didn&#039;t actually become a Darklord until later, when she started slaughtering entire villages because she saw more evil than good in them (not knowing that she was only looking at the worst parts of each town). At that point, she was given the domain of Nidala, which she runs as a dour police state, forbidding all practices she sees as evil while allowing her cult of personality to reach new heights. When she considers a town to be too corrupted, she and her followers destroy it, blaming the deed on the fictional [[dragon]] Banemaw. Ironically enough, in her domain the true dogma of Belenus is considered [[Heresy]], and her servant/&amp;quot;spiritual guide&amp;quot; Theokos (a fiend-like entity masquerading as a [[Cleric]] of Belenus) strives to wipe it out entirely. &lt;br /&gt;
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As a Darklord, Elena has her paladin powers back, except they&#039;re from the Dark Powers, so they&#039;re warped in ways that Elena is in severe denial about (to the point where she&#039;s a straight [[Blackguard]] in some writeups). Her unicorn steed is now fiendish, she commands undead instead of turning them, her Aura of Courage is an Aura of Despair, she can only heal herself or her steed, and most notably her Detect Evil power instead detects strong emotions that others feel towards her (any emotion works, so someone who genuinely loves her will still be detected as &amp;quot;evil&amp;quot; with predictable results), leaving them vulnerable to her version of Smite Evil. Naturally, Elana refuses to believe that her Detect Evil power doesn&#039;t actually work as it&#039;s supposed to and insists that the inability of anyone else to use Detect Evil in the Demiplane of Dread is proof of their spiritual impurity. She is also able to &amp;quot;convert&amp;quot; foes to her side as loyal servants who will gladly die for her, which functions like an enhanced humanoid-only version of Charm Monster. &lt;br /&gt;
&lt;br /&gt;
She is cursed with bouts of self-doubt, and once every week she must take a midnight ride as a chorus of voices denounce her for becoming one of the forces of evil she once fought against.&lt;br /&gt;
&lt;br /&gt;
===Eli Van Hassen===&lt;br /&gt;
&lt;br /&gt;
Darklord of the Endless Road, and a creation of the 4th edition to replace the infamously-dubious Headless Horseman and his Winding Road domain. Eli, unlike the Horseman, has an actual known reason to be Darklord, with the Horseman being downgraded to part of Eli&#039;s curse. &lt;br /&gt;
&lt;br /&gt;
Eli was once a minor nobleman who ruled over a hamlet called Tranquility, despite having much grander ambitions. When his lands were ravaged by a hydra, a wandering horseman came by and slew the beast, being lauded as a hero. Eli was filled with envy as the huntsman received praise and admiration that he didn&#039;t, and his daughter falling in love with the man was the last straw. He forced the girl to claim that the Horseman had raped her, whipped the denizens of Tranquility into a frenzied mob, and executed the innocent man. Drawn to the Demiplane of Dread for this crime, Eli is now trapped on his estate, for the Headless Horseman, the spectre of the hero he murdered, wanders the road outside and will kill Eli if he ever steps beyond his estate&#039;s boundaries.&lt;br /&gt;
&lt;br /&gt;
===Gabrielle Aderre===&lt;br /&gt;
Darklord of Invidia. A [[half-Vistani]] whose mother was raped by Drakov and was rejected by her fellow Vistani, she had always fantasized about her father&#039;s identity and resented her mother&#039;s unwillingness to speak of him, as well as her warning that if she bore a child it would end in disaster for everyone around her. When her mother was attacked by a werewolf, Gabrielle refused to aid her until she revealed the truth about her father. But when her mother did so, Gabrielle refused to believe it and left her to die. The mists took her after that, and she came to be cursed with an inability to cause direct harm to the [[Vistani]], either physically or magically. Soon afterward she came to become the temporal leader of Invidia as well as its darklord, an opportunity that allowed her to begin persecuting the Vistani in spite of her curse. &lt;br /&gt;
&lt;br /&gt;
She took many lovers as Invidia&#039;s ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling himself &amp;quot;The Gentleman Caller&amp;quot; and left pregnant by him. Her son Malocchio soon proved to be one of the Dukkar- one of the rare males of Vistani blood with The Sight. On its own this would be a cause for concern among the Vistani, as the Dukkar is effectively the Vistani equivalent of the Antichrist; however, Gabrielle went even further and taught him to hate the Vistani as much as she did. Ultimately she taught him too well, as Malocchio betrayed Gabrielle and took the position of Invidia&#039;s temporal ruler for himself. She survived due to the intervention of Blanchard, but since then Malocchio has been the ruler of Invidia, persecuting the Vistani far more effectively than Gabrielle ever could have done. The only reason he has yet to kill her is because he knows that if she dies, he will inevitably inherit her title of Darklord, which he has no interest in gaining.&lt;br /&gt;
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===Gregor Zolnik===&lt;br /&gt;
&lt;br /&gt;
Darklord of Vorostokov. The only known Darklord from [[Birthright]], Gregor is descended from Azrai, and lives down to the bloodline&#039;s negative reputation. Gregor was an excellent hunter, and back in Cerilia, his skills saved his village during an exceptionally harsh winter. Gregor loved being a hero to the people, but his talent for hunting couldn&#039;t work so well every winter. And so, to keep bringing back meat, he started hunting humans. This drew Vorostokov into Ravenloft, where the winter has continued ever since (though recently it has shown some signs of abatement). Gregor still &amp;quot;hunts&amp;quot; for his people, although they&#039;ve started to cotton on to Gregor&#039;s lies and resent their dependence on him, they have no other choice, for Gregor forbids anyone else from hunting. &lt;br /&gt;
&lt;br /&gt;
Gregor is a [[Loup du Noir]], and the boyarsky who support him are the same, as he infected them. His two sons are also nascent Loup du Noir, but the younger, Mikhail, wishes to escape him. &lt;br /&gt;
&lt;br /&gt;
===Gwydion the Sorceror-Fiend===&lt;br /&gt;
Darklord of the Shadow Rift, and such an asshole that even the &#039;&#039;Shadow Fey&#039;&#039; think he&#039;s a monster. He is also responsible for their current state, as prior to Ravenloft, he was a powerful warlord on the Plane of Shadow, and to sate his ambitions, he kidnapped a bunch of normal fey, turned them into the Shadow Fey, and told them to create an interdimensional portal so he could use them as an army to conquer other planes. This worked as well as could be expected [[Derp|considering he had no mental domination of his creations]]. The Shadow Fey made a portal, alright... but it wasn&#039;t to the Prime Material and the armies that marched through it were actually a mass exodus of the Shadow Fey, hidden by illusions.&lt;br /&gt;
&lt;br /&gt;
Gwydion eventually discovered the Shadow Fey&#039;s treachery, but it was too late, and by the time he got to the portal to stop them, the exodus was almost complete. The Shadow Fey king, Arak, held Gwydion back long enough for the Shadow Fey to all escape and seal the portal while Gwydion was going through it, trapping the Sorceror-Fiend. The other side of the portal led to the Demiplane of Dread, where the Dark Powers created the Shadow Rift to contain Gwydion further.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s pretty much how it remains. Aside from a failed escape attempt during the Grand Conjunction, Gwydion has remained stuck in that portal, unable to do anything but watch and send Shadow Fey an occasional bad dream. &lt;br /&gt;
&lt;br /&gt;
===Haki Shinpi===&lt;br /&gt;
Darklord of Rokushima Táiyoo. He&#039;s a powerless [[Geist]] that, in life, was a powerful [[samurai]] and clan leader that forged a big and powerful empire. He felt pride in the fact that his clan and lands held together while others fell to discord, despair, and war, which he helped to instigate via manipulation and betrayal. Haki Shinpi somewhat lived by the code of Bushido but abused and exploited it to manipulate his nemeses, play them against each other, and run their hopes into the ground. &lt;br /&gt;
&lt;br /&gt;
Shortly prior to Haki&#039;s death, he made it known that each of his six sons would inherit part of his conquered lands evenly. As expected, this went swimmingly for everyone involved. After his death, his children turned to bickering and then all out war against each other. Two of his children met their doom, and their islands were leveled by earthquakes before Rokushima Taiyoo was brought into the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
Far from the influential and powerful man he was in life, Haki Shinpi can now do little to keep his sons from tearing his land apart in civil war.&lt;br /&gt;
&lt;br /&gt;
===Harkon Lukas===&lt;br /&gt;
Darklord of Kartakass. A [[wolfwere]] bard from the [[Forgotten Realms]] unusual among his kind for his highly social nature, as most wolfweres are lone predators who only come together temporarily to breed. Seeing as how he couldn&#039;t get other wolfweres to agree to hang around together, he started focusing more on integrating into human society. He still hunted and ate humans, but he also gained a genuine love of human culture and of the idea of being somebody important. One day, for no reason since he&#039;d basically been doing the same stuff any wolfwere does, just spending a bit more time in town in between kills, the Dark Powers grabbed his ass and yanked him into Barovia. At which point he went on an anti-wolf killing spree for, again, no particular reason. This attracted Strahd&#039;s attention, and he nearly killed Lukas, forcing the wolfwere to flee into the Mists, which gave him his own domain of Kartakass. Which, much to his frustration, is a tiny, rustic place where the most power he&#039;ll ever have is being mayor of a small town, so he&#039;s got the letter of what he wanted but not the spirit, making for a hollow victory.&lt;br /&gt;
&lt;br /&gt;
The 5th edition version of Harkon Lukas is a [[Loup-garou]] instead of a wolfwere, and it changes some of the other details about him. As in the original, he had dreams of a [[werewolf]] society - an empire of werewolves, in fact - but that dream was dashed by the werewolf indifference to gathering in large numbers. So he tried to forge an empire amongst [[human]]s, this time actually directly getting involved; ultimately, he led a revolution against a king by faking his own death as a martyr to stir up riots, then using these to get him close enough to the king that he could burst out of the coffin his followers were carrying him around in, rip the king to shreds, and take the king&#039;s crown for himself... which was when the mists swallowed him and he found himself in Kartakass. His curse is also tweaked slightly as well; rather than being doomed to never rise above the position of mayor, he&#039;s doomed to never rise above the even less prestigious position of nearly-forgotten, washed-up performer.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-022.harkon-lukas.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hazlik===&lt;br /&gt;
Darklord of Hazlan. A gay [[Forgotten Realms|Red Wizard of Thay]] who was publicly humiliated and stripped of his status by his female rival and her boyfriend, the latter of which he lusted after. As revenge, he murdered the guy, made his girlfriend eat his corpse, then tortured her to death as well, at which time he was then swept up by the mists. His curse is to suffer from nightmares of his now-inaccessible rivals defeating him with impunity and generally humiliating him every night, which has made him even more fixated on getting revenge against the Red Wizards. So he&#039;s crafting plans to cast a spell that will genocide all members of his race, the Mulan, throughout the multiverse. To escape being killed by said genocide spell himself, he&#039;s prepared to bodysnatch his female Rashemani apprentice when he&#039;s ready to use it.&lt;br /&gt;
&lt;br /&gt;
The 5e version retcons him quite a bit. Once an ambitious Red Wizard with a habit of horribly scarring his rivals, Hazlik came to believe that his lover/rival, a man named Indreficus, was planning to betray him. In retribution, he captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented what had become of his former lover as to the zulkirs with hopes to impress them, only to be told Indreficus did not betray him and he had merely been manipulated by the zulkirs into thinking so as a way to halt the ambitious pair&#039;s ascent. They then declared Hazlik’s transformation of Indreficus an abomination, and that as punishment, every rival Hazlik had defeated could exact a penance of their choosing upon him. In desperation, Hazlik fled through the twisted portal that had been Indreficus and found himself in the demiplane of dread, where he eventually found his way to a realm that knew nothing of magic.&lt;br /&gt;
&lt;br /&gt;
As well as his old nightmares (which are now of Indreficus taunting him for his failures), he also has a new curse borrowed from the now-absent Azalin Rex, making him unable to learn any new magic. On top of no longer being able to advance the magical research that used to drive his life, he&#039;s also absolutely terrified that anyone will learn of his limitations.&lt;br /&gt;
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===Hive Queen===&lt;br /&gt;
Darklord of the sewer domain of Timor that lies beneath Paridon, and a half-Marikith because somebody thought it was time to rip off the Aliens franchise. She wasn&#039;t always a monster, though. She was originally a spoiled princess who decided one day to scare her mother to death. To do this, she seduced a wizard into casting an illusion of her transforming into a half-Marikith, but when said wizard saw her with her real lover, he decided to spice up the spell a bit by removing the &#039;illusion&#039; bit and &#039;&#039;actually&#039;&#039; transforming her. She now lurks in the sewers as the Queen of the Marikiths, regularly laying more Marikith eggs. But she fears being usurped even from what little power she has, so if any of those eggs hatches another Marikith Queen, the Hive Queen kills the hatchling.&lt;br /&gt;
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===Illithid God-Brain===&lt;br /&gt;
The darklord of Bluetspur is an [[illithid]] [[Elder Brain]], a massive conglomeration of the brain of every dead illithid, merged together into a new, living, entirely alien entity. It&#039;s the reason using psionic powers in Ravenloft is a dicey proposition, as the God-Brain might notice and attempt to integrate you into itself. It&#039;s notable for having &#039;&#039;&#039;no&#039;&#039;&#039; attempt to justify its position in Ravenloft whatsoever, with the original writeup in the Red Box, the original Ravenloft campaign setting collection, literally saying that nobody knows why it&#039;s in the [[Demiplane of Dread]], what crime it committed to end up here, or even how it&#039;s actually being tormented by its stay here!&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Book of Sacrifices&#039;&#039; gives it a backstory and reason for its Darklordship. Its core persona was once a human psion named Seldrid, whose people were at war with the Illithids. Eventually, they began to win for good once the Illithid Elder Brain started to die, but unfortunately for them, Seldrid had come to admire the Illithids&#039; power and discipline, and merged with the Elder Brain to revive it. This act of betraying his people to such a great evil caught the Dark Powers&#039; attention, and as the Illithids sacked his home city, they drew the country into the Demiplane of Dread as Bluetspur, with the Seldrid-brain as Darklord. Seldrid&#039;s curse is an inability to transfer his consciousness as he once did or to integrate any new consciousnesses into himself. Now trapped as a giant brain in a pool with nothing but Illithid tadpoles for company, unable to make himself more mobile or gain any outside experiences, Seldrid has gone quite insane.&lt;br /&gt;
&lt;br /&gt;
5th edition has its own take on the idea. In a nutshell, the God-Brain hails from the era when the Illithid empire was at its peak, performing whatever blasphemous experiments took its fancy until it literally thought something that was unthinkable. That is, it had a thought so blasphemous, so utterly inimical to reality itself, that even an Elder Brain couldn&#039;t actually think it. Becoming obsessed with this ineffable thought, the God-Brain began cannibalizing other Elder Brains to try and upgrade itself to the point where it could finally contemplate this mysterious thought-form. Instead, it just gave itself a kind of aggressive psychic cancer, which began fatally necrotizing the God-Brain&#039;s neural tissues. Aghast at its behavior and terrified of catching the disease themselves, the other Elder Brains pooled their powers and tried to erase the God-Brain from existence; thanks to the meddling of the [[Dark Powers]], they only succeeded in banishing the God-Brain to the [[Demiplane of Dread]]. Now the God-Brain struggles endlessly to both find a cure for its disease and to manifest the alien thought-form still gestating inside of it, all the while subconsciously aware that there is &#039;&#039;&#039;nothing&#039;&#039;&#039; it can do to achieve either goal, but desperate to fight for every last moment of life.&lt;br /&gt;
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In 5th edition at least, the God-Brain cannot fully close the borders like other Darklords do.  When the borders are closed, the surface of Bluetspur becomes covered in lightning storms and anybody who isn&#039;t a aberration that exits the domain both by above or by below ground suddenly wakes ups in a familiar place with no memories of their time in Bluetspur.&lt;br /&gt;
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===Inza Magdova Kulchevitch===&lt;br /&gt;
&lt;br /&gt;
The current Darklord of Sithicus, replacing Lord Soth. She was born in Gundarak, on the night Duke Gundar was assassinated, and two years later, her caravan wandered into Sithicus, where they were trapped, although her mother Magda managed to bargain for protection with Soth.&lt;br /&gt;
&lt;br /&gt;
Inza&#039;s dark mindset showed from a very early age. Even as a child she loved thieving and manipulating the giorgio of Sithicus, and for the most part stood aside from her tribe. Her only friend was Piotr, a boy 1 year her senior, and this wasn&#039;t such a good thing as Inza pushed him to join her in both emnity to the giorgios and bullying a boy named Nikolas for his kindness towards non-Vistani. Their friendship eventually came to an end when Inza allowed Nikolas to be brutally beaten and pinned the blame on Piotr. Inza also hated animals, since they were not fooled by her facade of innocence, and would torture and kill them on the sly. None of this disturbing behavior ever reached Magda, who doted on her daughter, but by adulthood her rampant kleptomania and unlikeable personality had alienated most of the other Vistani.&lt;br /&gt;
&lt;br /&gt;
Inza became Darklord of Sithicus after betraying her mother and caravan to Malocchio Aderre, breaking the caravan&#039;s oath to Lord Soth in the process. She attempted to usurp Soth&#039;s power, but was foiled and as the surviving members of her caravan hunted her down, she leapt into a chasm to escape. The darkness within the chasm surrounded and embraced her, turning her into the new Darklord.&lt;br /&gt;
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As Darklord, Inza exists as a force of corruption. Her curse is twofold- first, her form has become a mass of shadow, and she has to concentrate to look human. Second, she stole, manipulated, and was a general bitch because of her philosophy that everyone was as evil as her at heart. The presence of true heroes in her domain (to say nothing of the redeemed spirit of Lord Soth himself) has shaken her to the core, and despite all her efforts to stomp out the forces of good in her domain, they still exist as thorns in her side.&lt;br /&gt;
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===Ivana Bortisi===&lt;br /&gt;
&lt;br /&gt;
Darklord of Borca, and a reference to the titular character of &#039;&#039;Rappaccini&#039;s Daughter&#039;&#039;. Ivana inherited the domain by poisoning her lover for cheating with her mother Camille (who she also poisoned). Thus, Ivana inherited Camille&#039;s domain, along with immunity and power over poison. This, of course, came with a curse- Ivana cannot turn her lethally poisonous touch &#039;&#039;off&#039;&#039;, and thus will never be able to take a lover. &lt;br /&gt;
&lt;br /&gt;
Ivana is best known for the creation of Ermordenung, humans infused with poison to make them super-assassins. The first of these was Nostalia Romaine, Ivana&#039;s childhood friend and the one to actually do the dirty work of killing Camille.&lt;br /&gt;
&lt;br /&gt;
5e retcons her a bit, though not nearly as much as Borca&#039;s other Darklord. While the whole thing with her mother seducing her lover did still happen, there&#039;s no mention of her poisoning her lover and it&#039;s not the only reason she kills her mother. Rather, she murdered her brothers and mother in an attempt to force her father to name her his heir. When he still refused to do so, insisting that her cousin Ivan Dilisnya would be his sole inheritor instead, she murdered him and all of their servants with poison gas. She&#039;s still terrified of the possibility of her father&#039;s will being found, as that would mean that the business she&#039;s worked so hard to grow would go to her childish and depraved cousin.&lt;br /&gt;
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Her poisonous touch is gone, with her curse now being the more mundane and psychological torments of boredom due to feeling like no one around her is her intellectual peer, and the fact that she is never given the respect she feels she is owed, always being doubted, second-guessed, and looked down upon just like her father did.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-007.ivana-boritsi.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Ivan Dilisnya===&lt;br /&gt;
&lt;br /&gt;
Co-Darklord of Borca, and former darklord of Dorvinia. He&#039;s a cousin to Ivana Bortisi, and shares many similarities with her, most notably his love of poisoning people who draw his ire. After he poisoned his sister (who he lusted after) and her husband, he became a Darklord. His curse is simple but effective; his greatest pleasure aside from killing was fine food and drink, so he lost his sense of taste, rendering all the luxury around him hollow and unenjoyable.&lt;br /&gt;
&lt;br /&gt;
His similar nature and modus operandi to his cousin caused their domains to fuse together under the name of Borca during the Grand Conjunction. Both he and Ivana are immune to poison and can create any toxin they can imagine, but Ivana has one more gift- agelessness. Ivan is desperate to learn the secret to her immortality, and refuses to believe she has no idea how she came by the gift (the Dark Powers granted it). Unlike Ivana, Ivan doesn&#039;t create Ermordenung, but he does have one nasty trick up his sleeve: Borrowed Time, a poison that only he can create. It stays in one&#039;s bloodstream for life and causes lethal convulsions every sunset unless you&#039;ve ingested the antidote, &#039;Mercy&#039;, which is also something only Ivan can create, that day. Most of his minions are thus held hostage, knowing that Ivan holds the key to each day of their lives.&lt;br /&gt;
&lt;br /&gt;
5e retcons him heavily; while he&#039;s still the cousin of Ivana and co-darklord of Borca who envies his cousin&#039;s immortality, that&#039;s pretty much all that stays the same. Ivan was groomed from a young age to be the head of a noble family, but despite all the opportunity in the world he instead took to wallowing in childish depravity, his family ignoring and enabling his worst and strangest impulses as they hoped he would grow out of it. He of course did not grow out of it, only becoming more violent and immature as he aged. On the same night that Ivana Boritsi poisoned her family, Ivan learned of his parents’ intention to send his beloved sister Kristina to a prestigious boarding school, and murdered his entire family for it.&lt;br /&gt;
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He now resides in the Dilisnya family estate, a twisted funhouse that he lures people to to torment. Those unable to escape are eventually forced to don the colorful uniforms of the Dilisnya household staff and become Ivan’s new servants. He rarely leaves the estate, instead communicating through letters and acting through his &amp;quot;toys,&amp;quot; animate creatures of clockwork or cloth provided to him by the Dark Powers. &lt;br /&gt;
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Like Ivana, Ivan&#039;s curse is a more mundane and psychological one than it was in earlier editions. He was given everything, destroyed it all, and doesn’t know how to live. He endlessly creates fawning, fake family from clockwork creations to distract him from his solitude. He both resents Ivana, his closest relative, and views her as his only peer and a potential replacement for his sister, but Ivana hates him and avoids him at all costs.&lt;br /&gt;
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===Jaqueline Reiner===&lt;br /&gt;
&lt;br /&gt;
Darklord of Richemulot. Appropriately to the name, she&#039;s a natural wererat, born to a wererat branch of the Reiner family. The Reiners followed their patriarch Claude into the mists, where he reigned as Richemulot&#039;s original Darklord, but eventually Jaqueline had enough of his abuse and killed him, taking on his title of Darklord in the process. And while that title came with neat perks like control over Richemulot, it also came with a pair of curses. &lt;br /&gt;
&lt;br /&gt;
First, Jaqueline suffers from intense monophobia. She hates nothing worse than being alone, but her entire family is made up of evil wererats whom she &#039;&#039;also&#039;&#039; really hates, so being in their company is not that much better. Second, while Jaqueline falls in love easily, she will involuntarily shift into rat form whenever she&#039;s alone with someone she truly loves. And while that love is as genuine as anything Jaqueline has experienced, she can never muster up the trust that her lover will accept her as a wererat, and she almost invariably then kills him. She might make a good pair with Urik von Kharkov, but Darklords can never leave their domains and it&#039;s uncertain if she knows about him.&lt;br /&gt;
&lt;br /&gt;
5e replaced her with the very-slightly-differently-named Jacqueline Reiner, details about which can be found in her own section below.&lt;br /&gt;
&lt;br /&gt;
===King Crocodile===&lt;br /&gt;
Yes, Ravenloft even has Darklords that are talking animals! No, you cannot [[Furry|play as one yourself]]. &lt;br /&gt;
&lt;br /&gt;
King Crocodile is the savage and bestial Darklord of the equally savage and bestial Wildlands, which is based on Rudyard Kipling&#039;s &#039;&#039;Just-So Stories&#039;&#039; and &#039;&#039;The Jungle Book&#039;&#039;. This talking crocodile was so bloodthirsty and ferocious to his fellow talking animals in the jungle, they begged the hairless apes (i.e. humans) to come and kill him, but instead of holding up their end of the bargain, the hairless apes just started destroying the jungle for resources and colonizing it. This drove the other talking animals into pleading for King Crocodile to kill the hairless apes, and he agreed on the condition that the other animals all loan him their powers, which they did with the exception of the Python (the &amp;quot;wisest of the animals&amp;quot;) and the Fly (whom King Crocodile thought was too insignificant to matter). &lt;br /&gt;
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King Crocodile did slake his bloodthirsty appetite on the hairless apes and drove them out, but instead of returning the other animals&#039; powers when he was finished as he had promised, he instead returned to his old ways of gorging himself on the animal population even more wantonly and gluttonously than before. It was at this point that the Python told King Crocodile a prophecy, which was that King Crocodile would either be killed by one of the hairless apes or by something he thought was pathetic and beneath him. With this done, the Python and his fellow snakes left King Crocodile&#039;s jungle to its fate at the hands of Ravenloft&#039;s Dark Powers, who quickly claimed the land as their own. &lt;br /&gt;
&lt;br /&gt;
True to the Python&#039;s words, King Crocodile is slowly dying of the sleeping sickness spread by the flies, and the only thing that might help him are the hairless apes. But he is unable to keep himself from attacking any who might cure his affliction, and might attack them even if they do help him. The other talking animals still live in fear of King Crocodile and will implore any player characters they meet to dispose of him, but the cycle of betrayal in this land is only doomed to repeat itself. As a result, even if the player characters succeed in killing King Crocodile none of the talking animals will honour their words and the other crocodiles will fight to the death to assume King Crocodile&#039;s crown (and his cursed fate), as &amp;quot;&#039;&#039;gratitude is not a quality well-known in the jungle.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Kas===&lt;br /&gt;
Darklord of Tovag.  The infamous vampire who betrayed [[Vecna]] and cut off his hand and eye.  Was drawn into the mists at the same time as Vecna and the two of them were at constant war with each other until Vecna escaped.  It is confirmed in 5th edition that Kas is still in the Demiplane of Dread and also is unaware that Vecna is gone.  He repeatedly sends out armies to attack Vecna which never return, leaving him increasingly frustrated.&lt;br /&gt;
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In the [[World Axis]] cosmology from 4th edition, he&#039;s not a Darklord, but he &#039;&#039;does&#039;&#039; hang out in the Domain of Dread called Monadhan; because he&#039;s figured out how to freely leave the domain whenever he wishes, he&#039;s turned it into his own personal base under the nose of its [[dracolich]] Darklord.&lt;br /&gt;
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===Lemot Sediam Juste===&lt;br /&gt;
Darklord of Scaena, one of the few Domains capable of traveling through the mists. Scaena is a theater house, and one that Juste worked at as a playwright prior to his becoming a Darklord. Juste was a well-known and talented writer of comedies and dramas, but this never satisfied him, as he wished to write tragedies. Unfortunately for him, his [[Grimdark]] always came out as grimderp, and the actors invariably played his tragic works as farces, since they weren&#039;t good for much else. Driven to a deep bitterness by his failure to fulfill his obsession with tragedy, he wrote one last play- this one designed to be a real-life tragedy that killed all of his actors, and when the audience booed this one too, he locked up the house and burned it down with them inside.&lt;br /&gt;
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Now, as a Darklord, Lemot has ultimate control of his theater, allowing him to trap people in his plays and alter reality for these press-ganged performers, but all this is undercut because he can&#039;t believe any of it; for his Darklord curse, the Dark Powers have taken away his suspension of disbelief, forcing him to always see actors, props, and scenery for what they truly are instead of what he wants them to be. &lt;br /&gt;
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===Lord Wilfred Godefroy===&lt;br /&gt;
Darklord of Mordent (the same place from the old Ravenloft II module). A nobleman who murdered his wife when she was unable to produce a son for him as an heir and then murdered his daughter for trying to stop him, and then framed their deaths as an accident. Their ghosts came back to haunt him for a year until he killed himself to make it stop, and when Azalin and Strahd inadvertently drew Mordent into the mists Godefroy (now a ghost himself) became its darklord. His curse is to be continually tormented by the ghosts of his wife and daughter just as he was in life, who tear him apart every night as they curse him for murdering them. &lt;br /&gt;
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While he was formerly known to be rather passive as a Darklord, in recent times he has taken to enslaving other ghosts to do his bidding. In particular, he&#039;s had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.&lt;br /&gt;
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LORD WILFRED GODEFROY.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Maharaja Arijani===&lt;br /&gt;
[[Rakshasa]] darklord of Sri Raji, Arijani attained his position after betraying both his kind and his father, Ravana (or rather, the Avatar of Ravana), having received the scorn of the rakshasa for most of his life. Although Ravana is a deity venerated by the rakshasa, Arijani&#039;s mother was Mahiji, then high priest of the hated goddess Kali and a leader of the Dark Sisters. To compound things, the Avatar of Kali delivered Arijanni to a home of low caste rank. He lived as a pariah shunned by his fellow rakshasa and languished in a position of low social importance. This alienated Arijani from his own kind, such that he arranged the death of many rakshasa in the conflict with humans. Gradually, Arijani&#039;s manipulations became so great that the people of Bahru began hunting their former hunters.&lt;br /&gt;
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Arijani&#039;s depredations climaxed with rakshasa retaliatory siege against Bahru. Although the city fell, the cost was massive casualties on both sides and the city left in ruins. Angered and disgusted by Arijani&#039;s actions, Ravana sent his avatar to dispatch his prodigal son. However, Arijani conspired with Mahiji and lured the avatar into a trap. Thus rendered helpless, Ravana offered Arijani a wish in return for his release. Ravana accepted the offer, wishing to become immune to the attacks of rakshasas. The wish was granted, but Arijani slew the avatar anyway. Such was the level of his treachery that the Mists brought Sri Raji into the Demiplane of Dread.&lt;br /&gt;
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The Maharaja&#039;s curse is that, although he is a talented illusionist, Arijani cannot disguise himself in a pleasing form, as most rakshasa do. Instead, he can only assume despicable aspects, such as that of the viewer&#039;s worst enemy. Maharaja Arijani resides in Mahakala, in Bahru. There, he is served by the Dark Sisters, whom through him, must provide to Kali daily human sacrifice. &lt;br /&gt;
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Beyond the threat of an all weretiger cult called &amp;quot;The Stalkers&amp;quot; that were huge fans of his dad trying to kill him, Arijani&#039;s greatest fear is the very weapon he used to kill the avatar with, knowing full well it&#039;s somewhere in the jungle and very likely to be used on him just like Ravana.&lt;br /&gt;
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===Maligno===&lt;br /&gt;
Darklord of Odiare, and originally from Gothic Earth&#039;s version of Italy. In the same vein as Pinocchio, he was originally a marionette brought to life through his toymaker &amp;quot;father&amp;quot; Giuseppe&#039;s wishes for a son. Though beloved by the children of Odiare, the adults of the village did not consider him to be a &amp;quot;real&amp;quot; boy. He soon grew bitter over the discovery that he wasn&#039;t truly alive, and after terrorizing Guiseppe into making more [[carrionette]]s like himself he had them kill every adult at one of his performances. It was this act that drew Odiare into the Mists as an Island of Terror. &lt;br /&gt;
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Later on, he planned to have the carrionettes steal the bodies of every surviving adult there so they would be forced to love him, but due to the intervention of the PCs in the module &amp;quot;The Created&amp;quot; he was forced to simply kill the adults off instead. The children now adore him only out of fear, and as they grow older they wonder when Maligno will come for them as well. &lt;br /&gt;
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Maligno&#039;s curse is that he can never be human as he craves, as he alone among the carrionettes is unable to steal the bodies of others. Furthermore, he cannot kill Guiseppe because any injury he suffers is inflicted on Maligno himself. Instead, the old toymaker was driven insane and now exists solely to create more toys for his &amp;quot;son&amp;quot; to command. Should Maligno&#039;s body be totally destroyed, Guiseppe is compelled to rebuild it, with the foul puppet&#039;s spirit claiming the new body as its own.&lt;br /&gt;
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In 5e, Maligno was originally called &#039;&#039;Figlio&#039;&#039;, which at least is an actual Italian name and not literally calling him &amp;quot;Evil&amp;quot; from the start.&lt;br /&gt;
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===Marquis Stezen d&#039;Polarno===&lt;br /&gt;
Darklord of Ghastria. As Strahd is for Dracula, Dr. Mordenheim for Dr. Frankenstein, and Tristren/Malken for Dr. Jekyll/Mr. Hyde, so is Stezen to Dorian Grey, of &#039;&#039;The Picture of Dorian Grey&#039;&#039;. But unlike Dorian, Stezen was a piece of work before his cursed painting came into play. As a noble in an unknown land, he enjoyed sowing chaos and rebellion and assassinated many people, but his charismatic nature meant that he hung on to a good reputation. But after one particular attempted coup went too far, his king had enough. Consulting with his mistress, a master of dark arts, he laid a curse upon d&#039;Polarno that would do the Dark Powers proud; trapping a good chunk of Stezen&#039;s soul in a painting, he robbed him of all his charisma, vibrance, and capacity for enjoyment. &lt;br /&gt;
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In retaliation, Stezen poisoned the king and his family, which drew the land into the mists. But he wasn&#039;t yet its Darklord. That happened when he realized that, once per season, he could temporarily reclaim his soul from the painting- at the cost of up to 50 other souls, each granting him one hour of rejuvenation. Now, once per season, he&#039;ll invite every stranger in Ghastria to a party (he&#039;ll grab some peasants if not enough foreigners answer). The party is for him, and him alone. With the exception of a few guests that he debauches himself with/upon, all guests are exposed to the painting, giving him up to 50 hours of being able to enjoy himself again before he returns to his normal drab state. While this is when he&#039;s at his most dangerous, it&#039;s also when he&#039;s most vulnerable- when his soul is still in the painting, he&#039;s essentially immortal, but when he&#039;s whole, he is as vulnerable as any other (And &#039;&#039;unlike&#039;&#039; the original Dorian, killing the painting won&#039;t work until Stezen is dead). &lt;br /&gt;
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===Prince Ladislav Mircea===&lt;br /&gt;
Darklord of Sanguinia. Ladislav&#039;s story is a ripoff of the Edgar Allan Poe classic &#039;&#039;The Masque of the Red Death&#039;&#039;, with the prince abandoning his people to a lethal plague, and retreating to a closed castle with his friends. And like in the original story, the plague entered the castle anyway. When Ladislav caught the plague, he turned to alchemy in a desperate attempt to cure himself. This failed and he died, only to rise as a Vrykolaka (usually mindless plague-carrier vampires that feed on bodily humors) and become Darklord of Sanguinia. He still experiments with alchemy to cure himself of his undeath, but this is unlikely to ever succeed.&lt;br /&gt;
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===Sisters Mindefisk===&lt;br /&gt;
The three [[Hag]] co-Darklords of Tepest, and based the &amp;quot;the three wicked witches&amp;quot; from folkloric stories. Three sisters who were left as babies for a humble farm wife who wished for daughters, but from their birth displayed mysterious traits. Most notably, after their mother died from the strain of caring for the three sickly girls (or possibly because they drained her life), their father (who had often voiced his dislike of &amp;quot;weakling daughters&amp;quot;) tried to leave the three 2-year olds for dead repeatedly, but they always came back. Eventually he let them stay  as long as they cooked for  him and his sons. Growing up dissatisfied with their surroundings, they took to seducing, murdering, and eating travelers to build up a stockpile of money so they could ultimately leave the farm. This worked until one final traveler tried to turn them against each other, only to be murdered so none of the sisters could claim him as theirs. This was what ultimately led to their being taken into the Mists and stuck in the depths of a forest full of [[goblin]]s and witch-burning, faerie-chasing bumpkins. They still lure in any unwary travelers to their cottage, taking advantage of the locals&#039; blaming the goblins for their victims&#039; deaths, but otherwise have little influence on their domain. &lt;br /&gt;
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The sisters consist of Laveeda, an Annis Hag, Leticia, a Sea Hag, and Lorinda, a Green Hag. Though they can shapeshift, they are cursed to always see themselves and each other as their true forms no matter which shape they take.&lt;br /&gt;
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====Mother Lorina====&lt;br /&gt;
In the 5e version of Tepest, only Lorinda is the darklord, having imprisoned her sisters when they refused to let her make and rear a child despite how badly she wanted to be a mom. Which ignores the complete and utter lack of maternal feelings they had in past editions, but whatever. She desperately yearns to have a family, but is thwarted by both her own inherently controlling, murderous nature, her inability to trust that her offspring genuinely love her (and the subsequent smothering, demanding, overbearing way that this makes her act), and the curse that any child she magics up for herself is a short-lived, ravenous monster; she can only make [[hexblood]]s for other people.&lt;br /&gt;
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03-031.mother-lorinda.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Sodo===&lt;br /&gt;
Darklord of Paridon. A low-ranked dread [[Doppelganger]] who resented being born into a lowly clan and thus being prevented from rising through the ranks by merit. After acquiring a magical Hat of Disguise, he fulfilled this previously-thwarted ambition by killing the elders who ruled over the clans and impersonating them, while also offing anyone else who questioned him. For managing the impressive feat of committing a betrayal egregious even by doppelganger standards, he was claimed by the Mists and given Darklordship of Paridon, and nailed with three separate curses: inability to control his shapeshifting, a healing touch (which wouldn&#039;t be much of a curse to anyone else, [[Dark Eldar|but Sodo&#039;s a sadist]] and this along with the previous curse renders him unable to effectively torture people), and an extra dose of paranoia for flavor.&lt;br /&gt;
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===Thakok-An===&lt;br /&gt;
Darklord of Kalidnay, formerly from Athas. She was a templar of Kalidnay&#039;s sorceror-king, Kalid-Ma. To help him ascend to dragonhood, she sacrificed her family for the ascension ritual- an act which, ironically, would ruin it, as the Dark Powers took notice and drew Kalidnay into Ravenloft, in one of the few occasions in which being in the Demiplane of Dread was an improvement for most people. But not for Thakok-An nor Kalid-Ma, as the failed ritual put Kalid-Ma into a coma. Thakok-An remains active, ruling the realm as a theocracy of Kalid-Ma, despite said lord being comatose and all her efforts being for naught.&lt;br /&gt;
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===Tsien Chiang===&lt;br /&gt;
Originally from the continent of Kara-Tur on the world of Toril, Tsien Chiang was beautiful and powerful wizard, who hated all men due to her father&#039;s dismissal of her abilities. After killing him and disabling her relatives, she seized control of her family lands. She used her charm and position to marry a total of four men, each of whom fathered a child with her before she killed him and moved on to the next. Three of the daughters so produced were evil, with the fourth, Nightingale, being truly good-hearted and adored by the gods. Tsien Chang would go on to commit various evil acts, including the desecration of four sacred bells and four sacred trees, but her mistreatment of Nightingale is what ultimately led to her being taken by the mists. On the fourth time that Nightingale objected to her family&#039;s atrocities, Tsien Chang decided to do far worse than merely beat her as they had the last three times, and she and her evil daughters were taken by the mists as the torture began. Tsien Chiang imprisoned the living remains of Nightingale in the Tower of Broken Promises as the Mists tore I&#039;Cath from Kara-Tur forever.&lt;br /&gt;
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If you&#039;re wondering why the number four is mentioned so much, it&#039;s because it&#039;s homophonous with &amp;quot;death&amp;quot; in most Chinese languages and is considered bad luck in many east-Asian cultures.&lt;br /&gt;
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Her 5e incarnation gives her such a radically different backstory that pretty much the only things that remain are the four daughters and a magic bell.&lt;br /&gt;
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When Tsien Chiang was a child, her home was destroyed by invaders, forcing her to flee into frozen mountains where she expected to die. Luckily for her, she was found and taken in by a gold dragon who took pity on her, and she served him as an attendant in thanks for saving her life. While serving the dragon, she learned much of magic and medicine, growing to become an accomplished wizard. The dragon refused to teach her any truly dangerous or powerful magic though, knowing that she would only use it for revenge. In her studies, she learned of the Nightingale bell, an artifact that could make its ringer’s dreams come true -- but creating the bell required the scale of a gold dragon. Knowing her mentor would never provide a scale she attempted to drug him so she could steal a scale while he slept, but got the mixture wrong and not only killed him, but caused his entire hoard to be destroyed, with all that remained being a single scale. Chiang crafted the bell and took it to her home, where she used it to wish away the invaders, which instantly vanished. In awe and gratitude, the people elevated her to royalty and she became their queen.&lt;br /&gt;
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She ruled well for years, enacting vast reforms and strict but sensible laws in pursuit of creating the perfect empire. She had a family, taking particular pride in her four beloved daughters. Though her kingdom was prosperous, her people eventually began to chafe under her strict laws and demanding orders and revolted. Chiang was swift and merciless in her attempts to quell the rebellion, but her ruthlessness only caused the resistance against her to grow. When she ordered her armies to kill the families of all insurrectionists, assassins struck Tsien Chiang’s palace and killed her family. Distraught, Chiang climbed to the highest tower of her palace, looked out over her burning dreams, and struck the Nightingale Bell. Rather than granting her vengeful wish, the bell cracked and spilled a golden mist across the land. When the mist cleared, Tsien Chiang’s perfect city was gone, replaced by the unreal prison-city of I’Cath.&lt;br /&gt;
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I&#039;Cath is a city divided in two: The true I&#039;Cath of the waking world, and Tsien Chiang&#039;s impossible, perfect dream. In the waking world the city is a silent and chaotic labyrinth composed of surreal, knotted streets and citizens trapped in eternal slumber. In the dream the city is vibrant and living, a place of ultimate beauty and efficiency where all things move according to Tsien Chiang&#039;s design, and a nightmare of constant drudgery for her people. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This renews the magic of her dream world and keeps her citizens asleep, but it also calls forth a legion of jiangshi, which emerge from their tombs to reshape the waking city’s mazelike streets in a fruitless attempt to match Tsien Chiang’s perfectionist vision.&lt;br /&gt;
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Her curse is that while the dream is near-perfection in her eyes, that only makes the imperfections of the waking world all the more obvious and inescapable. No matter how many times she tries to bring the same order and beauty she sees in her dream to the waking world, I&#039;Cath&#039;s streets grow only more twisted and labyrinthine. She spends as much time as she can with the dream-versions of her daughters though she knows they aren&#039;t real, and in the waking world she actively avoids the twisted reflections of her daughters that wander the true I&#039;Cath&#039;s streets.&lt;br /&gt;
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03-018.tsien-chiang.png&lt;br /&gt;
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===Tristen ApBlanc===&lt;br /&gt;
Darklord of Forlorn. A Vampyre (living vampire) born when his dad was turned into a vampire but refused to leave his wife, which resulted in their son being born a vampyre. Tristen&#039;s parents were killed by fearful peasantfolk, but not before his mom gave him to the druid Rual to be raised. By all accounts, Rual was a pretty good foster mom, but when he was fifteen years old, Rual caught him drinking the blood of a deer. Believing she had betrayed him when he saw her talking to other druids, he attacked her- only to get his ass impaled by a blessed deer antler she was carrying, and when he drank her blood, he was both poisoned and partially cured of his vampyrism by the holy water she&#039;d just drank. As she died, Rual cursed Tristen to be trapped in the sacred grove where he killed her, and to (agonizingly) die and become a ghost each night, and rise as a vampyre each morning. This makes him one of the few Darklords to receive most of his curse prior to Darklordship, as Forlorn was only pulled into Ravenloft centuries later, when Tristen engineered a bloody civil war to take control of the land.&lt;br /&gt;
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As it is now, Forlorn really lives down to its name; there&#039;s little there except savage goblyns, a few beleagured Druids, and Castle Tristenoira, where Tristen is stuck, along with the ghosts of his family. The castle is split between three separate time periods that adventurers can shift between, thought to be because of all the ghostly shenanigans. Because there&#039;s really not much to do in Forlorn besides exploring Castle Tristenoira and trying not to get eaten by goblyns, it has no real political importance and is ignored by basically everyone, despite being most likely the second-oldest domain after Barovia.&lt;br /&gt;
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He gets some very minor retcons in 5e, but since he only gets a single paragraph there&#039;s not much in the way of details. Seemingly the only changes are that he&#039;s now a dhampir (which is really more-or-less the same thing as a vampyre) and that he was taken by the mists almost immediately after killing the druids.&lt;br /&gt;
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===Vlad Drakov===&lt;br /&gt;
Darklord of Falkovnia. He was originally the leader of a mercenary band called the Talons of the Hawk in [[Dragonlance|Krynn]]. For their wanton brutality and bloodlust, they were taken into Ravenloft and claimed Falkovia for themselves (after a failed invasion of Darkon that was repulsed by Azalin&#039;s undead). [[Berserk|If this seems familiar]] then good, you&#039;re paying attention.&lt;br /&gt;
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This rivalry with Azalin has since become part of Drakov&#039;s curse, though he seems unaware of it. While four other countries (that have themselves agreed to an alliance should Falkovnia ever attack one of them) surround him, Drakov considers them &amp;quot;women and fops&amp;quot; not worth the effort of invasion, obsesses over an enemy he has no way of defeating, and is forever unable to gain the approval and respect of the great military leaders that he has sought all his life. And even if he did somehow conquer Darkon, [[fail|no Darklord can ever leave his own realm]] so he would never actually get to conquer it himself. Another factor in his defeats is that his way of doing war is distinctly and doggedly medieval (no gunpowder, no magic), so on the rare occasions he decides to try his luck at conquering other neighbouring domains than Darkon (all of which are at a higher technological level than Falkovnia) his forces almost always get shot to pieces by firearms or, more rarely, blown to pieces with magic. Oddly enough, his realm may in fact be, on the whole, a net &#039;&#039;benefit&#039;&#039; to the other domains of the Core, as his penchant for overworking his peasantry/slaves (when he&#039;s not busy having them impaled for his entertainment, of course) means that his realm produces large amounts of grain and foodstuffs which he sells for funds to equip and train his forces, unintentionally making Falkovnia &amp;quot;the breadbasket of the Core.&amp;quot; &lt;br /&gt;
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In addition, Drakov may be unique as the one of the most &amp;quot;conventional&amp;quot; Darklords in Ravenloft in the sense that he is statted like a run-of-the-mill fighter-class BBEG, and much like this archetype he has no magical abilities aside from a few magical weapons and armour at his disposal, coupled with no ability to cheat death, and no supernatural ability to close his domain&#039;s borders (all of which are in line with his disdain for magic and the supernatural), except for a good amount of inherent magic resistance that will also work against beneficial spells (so if he&#039;s ever in a tight enough bind to require magical healing, he&#039;s screwed). However, PCs and DMs shouldn&#039;t mistake his one-dimensional combat abilities as a sign that Falkovnia would be easy to liberate from his iron-fisted rule via a [[Raven Guard|simple decapitation raid]]; the totalitarian and thoroughly abusive nature of his rule means that those he trusts enough to carry out his orders are all likely evil enough and think enough like him to instantly assume his mantle of Darklord should Drakov ever be killed, just like similar totalitarian regimes in real life can survive the deaths of multiple successive leaders. Truly liberating Falkovnia in a thematically appropriate way would require the PCs to either engineer a full-scale revolution, or otherwise ensure the complete destruction of his regime, much like truly destroying a cancerous tumour in real life requires removing or destroying every last cancer cell. And all of this says nothing about which neighbouring realm would end up absorbing Falkovnia on the off-chance it ever gets truly liberated, though at this point even Azalin would be a better ruler than Drakov given that the lich dispenses harsh but fair justice and otherwise leaves his subjects alone to continue his arcane pursuits.&lt;br /&gt;
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Since the developers found him redundant, 5e&#039;s Drakov is revamped as &#039;&#039;Vladeska&#039;&#039; Drakov, with an all-new backstory, and Falkovnia is instead reskinned with a zombie apocalypse vibe.&lt;br /&gt;
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===Yagno Petrovna===&lt;br /&gt;
Darklord of G&#039;Henna. The Petrovna family was one of those taken by the Mists when Barovia was absorbed into Ravenloft, and although they avoided Strahd&#039;s attention by hiding away in the mountains this in turn led to inbreeding. As Yagno grew up, it became clear to all that he was insane- he conversed with imaginary people and cowered from beasts that weren&#039;t there. One day, he was locked out of his family&#039;s home and had to take shelter in a cave for the night. When he woke up, he saw the name &amp;quot;[[Zhakata]]&amp;quot; scrawled on a wall. &lt;br /&gt;
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Yagno concluded that Zhakata was the name of the god that had protected him when he slept that night and created a shrine to his savior. (In reality, the name was written by his brother as a prank and meant absolutely nothing.) At first he merely sacrificed animals to Zhakata, but then he moved on to sacrificing people. When he was caught trying to offer his sister&#039;s newborn baby to Zhakata, he was chased out of Barovia by his family. The Mists welcomed him to the domain of G&#039;henna, where he became the Darklord.&lt;br /&gt;
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Yagno is cursed to constantly suffer doubts about whether or not Zhakata is real. No matter how many sacrifices he makes or how many people he commands to starve themselves in the name of Zhakata, he can never quite get rid of his nagging disbelief and the worry that all his devotion has been directed towards a lie. This eventually led Yagno to call upon a wizard who claimed he could summon Zhakata; as he could not summon a nonexistent god, a nalfeshnee by the name of Malistroi answered the summons instead and told Yagno that Zhakata was just a figment of his imagination. The Darklord immediately flew into a rage and killed the wizard, while Malistroi later escaped to ravage G&#039;Henna. Since then, he has merely redoubled his fanaticism in a futile attempt to dispel his doubts.&lt;br /&gt;
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==Former Darklords==&lt;br /&gt;
You remember that section where the permanent death of Darklords is discussed? Well, it&#039;s actually happened in the past, though never yet to a band of plucky adventurers, and the results usually haven&#039;t been good. These Darklords for whatever reason no longer rule their domain, usually because some asshole killed them and was promptly saddled with their domain as the new Darklord.&lt;br /&gt;
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===Bakholis===&lt;br /&gt;
Former Darklord of Invidia, and formerly a tyrannical king whose kingdom was claimed by the mists when he was spurned by a woman named Marta, and in return had her lover killed and eaten in front of her and Marta herself raped to death by his soldiers. As she died, Marta cursed him to be the beast he was inside and never be free of the blood of loved ones on his hands, which manifested as turning him into a werewolf. Unlike most Darklords, Bakholis said &#039;fuck this&#039; to angst and [[Dark Eldar|embraced his curse]], descending to ever-greater depths of savagery until, to everyone&#039;s relief, the half-Vistani Gabrielle Aderre showed up and promptly murdered his ass, succeeding him as Darklord of Invidia.&lt;br /&gt;
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===Camille Boritsi===&lt;br /&gt;
The mother of Ivana Boritsi and the first Darklord of Borca, who earned her position by poisoning her husband and his lover. She was cursed to be betrayed by any man she trusted, which left her with serious issues relating to men and a blindspot towards scheming women, which ultimately proved her downfall when her daughter Ivana turned the poison tables by killing &#039;&#039;her&#039;&#039; for sleeping with Ivana&#039;s lover. She was succeeded as Darklord by her daughter and murderer, Ivana Boritsi.&lt;br /&gt;
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===Claude Reiner===&lt;br /&gt;
The first darklord of Richemulot. The patriarch of a family of wererats who lead his family into the mists to escape hunters, gaining his domain when his monstrous cruelty caught the attention of the Dark Powers. He was eventually killed when his granddaughter Jaqueline had enough of his abuse, making her the new Darklord of Richemulot.&lt;br /&gt;
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===Duke Nharov Gundar===&lt;br /&gt;
Former Darklord of Gundarak, prior to being betrayed and usurped by Daclaud Heinfroth, who would later gain his own, separate domain. As Darklord of Gundarak, he enforced the worship of the malevolent trickster-god [[Erlin]] and taxed basically everything he could think of (with a special emphasis on the birth of girls), but little else is known of his rule. During the Grand Conjunction, Gundarak was absorbed by Barovia and Invidia. &lt;br /&gt;
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But that wasn&#039;t the end of Nharov Gundar. He was a vampire, and though Heinfroth had staked him, he remained alive, but dormant. His skeletal remains somehow found their way to the traveling curio show of Professor Arcanus, where some complete berk went and yanked the stake out. This brought him back to life, though his time spent as a skeleton has reduced him to a near-bestial state, only vaguely remembering Heinfroth&#039;s betrayal.&lt;br /&gt;
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===Lord Soth===&lt;br /&gt;
{{main|Lord Soth}}&lt;br /&gt;
The infamous Death Knight of Krynn was for a time the Darklord of Sithicus. More details can be found on his page, but suffice to say that the Dark Powers grew tired of him, and he was succeeded as Darklord by the [[Vistani]] Inza Kulchevitch.&lt;br /&gt;
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===Nathan Timothy===&lt;br /&gt;
Darklord of Arkendale. There are more details on him in the section for his more important son Alfred, but suffice to say that Nathan was possessed of a deep-seated wanderlust, which the Dark Powers curtailed by cursing him such that he couldn&#039;t leave the river Musarde, lest he be crippled by land sickness. Nathan rolled with the curse and adapted so well to being a boatman that he outright lost his Darklordship during the Grand Conjunction. He&#039;s still confined to river waters, but Arkendale has been absorbed into Alfred&#039;s domain of Verbrek. &lt;br /&gt;
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===Vecna===&lt;br /&gt;
{{main|Vecna}}&lt;br /&gt;
Yes, THAT Vecna, the Maimed God; the guy whose eye and hand are still around for PCs to mess (and &#039;&#039;be&#039;&#039; messed) with.&lt;br /&gt;
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The whole tale of Vecna&#039;s ascension to godhood is complicated, but at one point where he was &#039;merely&#039; a demigod, he and Kas were pulled into the Mists after a bunch of meddlesome adventurers thwarted one of his plans. Not one to be contained for long, Vecna has the dubious honor of being the only Darklord to force his way out of the Demi-Plane of Dread after being drawn in by the Mists. On top of that, he managed to get himself &#039;promoted&#039; to full-fledged minor God in the process, which is how he got the Dark Powers to kick him out due to their ban on allowing gods to influence Ravenloft. (The full story is recounted in the modules &#039;&#039;Vecna Lives!&#039;&#039;, &#039;&#039;Vecna Reborn&#039;&#039; and &#039;&#039;Die Vecna Die!&#039;&#039;.)&lt;br /&gt;
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==Netbook Darklords==&lt;br /&gt;
These darklords represent the rulers of fan-made domains from [[netbook]]s such as the [[Books of S]], the [[Undead Sea Scrolls]], [[Quoth the Raven]], and other projects from the [[Fraternity of Shadows]].&lt;br /&gt;
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===Ahasveros===&lt;br /&gt;
Darklord of Incitatus. Once, Ahasveros (male human) was the greatest scientist of his civilization, until the day his homeland was drawn into a great war against a rival nation. He invented the Adamas theory, a device that could be used to generate a mighty tidal wave to devaste the enemy&#039;s fleets and harbors.&lt;br /&gt;
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But that wasn&#039;t enough for Ahasveros; he became obsessed with improving the device, banishing his assistants when they protested the potential dangers of doing so, cutting off all contact with those who might challenge his beliefs, and reducing the time he spent running his calculations.&lt;br /&gt;
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The result was, when the device was used, Ahasveros lost control of it and the tidal wave annihilated &#039;&#039;his&#039;&#039; homeland as well, drowning him in the tower from whence he&#039;d launched it.&lt;br /&gt;
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Ever since then, the bussengeist he became has lingered in his tower, unable to decide whose fault the mess was, alternating between blaming his associates and himself. Honestly, he&#039;s not much of a darklord, and this is reflected by how empty and meaningless Incitatus is. He currently occupies a limbo; too dull to be truly absorbed into the [[Demiplane of Dread]], but still too evil and in denial of what he did to be released, either.&lt;br /&gt;
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Ahasveros&#039; existence is completely tied to the remnants of the Adamas machine. Only by destroying it, which will unshackle his spirit, and performing a brief rite to the long-forgotten sea god of ruined Misenos, which requires lighting the lanterns in the temple and praying for both Misenos and Ahasveros, will his torment end.&lt;br /&gt;
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If Ahasveros wishes to seal his domain&#039;s borders, those attempting to cross it are overwhelmed by misery and the urge to seek comfort, which only those outside of the border can give them.&lt;br /&gt;
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===Anibal Coronado===&lt;br /&gt;
Darklord of Cumbre de Oro. Arguably the oldest darklord of the Holy Imperial Colonies domains, Anibal Coronado was a infamous mercenary captain who had made a name for himself in the civil wars of the Holy Empire some 170 years ago, amassing a reputation that he parlayed into becoming a famous explorer. After building his reputation there, to the point that the name &amp;quot;Coronado&amp;quot; became synonymous with exotic lands, strange adventures, and foreign wealth, he attempted the most infamous expedition ever: to become the first man to successfully explore beyond the Sierra Acora mountains.&lt;br /&gt;
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Pevious expeditions had all launched in early spring, hoping to cross during midsummer and then return before winter snows closed the passes. They had all failed, as the mountain passes didn&#039;t clear up &#039;&#039;until&#039;&#039; midsummer. Coronado proposed instead that he launch his expedition in midsummer, cross the mountains, winter in the lands beyond the Sierra Acora, and then return in the midsummer of the following year.&lt;br /&gt;
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Long story short, it worked! Coronado became the first man to discover the realms that would become known as Mictlan, but he never would return to claim that prize. In one of his meetings with the natives of this strange tropical rainforest realm, he learned of a mysterious city of gold hidden in the mountains from a chieftain named Jucataan. Coronado&#039;s avarice was immediately enflamed with discussions of this city, said to hold wealth beyond that of the Holy Empire itself, and when chief Jucataan warned that the city was taboo and his tribe would prevent any attempt to pursue it, that avarice turned murderous.&lt;br /&gt;
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Arranging things with his men, Coronado held a banquet in which he invited Chief Jucataan and all the men of his tribe. There, after he got the chief drunk enough to reveal the way to the city of gold, he and his men massacred them all. Once that was done, they set off in pursuit of what they had come to call &amp;quot;Cumbre de Oro&amp;quot;; &amp;quot;Gold Peak&amp;quot;.&lt;br /&gt;
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The expedition swiftly turned into a disaster. Their supplies hadn&#039;t been chosen with the tropical rainforest climate in mind, and quickly spoiled. They had no idea what foods were edible or how to find fresh drinking water. Tropical diseases swept through the men. All the while, Coronado drove them on with images of the fabulous wealth they would attain. But when these dreams became insufficient and murmurs of mutiny began circulating, Corando turned on his own men: selecting those he believed to be the ringleaders, he invited them to &amp;quot;discuss&amp;quot; the matter, only to poison their wine. Once they were dead, he paraded their corpses before the survivors, screaming blasphemies and promising the same fate to any who dared rebel, before forcing the terrorized, defeated men to cannibalize their former comrades.&lt;br /&gt;
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With his men now utterly will-broken, and steadily losing what was left of his mind to sheer avarice, Coranado plunged on into the jungle, his men dropping like flies as he searched and searched. Finally, with only Coranado and two of his original 56 men still alive, they found it: Cumbre de Oro. It was everything that Jucataan had described as being and more. Now totally insane, Coranado turned on his exhausted companions and killed them, before plunging into the city to begin plundering.&lt;br /&gt;
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That was when he discovered why the natives had left the golden city to the wilderness: it was a necropolis, its people having died and then become [[undead]]. The [[mummy]] of Emperor Maxaantii rose from his tomb at the central step pyramid and attempted to detain Coranado, who fought back with literal lunatic strength. He struck down the mummified emperor and fled with a bag of gold and jewels, but as he did, Maxaantii cursed Coranado that he would never succeed in leaving the city with his treasure. Sure enough, weakened by his trials, the excitement of finding the city, the stress of combat and the effort of hauling his heavy load, the feverish and dehydrated explorer collapsed at the city&#039;s outskirts. He could hear a brook just out sight, and if he&#039;d abandoned the treasure to drag himself to the cool, clear water, he probably would have reached it... instead, he refused to let go of his ill-gotten gains, exhausting what little left of his strength in an effort to drag it with him as he crawled along.&lt;br /&gt;
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As he lay dying, the sounds of the brook still echoing in his ears, Coronado cursed all the gods for taunting him by giving him such wealth only to then take it from him at the last moment. With the last of his strength, he raged and wept, begging any power that would listen to give him one last chance to make the treasures of Cumbre de Oro his.&lt;br /&gt;
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As Coronado died, head pillowed on the treasure he had given his life to win, the valley was wrenched into the Demiplane of Dread, floating on its own in the mists as an Island of Terror until its former resting place followed it as the land of Mictlan, whereupon it fused back together. Coranado rose from his grave, found his men returned to him as [[avaricio]]s, and began his stint as darklord.&lt;br /&gt;
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A casual observer might take Anibal Coronado in his present state for a living man, albeit horribly emaciated and clearly disased, with yellowed skin drawn tightly against the bone and yellowed, bloodshot irises. He still wears the ancient, tattered clothing and armor he wore as a living man. Under the AD&amp;amp;D mechanics, he&#039;s a unique corporeal undead, similar in many ways to a [[Death Knight]]; in addition to retaining his skills as a 14th level [[Figher]] and wielding the dread blade Corrupcion (+2 longsword that inflicts magical disease), he has 75% magic resistance, a 10% chance to reflect spells cast against him back on their casters, immunity to mundane weapons, a 5ft aura of fear, the ability to cast Detect Magic and Detect Invisibility at will, to cast Dispel Magic, Harm and Wall of Thorns 2/day, and both Creeping Doom and Symbol of Discord 1/day. If defeated in combat, he dissolves into mist; he will reform 1d4+1 days later, but during that time, he cannot close Cumbre de Oro&#039;s borders and his avaricios will ignore intruders unless personally disturbed. There is no known way to permanently destroy him.&lt;br /&gt;
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Coranado is consumed by his paranoid terror that somebody will steal &amp;quot;his&amp;quot; treasure, and so he prowls the city endlessly on a hunt for intruders. His curse is simple and effective: he physically can&#039;t touch the treasures of Cumbre de Oro, and neither can his Avaricios. Add to it that their relatively weak abilities against non-living foes makes them little threat to Maxaantii and his forces, which include both undead and stone [[golem]]s, and all Coranado can really do is drift from cache to catch and vent his paranoid wrath on any living intruders he catches. As a part of this curse, his ability to close the domain borders is limited; when he does so, his avaricios move to begin patrolling the border of the city, attacking anything they see in an effort to kill or capture them. If travelers can break past these patrols, the avaricios cannot pursue them any further than 3 miles beyond the city&#039;s edge - of course, fleeing from pursuing undead through dense jungle that doesn&#039;t impede &#039;&#039;their&#039;&#039; movement isn&#039;t exactly a picnic stroll!&lt;br /&gt;
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===Captain Anton Dusard===&lt;br /&gt;
Darklord of Locknar Cove. Born impoverished and raised in the slums of a busy port, Anton Dusard learned to treasure gold over everything, especially human life. At age 16, he betrayed his parents to their creditors and used the bounty to invest in a merchant ship. He then proceeded to take sole captaincy of the vessel through murder and extortion. When war came to his native kingdom, he avoided financial ruin by becoming a privateer. Though he amassed a significant fortune, his avarice was insatiable; when his patron monarch demanded taxes on Anton&#039;s looted plunder, the privateer went renegade rather than part with so much as a single coin, bombarding and looting his own homeport before sailing away to become a feared pirate.&lt;br /&gt;
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Establishing a hidden stronghold in the set of islands known as the Dismal Four, specifically on Locknar Cove, he continued to prey on merchant ships and amassed an enormous fortune. So much so that his own men began to dream of stealing it for themselves. One misty night, as Dusard&#039;s ship the Grasping Claw sailed into Locknar Cove, they mutineed. Though Dusard fought like a demon, he was outnumbered with few supportors; in a final act of spite, he ignited the ship&#039;s powder magazine and blasted them all to splinters.&lt;br /&gt;
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The explosion flung his maimed body into the cold, black sea, where the dying man floated. He clung to life long enough to see a single lifeboat sail past, bearing with it the crew&#039;s sole survivor. That sight snapped Dusard&#039;s mind, and he called upon every ounce of his being, swearing to keep his treasure from beyond the grave. As he slowly sank into the waves, the mists closed in.&lt;br /&gt;
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Ever since that day, Dusard has lurked in the depths of his fortified, trap-laden labyrinth on Locknar Cove, a [[ghost]] [[pirate]] jealously guarding his treasure. His curse is simple: the absolute terror of knowing he can &#039;&#039;never&#039;&#039; end his vigilance. To heighten his fears, he instinctively knows when somebody else in Locknar Trove is aware of his treasure&#039;s existence, although not who they are or where they are. Furthermore, the sole survivor of his crew, William Copperplate, still lives an unnaturally preserved life, and wants Dusard&#039;s treasure for himself, and is eager to manipulate others into doing the dirty work for him. As for the crew who died when the Grasping Claw blew up? They rise from their watery graves as ghosts once a year, and immediately launch an attack on the island, hoping to plunder the horde they gave their lives to try and win. Although Dusard can banish them with a touch, their efforts stoke his terror. Furthermore, the ghostly crew is also instantly returned to undeath and given a chance to assault his hoard whenever Dusard uses his &amp;quot;horrifying appearance&amp;quot; ghostly power, and so he is loathe to use it.&lt;br /&gt;
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When he wills the closure of the cove, the seas become dangerously turbulent and choked in an impenetrable mist, whilst the forests of the western border become twisted walls of gnarled wood and the roads twist back on themselves, so every step only leads a traveler back to Ruttledge village.&lt;br /&gt;
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If defeated, Dusard will reform in a single night. Only by plundering the entirety of his hoard, down to the last coin, will he be banished to the afterlife forever.&lt;br /&gt;
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===Benada Nameless===&lt;br /&gt;
Darklord of Vin&#039;Ejal. Conceived when the Eye of Toldun, the fake prophet of a phony goddess called Appissa (actually a powerful half-breed [[yuan-ti]] [[psion]] magically held in stasis), used a potion given to him by his goddess to drug and rape a woman named Dillura Ogfenhauer, Benada&#039;s mother despised her daughter from the moment she was born. Only Benada&#039;s uncle, Dillura&#039;s 12-year-old brother Ekkim, cared for her, and he raised her throughout her life, even taking her off with him to be his squire when he went to war after discovering her nature as a [[psion]]icist [[weresnake]]. Even when they returned, however, Dillura wanted nothing to do with her bastard daughter.&lt;br /&gt;
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Finally, the enraged Benada sought to confront her mother one evening, only to track her to the Shrine of the Eye. When she saw Dillura embracing the Eye, she realized that this man was her father. Filled with hatred, she grabbed a bone knife and fatally stabbed her mother, before psionically torturing her father to death. As she turned to leave, she found herself confronted by her uncle Ekkim, who had seen everything. Realizing she couldn&#039;t let him live now, a weeping Benada killed the only person to ever show her love, transporting Vin&#039;Ejal to the Misty Realm.&lt;br /&gt;
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Benada&#039;s curse seems to be an insatiable hunger that only human flesh can sate; she only gives in to its demands once per month, however, as she fears depleting her domain&#039;s population. If she wishes to close the domain, the waters around Vin&#039;Ejal decrease in temperature to the point that would-be swimmers will freeze solid, whilst hail begins savagely pelting down from above.&lt;br /&gt;
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===Baroness Ilsabet Obour===&lt;br /&gt;
Darklord of Kislova. This female human [[alchemist]] was born the youngest daughter and favored child of Baron Janosk Obour of Kislova, and remained loyal and obedient to him even as he descended into brutal tyranny and made a failed attempt to conquer a neighboring barony, only to be crushed, captured and executed. Before he died, Janosk commanded each of his three children to take steps to both preserve their family and avenge the loss of their power.&lt;br /&gt;
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Of the three, Ilsabet was the most loyal to her father, honing her alchemical skills and delving into dark alchemical practices, focusing on hideous poisons and the creation of alchemical undead. She crippled and maimed many prisoners who had dared to rebel against her father&#039;s rule before his conquest by Baron Peto, created a unique strain of alchemical vampires, fatally poisoned her elder siblings for perceived disloyalty to their father&#039;s dying wishes, and finally married Baron Peto herself and bore him a son in order to gain the opportunity to poison him with a paralytic venom. It was only as she administered what she intended to be the final, fatal dose, killing her mentor (and true love) to do so, that the Mists finally claimed her.&lt;br /&gt;
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Ilsabet currently suffers two curses. Her most direct darklord-related curse is that her desire for power and revenge are thwarted; though her husband, Baron Peto, remains incurably paralyzed, he also remains unkillable - no matter what she does, he always returns to life. As a result, she remains forever his regent, rather than the true Baroness of Kislova, which she regards as unacceptable; she yearns to resume the interrupted reign of her own family. Secondly, Ilsabet has become a vampire-like creature that feeds on pain, and must have one person killed every day in order to survive.&lt;br /&gt;
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Unlike many Darklords, Ilsabet has no particular powers of supernatural survival. If you can beat an 11th level [[wizard]] protected by her guard of alchemical vampires, you can kill her.&lt;br /&gt;
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When Ilsabet closes the borders, a poisonous green mist surrounds Kislova, inflicting irresistable damage per round until the would-be escapee returns to Kislova.&lt;br /&gt;
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===Bethany Stone===&lt;br /&gt;
Darklord of Stonewall. A sad, broken, bitter woman, Bethany was born the daughter of a family of puritans, self-righteous and obsessed with sin. When her father discovered the child Bethany, a cheerful, whimsical young girl, had dreams of leaving the family home to become a dollmaker, he destroyed the dolls she had painstakingly constructed over years of work and beat her within an inch of her life. Later, when she came of age, he arranged her marriage to a man of high standing.&lt;br /&gt;
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After long years of often-lonely marriage, pregnant with her sixth child, Bethany&#039;s father and husband were caught in a terrible accident, with the former dying and the latter being left in a coma. That was hardship enough, but as she cared for her husband, Bethany discovered his diary, in which he revealed he had only wed her to cover up his &amp;quot;sinful&amp;quot; nature as a homosexual. Enraged, Bethany began tampering with her husband&#039;s medicine to ensure he remained comatose, and then launched her own moral crusade, something aided by the fact she established her charismatic but broken-willed son Clarence as the town&#039;s minister.&lt;br /&gt;
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When the Salem Witch trials broke out, Bethany eagerly spread their madness to Stonewall. But the tenth victim was the friend of Bethany&#039;s youngest daughter, Katherine, who unearthed evidence that this was really a way for Bethany to resolve a land-dispute between their families in the Stone&#039;s favor. When Katherine tried to intervene, she called out her mother for the cold, twisted monster that she was. Bethany promptly stabbed Katherine in the heart, and that was when the Mists took the town.&lt;br /&gt;
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Bethany Stone is now a [[harpy]], although she has limited shapeshifting abilities that let her masquerade as a human. Her curse is that she will be forever doomed to lose her children before they are fully ready, whether by death, betrayal or abandonment. Though she doesn&#039;t know it yet, as part of this curse, she will become spontaneously pregnant and give birth to a human child every 5 years. Both of her arms are permanently blood-red from the elbow down, although she considers it a sign of her righteousness and so doesn&#039;t hide it.&lt;br /&gt;
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The borders of Stonewall are permanently closed; unless the departee has the approval of either Bethany or Clarence to leave, they will be struck by lightning bolts until they turn back. It&#039;s unknown if lightning immunity will nullify this border, but it&#039;s not explicitly countered.&lt;br /&gt;
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Nothing explicitly says that Bethany cannot just be killed in a fight (and, frankly, Stonewall is described as the kind of place where wiping out everybody is actually the heroic thing to do), but she &#039;&#039;does&#039;&#039; have an explicit method of redemption. If the party can find one of the dolls she made as a child, as one survived her father&#039;s wrath, and present it to her, she will break down in tears. If consoled and successfully reminded of her long-lost dreams, the rest of the town will break down weeping with her, and then Stonewall will slide out of the Mists and back to the prime material. On the other hand, if they fail, then she&#039;ll destroy the doll herself and become even more fanatical.&lt;br /&gt;
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===Caleb Wicks===&lt;br /&gt;
Darklord of Wayward on the Bone Sands. Even at the age of 10, Caleb was a fearless, stubborn, trouble-making brat. The only thing able to scare him into obedience were stories of a local boogeyman: Black Hat the Swordslinger.&lt;br /&gt;
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Caleb&#039;s transformation from mere brat to full-blown Darklord came when his family were hired by the lord of the distant Hangingshire, which required a long trek that passed through a desert region known as the Bone Sands. During this leg of the journey, Caleb&#039;s family were seperated from the caravan and veered their wagon over a tall, steep dune as a result of a sudden sandstorm. The wagon was destroyed, their horses killed, and Caleb&#039;s elder brother Horatio was severely injured. Though they initially settled in to wait for the caravan to send a rescue party after them, their food swiftly ran out and they realized they would have to try and walk out of the desert on foot... a journey that Horatio couldn&#039;t make.&lt;br /&gt;
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The senior Wicks came to a grim realization: Horatio wasn&#039;t going to live much longer anyway, so when he died, the family would eat his body for sustenane before making their trek towards safety. They were content to wait... but Caleb found out about their plans, and taunted his brother with this fact; when Horatio began to scream and cry, Caleb panicked and stabbed him to death with a cooking knife. Caleb&#039;s parents were horrified, but ultimately decided there was nothing left to do. They ate their dead son, and then broke camp the next morning.&lt;br /&gt;
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As they were traveling, Caleb found himself separated from his family by another sandstorm, wandering on his own for days before he stumbled across a small town called &amp;quot;Wayward&amp;quot;. Mad with hunger, he murdered the first townsman who tried to offer him help, devouring as much of the man&#039;s flesh as he could before fleeing into the night. The next morning, he revealed himself to the horrified townsfolk and claimed that he had witnessed Black Hat kill and eat the man. Unable to believe a youngster like Caleb could be responsible for so monstrous a crime, the townsfolk believed him, and opened their homes to the young cannibal.&lt;br /&gt;
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Caleb became a beloved fixture of the community... and then, the neighboring [[gnome]] community of Rumbleton was destroyed in an earthquake that crushed the subterranean village like an egg. They begged Wayward for shelter whilst they tried to rebuild, and the humans took them in. But rebuilding a new gnomish settlement wasn&#039;t easy, as Rumbleton had already been built in what was considered the most stable, accessible ground for miles around. With little choice, the gnomes began to put down roots in Wayward.&lt;br /&gt;
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Which was a problem: Wayward already had troubles supporting its own population before the gnomes came in, and now things were worse than ever. The population increase led to a famine, known as &amp;quot;The Lean Times&amp;quot; by the locals, and tensions began to grow between humans and gnomes... tensions only fanned by Caleb, who began advocating the humans of Wayward should eat the baby gnomes born after the refugees settled in their village. Whilst initially this proposal was rejected, the gnomes took affront when they learned of its proposal at all, and relations only continued to deteriorate... especially because Caleb was continuing to egg things on, pushing his cannibalistic plan in secret.&lt;br /&gt;
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Finally, it all came to a head; on the first night of the full moon, the Waywarders, driven mad with hunger, descended on the gnome shantytown and abducted as many gnomish children as they could, cannibalizing them in a disgusting, bloody orgy. Over the next two days they massacred the surviving gnomes and ate them as well, then they ate the few Waywarders who had protested &amp;quot;The Feast&amp;quot;, as it was dubbed. And on that final full moon night, as the cannibal villagers slept off their full bellies, Wayward on the Bone Sands was pulled into the [[Demiplane of Dread]].&lt;br /&gt;
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Caleb and the other villagers are now [[quevari]]. They spend most of their time in an enchanted slumber, only waking when visitors come to town. Like all quevari, they are peaceful and innocent-seeming during the day, but revert to bloodthirsty cannibals at night, as the first three nights after outsiders arrive are all full moons - after those three nights, they fall back into slumber until disturbed again. It&#039;s unclear what happens if a survivor somehow avoids being killed on that third night. &lt;br /&gt;
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Wayward itself has a couple of curses. Firstly, there are no children here; all of their youths were left behind when the village was pulled into the Misty Realms, and none of the women ever fall pregnant, save when Caleb is killed (we&#039;ll get to that). Secondly, all food and drink in the domain is inherently inedible - even foods brought in from outside instantly spoil, although the look and smell perfectly fine. Finally, none of the villagers will ever age beyond the day they were when they committed their sins.&lt;br /&gt;
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Caleb himself is a 5th level [[quevari]] [[thief]] who wields an enchanted knife +3 of bleeding. He can Charm Person 1/day by speaking to them, and still carries the Triangle of the Feast - the triangular dinner bell he played before the cannibalism of the gnomes. This can function as a Chime of Hunger that only affects non-Waywarders 3/day, and can also summon 2d6 Waywarders to his aid at will. The other quevari only openly recognize him as their lord and master during the night, but still are fiercely protective of him during the day. He can potentially be driven away in fear by forcefully invoking Black Hat - this requires something like disguising yourself &#039;&#039;as&#039;&#039; the boogeyman or telling a Black Hat story, simply saying the name won&#039;t scare him.&lt;br /&gt;
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If killed, one of the Wayward women will find herself pregnant within a week, and give birth to Caleb&#039;s reincarnation a month later. Caleb will resume his true form as an elven year old a month after being born. The only way to kill Caleb for good is to wipe out the entire town of Wayward, which frankly you should be wanting to do anyway.&lt;br /&gt;
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Caleb can close the borders by summoning tornadoes that lash all around the domain&#039;s periphery, kicking up lethal sandstorms and making it impossible to flee.&lt;br /&gt;
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===Cassandre Desesprits===&lt;br /&gt;
Darklord of Miseria. Born to a humble farmer&#039;s family, Cassandre was gifted with the ability to see and communicate with the spirits of the dead, which also made her a very effective seer. When this was revealed to her village, she became an immediate celebrity, and this situation - never permitted time to herself or any true friends, but also showered in displays of good will and thanks - twisted her heart. She became completely self-centered, egotistical and immoral, regarding all others as nothing more than things to use for her own amusement and gratification.&lt;br /&gt;
&lt;br /&gt;
When a war broke out amongst the local villages over the ability to use her seer powers, Cassandre exploited this to become a veritable queen, feeding just the right predictions to all factions to keep the war dragging on perpetually for over two years, wallowing in opulence whilst others bled, died and starved over her. Inevitably, the war drew to its climax, with both factions preparing to launch a decisive blow with a super-spell; Cassandre manipulated them into both acting at the exact same time, figuring that this would cause the spells to negate each other and stalemate, thus preserving the war and her power. Instead, they magnified each other, resulting in the annihilation of the warring armies and Cassandre being literally blown into Miseria.&lt;br /&gt;
&lt;br /&gt;
Cassandre&#039;s curse is, fundamentally, that she will never again enjoy the lifestyle she once enjoyed. Although surrounded by people who genuinely like and care for her rather than her gifts, she pines for the days when people doted upon her every wish and resents being forced to work for a living as a barmaid. Her [[diviner]] powers have dwindled and become almost useless, but her spiritual powers have expanded; she now commands incorporeal [[undead]] with the proficiency of a master [[necromancer]], and her life is supplement with the years drained by her [[ghost]]ly minions. None of her schemes to regain her &amp;quot;royal&amp;quot; status will ever work, and so she seems doomed to an eternity as a beloved but otherwise unremarkable barmaid.&lt;br /&gt;
&lt;br /&gt;
When she closes the borders, Miseria is surrounded by thick red fog that causes those who try to leave to age and eventually crumble to dust, whereupon they become ghosts under her command.&lt;br /&gt;
&lt;br /&gt;
If slain, Cassandre becomes a ghost herself, but then resurrects 2d4 days later. Only if she is confronted in ghost form by an exorcist of the local deity Saint-Ambroise who can denounce her for her crimes in life will she be banished from the world of the living forever.&lt;br /&gt;
&lt;br /&gt;
===Coyote===&lt;br /&gt;
Darklord of Yatehcaa. Once, this animal god aided the First Man in protecting his American Aboriginal-flavored world from powerful monsters. But his greed, malice and cruelty led to him committing many dark acts, and so the gods declared him unfit to remain amongst their ranks. First Man took back Coyote&#039;s cloak of stars, condemning him to stay forever on the world and be vulnerable to the monsters he had once battled. But Coyote showed no regret, no compassion, no willingness to learn from his mistakes or to try and make amends, and so he found himself trapped in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Ever since, he has continued his old ways, playing cruel, malicious tricks on the people of Yatehcaa, all the while trying to distract himself from how afraid he is that some day, he might be caught and killed by &amp;quot;The Dark Watchers&amp;quot;, the antediluvian monsters whom he once battled alongside First Man.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing protects Coyote from death, but between his lack of shame and utter cowardice combined with his powerful magical abilities, actually killing him in a fight is easier said than done.&lt;br /&gt;
&lt;br /&gt;
===Dr. Dorothy Hemphyll===&lt;br /&gt;
Darklord of Immerabt. This female human alchemist could in many ways be considered a mirror to Dr. Mordenheim of Lamordia. Like him, she was born a scientific prodigy who had neither time nor patience for religions and matters of faith. When she was twelve, Dorothy&#039;s mother died in childbirth giving birth to a son, something Dorothy blamed upon both the local priest - for he had both refused to allow Dorothy to be present at the birth, despite her knowledge of herbs and medicines, for her lack of faith, and proven unable to save Lady Hemphyll&#039;s life with his limited divine magic - and her father, for he had listened to the priest.&lt;br /&gt;
&lt;br /&gt;
This became the cornerstone of Dorothy&#039;s growing loathing for religion, something that grew ever stronger as she aged. She went abroad to study medical sciencies, [[transmuter|transmutation magic]] and [[alchemist|philosophical alchemy]], always seeking to refine her medical skills. She also visited the dark, seedy corners of society: brothels, dog-fighting arenas, drug-fueled parties and other such realms that further convinced her of the absence of divine intervention.&lt;br /&gt;
&lt;br /&gt;
The kicker was when she met and fell in love with another medical student of noble ancestry; Hermann Leawly. Despite her feelings, she refused to marry him, for that would require submitting to a religious ceremony she wanted nothing to do with. But he bent under the pressure from his traditional family and returned to their home, something that enraged Dorothy, who now derided him as a weakling.&lt;br /&gt;
&lt;br /&gt;
After a long, bloody war, a terrible plague gripped her homeland, and Dorothy came up with an idea for a new method to care for the terminally ill. She purchased an abandoned penitentiary on a small rocky island and converted it into a sickbay, hiring the best healers she could find (so long as they weren&#039;t divine spellcasters). One of those she hired was Hermann. She became ever-more obsessive, pushing her followers brutally, and gaining the first attention of the [[Dark Powers]]. When she perfected her prototype life support mechanisms and began abducting the terminally ill from her hospice to install them in the devices, trapping them at the brink of life and death in a state of constant, unrelenting pain, they grew anticipatory. But it wasn&#039;t until she got drunk at a party celebrating her newly produced plague vaccine, and revealed to Hermann her monstrous experiments, injecting him with concentrated plague serum and deliberately waiting for him to reach the still-incurable terminal stage of the disease before strapping him into one of her hideous living death machines that they seized her and transformed goal island into Immerabt.&lt;br /&gt;
&lt;br /&gt;
Dorothy&#039;s curse is three-fold, and could be a considered a blend of Mordenheim&#039;s and Azalin&#039;s. Though she is well-aware of the fact that the local industries of Immerabt are poisoning the population, her attempts to plan and execute social projects to counter the pollution invariably fail due to being rejected or ignored. Secondly, she is kept so busy working her daily job that she cannot devote the time to furthering her understandings of magic and alchemy, preventing her from attaining the greater power she needs to pursue her goal of the ultimate curatives. Finally, she is unable to invent a vaccine to cure those suffering from the terminal effects of the plague, which means she cannot cure Hermann, who remains bound and suffering in his life-support in the depths of her sanitarium.&lt;br /&gt;
&lt;br /&gt;
Unlike many darklords, Dorothy has no inherent abilities that make her unkillable, although her disease-bearing touch and biomechanical golem guards make her a force to be reckoned with in combat. She can regenerate, but she&#039;s vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
If she wishes to close the borders of Immerabt, violent storms with strong winds and heavy rain surround the archipelago, whilst the waters boil with mutated [[shark]]s and other aquatic predators.&lt;br /&gt;
&lt;br /&gt;
===Elizabeth Michelle Cole III===&lt;br /&gt;
Darklord of Hibernate. This female human [[vampire]] was born to the noble family of the Coles in the land of Hybernaya on Boram&#039;ith. Despite her aristocratic lineage, she did not believe in the inherent superiority of her bloodline, and fell in love with a peasant boy, whom her parents had executed on trumped-up charges. This engendered a deep hatred for her parents in Elizabeth&#039;s heart, and at the age of 28, she left home to &amp;quot;think about things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In her wanderings, she met and fell in love with a man named Alexander Berzinski, a [[vampire]] who converted her into one as well. They traveled together for seven years before parting, whereupon Elizaeth returned home, murdered her parents, and ruled  their lands with an iron first for a decade.&lt;br /&gt;
&lt;br /&gt;
During this time, she became a high priestess of [[Thanatos]], and attempted to lure a prophesied warrior known as &amp;quot;The Son of the Black Moon&amp;quot; into Thanatos&#039; service. A task she delighted in, for she fell in love with him when she met him - a one-sided love, for he was devoted to his [[half-elf]] girlfriend. When he died escaping from his contract with the dark god, Elizabeth had him resurrected and attempted to lure him through a portal to the [[Lower Planes]], only to find herself alone in Darkon. Here, she fell afoul of the Kargat and fled to the Sea of Sorrows, only to find herself bound to the newly formed isle of Hibernate when she set foot there.&lt;br /&gt;
&lt;br /&gt;
She has risen to power as the madame of the most well-respected brothel in Hibernate, leading a force of twenty eight call girls, all of whom she has turned into [[vampire]]s. Her curse is that she yearns to find the Son of the Black Moon and claim him for herself, but he has never materialized in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Elizabeth is unaffected by Hibernatian holy symbols, due to the combined facts that they represent a non-existant god and the lack of true faith endemic in Hibernate&#039;s people, but can be slain by a pine wood stake, or paralyzed with any other kind of stake. If Elizabeth is killed, one of her vampire prostitutes will fall into a month-long coma, during which she will physically and mentally be subsumed and transformed into a new incarnation of Elizabeth. It&#039;s unclear how this can be prevented.&lt;br /&gt;
&lt;br /&gt;
When she wishes to close the domain, Hibernate&#039;s borders are choked by a thick fog that is impossible to navigate; those who try only find themselves circling back to Hibernate, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
The [[Undead Sea Scrolls]] 2002 version of Elizabeth emphasizes her fundamental selfishness and cruelty, and also notes that her Undying Soul will allow her to possess any woman in Hibernate should all of her prostitutes be killed.&lt;br /&gt;
&lt;br /&gt;
===Gatwe and Mr. Klein===&lt;br /&gt;
The domain of Nzari is home to two darklords, struggling for dominance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gatwe&#039;&#039;&#039; is the original Darklord; an Mwele man who was forever questioning the traditions of his people even from a youth and who burned to hold power. He apprenticed himself to the tribal shaman, whom he perceived held the true power, but his ambitions remained unchecked. When the most beautiful woman in the village chose to marry a respected hunter, that was the last straw; he forsook all the traditional limits on the shaman and began practicing sorcery. He used curses to sicken and kill those he hated, and goad the tribe into war, slowly building an empire from the scattered tribes of the Mwele. When suspicion began to fall upon him, he murdered his own family to try and throw it off, assuming the form of a leopard to plant a curse-bundle that would kill them all slowly and painfully. When he began to resume his human form, that was when the [[Dark Powers]] struck, trapping him in a twisted [[Broken One|nightmarish conglomerate form]], incapable of wielding his former magic, and launching Nzari into the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Klein&#039;&#039;&#039; came to Nzari after its appearance in the [[Demiplane of Dread]]. A fanatical devotee of [[Ezra]], he yearned to be a missionary, but found that goal stymied during the initial rush to explore the Sea of Sorrows; the merchants who controlled the expedition wanted profits, not proselytizing. Only when Nzari was discovered, with its savage cannibal tribes and vast wealth of ivory, did Mr. Klein finally find his desire within his grasp. He founded the Dementlieur Exploration Company, and led its first expedition to Nzari. The Mwele naturally resisted this foreign invasion, but Klein had the zeal of a fanatic and pressed on, resorting to ever-more brutal tactics as months of battle and disease took its toll on his followers. Eventually, he caught the attention of Gatwe, but managed to fight the feared &amp;quot;leopard-devil&amp;quot; off - an act that won him inroads amongst the Mwele. His followers swelled in numbers, and he seemed to make real progress in &amp;quot;civilizing&amp;quot; Nzari... until he realized that his followers were not worshipping Ezra, but Klein himself, and that those he conquered were merely paying lip service to his commands. Furious, he resorted to to ever-more draconian methods to &amp;quot;stamp out the heathenism&amp;quot;, but succeeded only in pushing the Mwele to rebel. Klein counter-attacked viciously with his own forces, and responded by flaying every last one of them alive before he had them beheaded, their bodies cast into the river, and their heads impaled on stakes around his house.&lt;br /&gt;
&lt;br /&gt;
In the face of such brutality, the Dark Powers aren&#039;t sure &#039;&#039;which&#039;&#039; of the two better deserves the title of Darklord.&lt;br /&gt;
&lt;br /&gt;
Gatwe&#039;s curse is simple: he is forever cut off from the adoration and power he changes. No Mwele will have anything to do with one so obviously marked as a sorcerer, and he cannot change or disguise his form regardless of what artifice he tries. Mr. Klein, on the other hand, is cursed that when he sleeps, he sees the world through Gatwe&#039;s eyes, experiencing the broken one&#039;s life as he lives it. Both, ironically, share the curse of wanting to change the Mwele culture, but being completely incapable of doing so.&lt;br /&gt;
&lt;br /&gt;
The two Darklords &#039;&#039;despise&#039;&#039; each other. Gatwe has become convinced that if he can kill Klein, his full powers will be restored to him. Klein, on the other hand, believes that Gatwe is a literal demon, a symbol of the savagery hidden in humanity&#039;s heart, and that only by &amp;quot;civilizing&amp;quot; the Mwele will the nightmarish dream-visions cease.&lt;br /&gt;
&lt;br /&gt;
Unusually for co-darklords, they can both close Nzari&#039;s borders; Gatwe surrounds the domain an impenetrable thicket of vegetation, whilst those trying to flee against Klein&#039;s wishes find themselves lost in thick fog and eventually attacked by an endless hail of arrows.&lt;br /&gt;
&lt;br /&gt;
Both darklords also have their own unique forms of immortality. If Gatwe is killed, one of the leopards of Nzari will become his reincarnation a day later. Klein, on the other hand, is simply impervious to all attacks not dealt with an ivory weapon (a &#039;&#039;blessed&#039;&#039; ivory weapon deals double damage!) and will not return if slain.&lt;br /&gt;
&lt;br /&gt;
===Geren Horstadt===&lt;br /&gt;
Darklord of Seradan.  Born the favored son of a minor noble family, Geren was a bullying braggart in private, but a charming and idolized peer in public. All that changed when, at the age of 17, he was struck by a strange wasting disease that crippled him irreversibly; he lost use of his legs, his muscles withered, and all his senses faded. Though his family bankrupted themselves to try and cure him, nothing worked. He spent fifteen years in his own personal hell, watching and envying those with normal lives, and resenting his family despite the love and care they still showered him with.&lt;br /&gt;
&lt;br /&gt;
His true descent into damnation came when one of his brothers brought down a trunk full of books from the attack, and Geren learned one of his great-grandfathers had been a powerful [[wizard]] - one with considerable experience in summoning beings from the [[Lower Planes]]. When his family refused to hire a wizard to tutor Geren in magic, he decided to try summoning a [[fiend]] on his own. He called forth a [[yugoloth]], who was so surprised by the venomous manner in which Geren pleaded his case that he offered Geren a trade: the souls of Geren&#039;s families in exchange for the ability to &amp;quot;help Geren feel what others feel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It was a bargain Geren made without hesitation. He hired an [[assassin]] to kill every last member of his family, other than his mother. In exchange, the yugoloth gifted him with the ability to possess others, which allowed him to vicariously experience life as a normal person again. He slowly began to rebuild the family&#039;s fortunes by using possessed thralls to commit acts of murder and theft... then the townsfolk began to suspect his mother was involved, and she in turn wondered if Geren was responsible. When she confronted him, however, Geren petuantly seized control of her mind and made her kill herself. But some of the townsfolk had just arrived to question her again, and they discovered her slumping over the infamous and now-hated cripple. Realizing that Geren had been responsible, they beat him with clubs and then dragged him into the streets, where the mob lynched him; hanging him from a tree and beating him to death as they burned his family&#039;s home and himself. &lt;br /&gt;
&lt;br /&gt;
Such was Geren&#039;s rage at this fate that he returned from the grave as a powerful haunt - a [[Ravenloft]] strain of [[ghost]]. With his possession abilities enhanced, he used them to massacre the entire population of the village... which was when the Mists rolled in and claimed him for Seradan.&lt;br /&gt;
&lt;br /&gt;
Geren&#039;s darklord status brings with it a cocktail of curses. The standard Darklord curse of being unable to leave his domain chafes him particularly, being that he yearns to explore and experience the world. Making matters worse is that he is now trapped in a realm of dullards, so docile, unimaginative and unfeeling that possessing them is little better than staying a ghost. For further insult, Geren can now only possess hosts for short periods of time, or else they die of a supernaturally induced fever, forcing him to largely avoid using his possession abilities.&lt;br /&gt;
&lt;br /&gt;
Geren always reforms one week after being destroyed. Only if he is allowed to kill Wilhelm Braugh, the only survivor of Geren&#039;s hometown and the inspector who gave him over to the mob, will he cease to exist, having decided that there is nothing left to live for. If he closes the borders, supernatural exhaustion claims any who try to leave the domain, sapping their strength until they are left helpless.&lt;br /&gt;
&lt;br /&gt;
===Jarl Gravstein Hansen===&lt;br /&gt;
Darklord of the Northlands. This male human was born to the Gand tribe, son of the man who had founded the trade guild known as the Key, which was bringing much-needed prosperity to the realm. He railed against the tradition by which the Gand and Kosti tribes alternated ownership of the capital city of Miklaheim every five years, and was determined to keep ownership of the city for himself.&lt;br /&gt;
&lt;br /&gt;
To do so, he launched a brutal campaign against the Gand tribe, taxing his own people into famine and ruin to do so. When they were devastated, he turned his back on the traditional religion of the seidmen, secretly siphoning away funds from the church who thought he was supporting them. Finally, he began taxing the trade guild to borderline ruin itself. Through his short-sighted greed and selfishness, the realm was drawn into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Secretly, Gravstein yearns to be respected and loved, but he cannot attain it - only if he returns all the land of the Gand to them will this curse be broken, which mechanically manifests as an automatic failure on any Charisma check other than Intimidation. He doesn&#039;t have any magical powers to preserve his life, but whoever takes up the mantle of leadership should he die will be cursed in the same manner.&lt;br /&gt;
&lt;br /&gt;
Closing the borders results in a vast army of warrior spirits descending from the heavens and physically blocking passage.&lt;br /&gt;
&lt;br /&gt;
===The Barons Gustav===&lt;br /&gt;
Darklords of Gustavstan.&lt;br /&gt;
&lt;br /&gt;
Baron Gustav the Elder is a male human ghost who once ruled a small kingdom in his homeland. Though he had intended to pass his holdings on to his younger brother Klaus, the younger sibling had no interest in ruling, so the elderly Gustav took a wife and fathered a son, Gustav the Younger. Then, when his son was fifteen, Gustav the Elder stepped on a snake in his garden and was fatally bitten.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger (male human [[Fighter]]) was inconsolable, his mind fracturing under the sudden death of his beloved father. In his grief, he refused to take up the throne, forcing his uncle Klaus to become Baron in his place - as well as to wed Ingrid, Gustav the Elder&#039;s widow and Gustav the Younger&#039;s mother, to secure the Younger&#039;s inheritance. Unfortunately, this gesture was misunderstood by &#039;&#039;both&#039;&#039; Gustavs; the Younger began to despise his uncle and mother for their apparent disloyalty, whilst the Elder&#039;s restless spirit also became incensed at Klaus&#039;s apparent betrayal. He seized upon the idea of exploiting his son&#039;s fractured mind to both weaponize him against Klaus and to make him vulnerable, so the Elder could live again by stealing his son&#039;s body.&lt;br /&gt;
&lt;br /&gt;
This domain is basically [[grimdark]] Hamlet, in case it&#039;s not obvious already.&lt;br /&gt;
&lt;br /&gt;
So Gustav the Elder manifests to his son, lies that he was murdered by Klaus, and convinces his half-crazed son that Klaus wants to steal the throne for himself. Klaus the Younger swallows this bullshit hook, line and sinker, and pretending to be even madder than he actually was, he began preparing to kill his uncle and his mother both - ignoring that Gustav the Elder wanted Ingrid spared, having figured that once he stole his son&#039;s body, [[/d/|he could reclaim her as his wife]].&lt;br /&gt;
&lt;br /&gt;
This led to Gustav the Younger murdering the father of Elaine, the woman he loved, and driving her so insane that she ended up committing suicide by throwing herself off the battlements of the castle - which didn&#039;t do Gustav Junior&#039;s sanity any great shakes. Instead, it provoked him into finally battling his uncle, killing Klaus and his mother in the process. Which was when Gustav the Eldler showed up and, horrified at his wife&#039;s death, he revealed the truth about how he&#039;d played his son for a fool. Enraged, the son attacked his father&#039;s ghost, and that was when Gustavstan was snatched up by the mists.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger now burns with the urge to hunt his father&#039;s spirit down and destroy him, a task not helped by his paranoia. Every night, he is haunted by the angry ghosts of Elaine and Klaus, who spend the night cursing him out for their murders.&lt;br /&gt;
&lt;br /&gt;
Gustav the Elder now spends his days haunting the local insane asylum, where Ingrid - who actually survived her son&#039;s attack, but was left a raving madwoman - is now kept. At night, he strives to manipulate others into killing his son.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be permanently destroyed by violence; they regenerate and revive from destruction. Only by killing Ingrid will their resurrective regeneration cease... but doing this will cause the killer to immediately suffer a failed [[Powers Check]], whilst those who watch get to roll one. &lt;br /&gt;
&lt;br /&gt;
===Hakaan na Uruk===&lt;br /&gt;
Darklord of Saarkaath. This male [[half-orc]] was born to an unknown human slave and her orcish master in the [[orc]] stronghold known as the Dark Fork Holding. When Hakaan was young, the Holding was put to the torch by a [[paladin]] order called the Storm Templars; whilst the orcish women and children fled, Hakaan was left behind, and rescued by a paladin named Leith Kelbar. As Hakaan favored his human heritage in appearance, Leith took the child in and informally adopted him.&lt;br /&gt;
&lt;br /&gt;
Officially, Hakaan was just Leith&#039;s &amp;quot;dog robber&amp;quot;, a menial worker, but Leith showed the boy an undemonstrative but very real affection and even trained him in weapon&#039;s use and other page skills. This in turn engendered a hero&#039;s worship attitude in the young half-orc.When Hakaan entered puberty and his orcish heritage became more appropriate, the other knights of the Storm Templars began encouraging Leith to abandon the half-orc and take a human servant instead. The stubborn and idiosyncratic paladin flatly refused them, and instead made Hakaan his squire at the age of 14. The half-orc&#039;s respect for his adoptive father only increased at this decision, and he began to dream of becoming a full-fledged Storm Templar himself, determined to prove his worth despite his heritage.&lt;br /&gt;
&lt;br /&gt;
The orc/human war was still raging at this point, and soon after becoming Leith&#039;s squire, Hakaan saw his father killed during a climatic battle at Shadow Mountain. Leith&#039;s dying wish was for Hakaann to take his [[Holy Avenger]] and his armor back to the Storm Templars. The half-orc fought heroically and made the 400 mile trip back to the central temple of the Storm Templars. To his dismay, he found himself coldly received and sharply censured for daring to carry Leiber&#039;s weapons and armor as a mere squire; many of the Templars even pushed for him to be expelled from the order entirely. But his actions and skills did win him the support of a few key members of the order, and so a compromise was offered: Hakaan could &amp;quot;prove himself&amp;quot; by beginning his squire&#039;s training over from the beginning, with vague promises of a future &amp;quot;consideration&amp;quot; for full knighthood.&lt;br /&gt;
&lt;br /&gt;
The young half-orc was outraged and indignant, feeling he had proved his worth through his skills already. He left the order and sought membership in another elite martial unit... however, none would take a half-orc. Only a mercenary force allowed him membership, and whilst initially distressed by their monetary emphasis and neutral (at best) morality, he soon adjusted. In fact, by the time he was 30, he was the Captain-General of his own mercenary army! But he never forgot the way that the Storm Templars and the other elite forces of the human military had rejected him, and a bitter enmity grew in his heart. Things finally came to a boil when the human kingdom declared war on the southern [[hobgoblin]]s; not only was Hakaan&#039;s army hired to work alongside an offensive led by the Storm Templars, but despite his vital role, he was not invited to the meetings held by the various generals of the royal army and the order.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. Hakaan began secretly communicating with the hobgoblin armies, and through his treachery the human forces suffered reverse after reverse. At the final climatic battle, the humans&#039; last gamble, Hakaan deliberately &amp;quot;misunderstood&amp;quot; a signal to reinforce the Storm Templars and fell back, allowing his former order to be annihilated and delivering a crushing defeat to the forces of humanity. He promptly surrendered to the hobgoblins and offered them the services of his forces; those mercenaries who refused to follow him were promised safe passage to the lines, but instead were betrayed and given over to the &amp;quot;correction officers&amp;quot; of the hobgoblin forces.&lt;br /&gt;
&lt;br /&gt;
Fighting at the side of the hobgoblins, Hakaan&#039;s forces swelled with the addition of several hundred orcish conscripts, all eager to serve &amp;quot;under one of their own&amp;quot;. Howerver, he soon fell out with the hobgoblins and tried to betray them as well, but they were better prepared than the human forces and Hakaan found himself forced to flee with less than a thousand surviving troops into the mountains, pursued the whole way by [[hobgoblin]]s, [[goblin]]s and [[worg]]s.&lt;br /&gt;
&lt;br /&gt;
He escaped by fleeing into a thick mountain fog, only to emerge in a strange mountainous region completely alien to him and his followers, and magically prevented from finding their way back to more familiar ground. Discovering a massive complex of tunnels and caverns within the mountains, at the encouragement of his orcish followers, Hakaan settled into the caves and began operating like a typical orc warchief, sending his forces out to raid the surface villages for supplies, slaves and concubines; many of those slaves or their ill-favored human-looking halfbreed children subsequently escaped to the surface, and thus the domain of Saarkaath was born.&lt;br /&gt;
&lt;br /&gt;
A hundred years have passed, but Hakaan&#039;s aging has been slowed, and so he only appears to be fifty... of course, even a very-well preserved fifty is still a pretty significant age for a half-orc! In mockery of Hakaan&#039;s life-long loathing of his orcish heritage only to willingly stoop to the worst behaviors associated with orcdom, his orcish traits have been exaggerated over the years, and so he now not only looks like a pureblooded [[orc]], but he suffers even worse sensitivity to sunlight than a true orc would - combined with his curse-spawned intense agoraphobia, and Hakaan can no longer bring himself to visit the surface. Hakaan attempts to hide from his self-loathing by celebrating the orcishness of his people, surrounding himself with those who most strongly favor their orc heritage and punishing the least orcy-looking denizens of Saarkath, but truthfully it still rankles him. Combined with his inability to leave Saarkaath to take revenge on his ancient human and hobgoblin foes, and his &amp;quot;kingdom&amp;quot; is a glorified prison whose bars he can never deny.&lt;br /&gt;
&lt;br /&gt;
Hakaan is amongst the most vulnerable of all darklords; aside from the hitpoints of being a 12th level [[fighter]] as well as owning a +2 greatsword and a Ring of Regeneration, he has no magical protections of any sort to preserve his life. If you can kill him, he&#039;ll stay dead. Amongst his more unusual abilities, he can fly into a berserker rage similar to a [[barbarian]], and detect [[paladin]]s with perfect accuracy.&lt;br /&gt;
&lt;br /&gt;
When Hakaan closes Saarkaath&#039;s borders, a forest of magical spears and swords appears at the border; those who try to force through will suffer 1d10 damage per round, which can only be restored by magical healing - and, of course, those who try to fly over will instead just drop straight onto them.&lt;br /&gt;
&lt;br /&gt;
===Henry Arlington===&lt;br /&gt;
Darklord of Arlington Farm. Henry Arlington was a farmer who obsessed about success. Inheriting his farm after the tragic death of his parents in a house fire, he killed his own elder brothers in a duel to secure his inheritance. He proved to be a demanding, overbearing farmer, and obsessed with successful crops; when an unexpected New Year&#039;s late frost resulted in damage to a significant portion of the crops, Henry flew into a rage, even though he had more than enough funds to weather this less-than-perfect year. In his rage, he murdered one of his farmhands, concealing the crime by cutting up his body and hiding it amongst the scarecrows on the property. That year, the farm bloomed with a record-breaking bounty.&lt;br /&gt;
&lt;br /&gt;
The next year saw a similar pattern: the crops failed early in the year, but when Henry killed (in this case a stray dog), they suddenly reversed fortune and flourished. Henry became convinced that his farm would reward him with bounty only in exchange for blood sacrifices, and he began a yearly ritual of murdering some human victim and stuffing their dismembered body into the scarecrows. Over a decade of this grisly work, he soon had no farmhands left to sacrifice, and so instead he slaughtered his entire family for the sake of his farm.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. The grisly, corpse-stuffed scarecrows came to life and burned down all his crops, then dragged Henry out into the field and mutilated him, turning him into a fleshy scarecrow like themselves. That was when the Mists swallowed the farm.&lt;br /&gt;
&lt;br /&gt;
In the present, Henry still tends to his farm as an animate corpse [[scarecrow]], only to find his labors undone whatever he achieves. In addition, every harvest moon, he finds himself human once more - and subsequently butchered by his vengeful scarecrow &amp;quot;workers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Henry can close the border for up to an hour at a time by summoning a vast murder of crows that attack whoever tries to leave. After an hour, however, Henry is exhausted and must rest for 3 rounds before he can resummon the swarm. If slain, Henry remains dead until the next full moon or blue moon, whereupon he will possess one of the scarecrows in his domain and return to life. Theoretically, he can be destroyed forever by destroying all of the scarecrows.&lt;br /&gt;
&lt;br /&gt;
===Hercules===&lt;br /&gt;
Darklord of Olympus. Born the son of the High Priest of [[Zeus]] in a theocratic nation ruled over by a collective of seven temples to the Greek Gods - Zeus, [[Athena]], [[Aphrodite]], [[Hermes]], [[Ares]], [[Apollo]] and [[Hades]], the man now known only as Hercules earned great fame in his youth by speaking up against the brutal repression of the priest-lords and championing the rights of the oppressed commoners. Although originally he sought peace, the overwhelming corruption opposing him led him first to delving into the murky depths of politics, and finally into leading a full-blown revolution.&lt;br /&gt;
&lt;br /&gt;
This angered the realm&#039;s rulers, the conclave of High Priests known as the Council of Seven, who came up with three plans to ruin Hercules. The High Priest of Zeus sent his son cursed gauntlets that would drive him into bloodthirsty rages under false pretence of truce. The High Priestess of Athena sought to summon a daemonic entity that would grant the Council magical powers that would allow them to crush the rebels and prove themselves the true &amp;quot;Voices of the Gods&amp;quot;. Finally, the High Priestess of Aphrodite arranged for one of her serving girls to be sent to seduce Hercules, with the ultimate plan of disgracing him by tempting him into committing the blasphemous act of making love in the holy ground of the temple of Zeus.&lt;br /&gt;
&lt;br /&gt;
They couldn&#039;t have expected that Dejanira, the girl chosen by the Voice of Aphrodite, would fall in love with Hercules and reveal the ploy to him. Any more than she could have expected for him to revile her as a traitorous seductress, but hide his loathing and use her to deliver a strike against the Council as they performed the summoning ritual. At the height of battle and ritual both, Hercules turned on Dejanira and stabbed her to death before throwing her into the center of the Council, then beating his father to death as he was paralyzed by the sudden influx of magical energies from the rite.&lt;br /&gt;
&lt;br /&gt;
The Seven Voices of the Gods were transformed into quasi-daemons in their own right, and Hercules became the Darklord of the realm now called simply &amp;quot;Olympus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hercules is cursed both with the erratic and dangerous rages from his braces, and in that he is haunted by the terrifying spectre of Dejanira, who still loves him even in death. Worse still, his reputation continually sours due to his berserk rages.&lt;br /&gt;
&lt;br /&gt;
The only way to kill Hercules for good is to force him, the six &amp;quot;Living Gods&amp;quot; of Olympus and the Forsaken One (the half-daemonic ghost of the High Priest of Zeus) to meet in the abandoned temple of Zeus and perform the fiend summoning ritual again. Only if Hercules allows himself to be sacrificed as part of the ritual will his curse be ended - which will also strip the Living Gods of their powers and make them mortal as well.&lt;br /&gt;
&lt;br /&gt;
If Hercules wishes to seal the borders of Olympus, a titanic lightning storm envelops the domain, striking down any who attempt to escape.&lt;br /&gt;
&lt;br /&gt;
===Heresa Heri, The Vulture King===&lt;br /&gt;
Darklord of Tsuu-Y-Teke. Long ago, Heresa Heri was one of the great animal lords, powerful spirits subordinate to the greater animal gods, but he betrayed his master&#039;s wishes after being named ruler over the skies: when given the ability to create permanent light from enchanted crystals, rather than sharing this light with the world, he selfishly kept them for himself, turning them into a shining feathered headdress. But his treachery was uncovered by a human hero-shaman named Kanaciwe, who captured Heresa Heri and tore out the golden and silver feathers, turning them into the sun, moon and stars. But the appearance of the sun dazed Kanaciwe, allowing Heresa Heri to break free of the shaman&#039;s grip and kill him.&lt;br /&gt;
&lt;br /&gt;
This act enraged his rival, the newly empowered Haloe-Tsuu (Sun Puma), who cursed Heresa Heri; never again would he be allowed to face the sunlight, or else it would destroy him. Though the Vulture King fled into the deepest cave, he was mortally wounded, and summoned his underlings to ceremonially preserve his body and spirit. As he died, he cursed all those who had robbed him of &amp;quot;his&amp;quot; treasure, from the humans whose shaman had taken his headdress of shining light to the skies themselves for being home to the sun and moon. Thus was the domain of Tsuu-Y-Teke born.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Vulture King is a white-feathered giant vulture with a dark red bonnet of dried blood on his head, sickly yellow eyes that glow in the dark, and a jagged, uneven beak that gives him the appearance of fanged teeth. He is an [[undead]] creature with powers similar to those of a [[mummy]], althoug he looks like a living bird.&lt;br /&gt;
&lt;br /&gt;
As Darklord, Heresa Heri is trapped in his cavern lair except during True Night, the one period of darkness that comes to Tsuu-Y-Teke once per month. He has become obsessed with the idea that if he can amass a sufficient number of gems, he can reimprison the light and restore the endless Night that the world once knew... but he knows that to do so, he needs the &#039;&#039;exact&#039;&#039; number of gems as there are stars in the sky, and he no longer remembers how many that is!&lt;br /&gt;
&lt;br /&gt;
In combat, Heresa Heri is a powerhouse and all but impossible to destroy without the use of sunlight or powerful magical light. Even then, if destroyed, his spirit will possess any giant vulture within a 13 mile radius, which will transform into the Vulture King 1 week later.&lt;br /&gt;
&lt;br /&gt;
When the Vulture King seeks to seal Tsuu-Y-Teke, then impenetrable magical darkness gathers on the borders; those who try to escape instead get lost in the utter blackness and stumble right back out into the domain.&lt;br /&gt;
&lt;br /&gt;
===Commander Hernando Mouriros===&lt;br /&gt;
Darklord of Mictlan. Born into poverty, Hernando Mouriros was the son of a simple laborer; a brutal drunkard who savagely beat his wife and children. Hernando&#039;s mother died birthing Hernando&#039;s younger sister when he was ten, and six months later, his father took another wife, which pushed the embittered youth over the edge. Only the city guard&#039;s intervention kept Hernando from being beaten to death by his father, and he repaid their mercy by throwing himself into their ranks.&lt;br /&gt;
&lt;br /&gt;
Despite his background, Hernando&#039;s rise was meteoric, and he soon graduated from the city guard to the Imperial Army, and from there worked his way up the ranks to captain. When the Holy Empire launched its great crusade, Hernando flung himself into the slaughter, eager to showcase his loyalty and win wealth and power for himself. He became renowned for his uncompromising nature, devious tactics, draconian authority over his men, and utter lack of mercy towards the &amp;quot;pagans&amp;quot; he battled.&lt;br /&gt;
&lt;br /&gt;
After ten years of crusading, he was called back to the Empire and charged with leading the first expedition to conquer the newly discovered jungle realms beyond the Sierra Acora mountains. Hernando was honored - and the discovery of the distinctly [[Aztec]]-like native cultures, with their bloody [[theocracy]], only fueled his desire to succeed. When the first natives they met offered them peaceful greetings and a tribute of gold and gems, Hernando took the offerings and then launched an attack anyway, slaughtering the natives down to the last child - the act that finally earned him his position as Darklord.&lt;br /&gt;
&lt;br /&gt;
The curse of Hernando Mouriros is similar to Vlad Drakov&#039;s: he yearns to conquer Mictlan and bring it to heel, but he is handicapped from doing so. Not only are his forces outnumbered and demoralized, but the agonizing immortality that allows them to defeat superior numbers carries its own curse; one soldier randomly dies permanently whenever Mouriros&#039; forces conquer a city, and so their numbers shrink as he gains closer to achieving his goal. Whilst he doesn&#039;t lose his own forces if an allied force of natives conquers a city, the natives have no real respect for Hernando and constantly betray him for no reason he can determine. His own self-discipline and authoritarian control, once his greatest strengths, have become crippling weaknesses; he can&#039;t adapt to the ever-shifting chaos of life in Mictlan. The random nightmares he has of being a hapless child at his brutish father&#039;s nonexistent mercy merely adds insult to injury.&lt;br /&gt;
&lt;br /&gt;
A rarity amongst Darklords, Hernando &#039;&#039;isn&#039;t&#039;&#039; protected from death, unlike his men. But, if he were to be killed, then his body would burst into enchanted, inextinguishable flames that would ignite anything they touch (although these secondary fires could be extingiuished normally). It&#039;s unclear how long Hernando&#039;s corpse would burn for, but the wildfires it would cause would almost certainly lay waste to vast swaths of Mictlan in the process.&lt;br /&gt;
&lt;br /&gt;
If Hernando dies, the most likely candidate to replace him as Darklord is the cruel, unhinged high priest of [[Huitzilopochtli]], Cuxi Yapanaque.&lt;br /&gt;
&lt;br /&gt;
===Isabel de Sargas===&lt;br /&gt;
Darlord of San Bartolome. From her earliest days, Isabel de Sargas was a natural charmer, able to get anything she wanted... until the day she met a [[monk]] named Fernando in Porta Coeli. He refused to bend to her charms, and had no desire for anything she could offer him; all he cared about was attaining self-perfection, so that his soul could become an Njelx - the local term for [[angel]]s. Intrigue at his defiance soon grew into an all-consuming obsession; Isabel became convinced that she was in love with Fernando, and determined to make him reciprocate.&lt;br /&gt;
&lt;br /&gt;
Finally, she decided that the only way to make Fernando come to her was to become an Njelx herself. Soon after, the dark Njelx Ezimel began to whisper in her dreams, offering to make her dream come true; Isabel resisted at first, but ultimately succumbed. Months later, the ritual was cast and Isabel became a beautiful winged woman; under the light of the moon, she flew to Fernando&#039;s room and told him that she had been an Njelx all along, one sent to test him and determine if his soul was worthy of similar ascension. She claimed he had passed this test, and also won her love, and so they would be together forever in Coeli. Fernando was delighted, and finally yielded to her embrace...&lt;br /&gt;
&lt;br /&gt;
And that was when the sun rose. A strange feeling of lightness, of somehow being detached from her body, came over Isabel, and she saw horror in Fernando&#039;s eyes. Looking about, her eyes fell on a mirror, where she saw the truth; she was no Njelx, but a bat-winged horror, with razor-clawed fingers and the legs of some monstrous flying beast - she had become a [[harpy]]. And she wasn&#039;t tenderly embracing Fernando, but instead ripping him apart with her bare hands.&lt;br /&gt;
&lt;br /&gt;
As she was snatched back to reality, the mists swallowed her and brought her to the demiplane of dread.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Isabel has hated the churce of San Bartolome. Though she can assume the semblance of her old form, the illusion doesn&#039;t last for long and can be forcibly dispelled by the light of both sunrise and sunset - she knows that if her true form were revealed, she would be hunted as a monster. As such, she can no longer exploit her charms to enthrall men, and has been forced into a bitter, self-loathing life as a social recluse. She likes to creep about the city at night and attack couples out of her rage and jealousy. By day, she opoerates a small fishing boat, desperately hoping to accrue the finds to try and overthrow the reigning theocracy, a task she will never complete.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isabel, when she completed her dark pact, her soul was physically removed and now lies hidden somewhere in Nove Circulae, the realm of Ezimel and his fellow fallen Njelx. Unless her soul is returned to her, rendering her mortal, Isabel is unkillable; when slain, she returns to life within a tenday.&lt;br /&gt;
&lt;br /&gt;
If Isabel chooses to close her domain&#039;s borders, then a great storm lashes the seas surrounding the island, rendering it impossible to sail or fly through.&lt;br /&gt;
&lt;br /&gt;
===Jack Karn===&lt;br /&gt;
Darklord of Farelle. Originally, the entity now called Jack Karn was a jackal from the Wildlands who hated that his people were content to be scavengers rather than hunters, a fact that saw them labeled as cowards by the beasts of the Wildlands. He convinced other Wildlands jackals to follow him, and began to incite conflict between the other animals of the Wildlands; when the two groups were fighting, he and his followers would attack their dens and drag away their children as food. This filled The Jackal Who Would Not Be A Coward with great pride - and ever-greater bloodlust. But eventually his tricks were discovered, and the vengeful animals turned upon the jackals of the Wildlands, slaughtering them and driving the survivors into the swamp of King Crocodile. When one of the elder jackals denounced him for bringing ruin upon their race, the murderous jackal attacked this elder - but was instead driven away by the other survivors, who savaged him with their fangs.&lt;br /&gt;
&lt;br /&gt;
The murderous jackal escaped, pausing only to watch as his few surviving packmates were devoured to the last by King Crocodile, and then trotted off into the mists, vowing to find a new pack and teach them his vicious ways. Instead, he found himself in a strange land; a snow-bound conifer forest, where he fell afoul of a common leg trap. He would have died, had not the original Jack Karn, a kindly human tinker, stumbled across him.&lt;br /&gt;
&lt;br /&gt;
Jack Karn, a peaceful soul who loved nature, instantly felt sympathy for the jackal, and tried to help him. The murderous jackal repaid his efforts by trying to kill him, failing only because of his wounded leg. Undaunted, Jack beat the jackal senseless with a length of iron, then used this as an opportunity to chain the jackal up, muzzle him, and tend his wounds. For weeks, he took the jackal along his cart, trying to befriend the creature and convince him that, together, they could help battle man&#039;s despoilment of nature. The jackal would not listen, full of bloodlust and egotism, and instead made himself a veritable devil; though Jack showed the jackal nothing but kindness and patience no matter how frustrated he grew, the jackal cursed him endlessly and terrorized the people who came to Jack&#039;s cart for their tinker needs.&lt;br /&gt;
&lt;br /&gt;
Starving, Jack&#039;s patience finally gave out as he accepted that he alone could not hope to redeem the murderous jackal. So he set out in search of [[Vistani]], reasoning that they would be both willing and able to keep the jackal alive but prevent it from harming others. He soon stumbled across a clan of the Naiat tasque, who accepted the jackal for their menagerie and invited Jack to spend the night at their fire, impressed by his patience and kindness. As they supped, however, the jackal used his magical abilities to compel the Vistani&#039;s dogs to free him, and then began attacking the clan&#039;s children. However, the startled Vistani swiftly regained the upper hand, and the jackal was about to flee... when he caught Jack&#039;s scent.&lt;br /&gt;
&lt;br /&gt;
Unwilling to temper his bloodlust with sense, the jackal attacked the tinker and fatally mauled him, giving the Vistani the chance to catch him. As he lay dying, the original Jack uttered a dying curse, condemning the jackal for his arrogance and declaring that he would become the thing that both the jackal and Jack despised most before that same thing would destroy the jackal. The Vistani&#039;s raunie stepped forth and added her own mystical might to the curse, guaranteeing it would take root, and commanded her people to release the jackal to suffer this curse.&lt;br /&gt;
&lt;br /&gt;
Fleeing into the mists, the jackal became a [[jackalwere]], trapped almost permanently in human form - which the people of Farelle recognize as &amp;quot;Jack Farn&amp;quot;. He can only resume jackal form for a few minutes at a time before he is ultimately compelled to return to human form; he can take hybrid form for ten times the duration of jackal form, but he finds this form a hideous abomination and refuses to use it unless compelled to do so. A secondary curse is that he cannot harm humans or even human-like monsters unless they attack him in anger first; so long as they are not the aggressors, he suffers crippling nausea should he try to raise a hand against them. Further compounding his curse, whilst he has total control over all canines in Farelle, they are all ordinary animals, not the intelligent animals of the Wildlands, so he finds himself as effectively the only &amp;quot;thinking&amp;quot; animal amongst a bunch of idiots.&lt;br /&gt;
&lt;br /&gt;
The Jackal Who Would Not Be A Coward cannot close the borders in a conventional manner, but instead commands the canines of the realm to swarm to Farelle&#039;s edges and attack whoever tries to escape. Theoretically, nothing prevents you from fighting or magicing your way through them. Also, these closed borders only keep people &#039;&#039;in&#039;&#039;; to the jackal&#039;s rage, they ignore people entering the domain, no matter how viciously he punishes them for doing so.&lt;br /&gt;
&lt;br /&gt;
The curse of the original Jack Karn keeps his namesake from knowing true death; if slain, he revives a week later. However, Farelle is doomed to experience an ultimate ecological collapse, having changed from a bountiful wilderness with a few scattered hunter-gatherer tribes to a widely agricultural community centered around two massive villages of an Early Medieval level or higher in only 250 years. When the swelling tides of rampant humanity finally cause a total ecological upset of Farell, only then will the cursed jackal die, the victim of a species he has spent the last few centuries belittling.&lt;br /&gt;
&lt;br /&gt;
Given &amp;quot;Jack Karn&#039;s&amp;quot; curse, it&#039;s actually best not to attack him. If he is attacked, and thus given the ability to respond in kind, the he is immune to all weapons that do not represent &amp;quot;civilized man&amp;quot; - unarmed strikes, natural weapons, clubs, arrows and any other &amp;quot;Savage&amp;quot; cultural tier weapon do nothing to him, whilst those that appear from Bronze Age or higher cultural tiers are fully effective.&lt;br /&gt;
&lt;br /&gt;
===Captain Jacobi Robertsonn===&lt;br /&gt;
Darklord of Whal. Born a fisherman&#039;s son on an unnamed world, Jacobi grew up in seas that were plentiful with a father who loved him and loved his life on the sea. Then, when Jacobi was young, he and his father were caught in a terrible storm whilst fishing, during which the youth spotted a giant whale - a &#039;&#039;leviathan&#039;&#039; - playing in the rough surf. Play that ended with the breaching whale crashing right on top of the small fishing boat; Jacobi awoke washed ashore, scarred, surrounded by debris, and with his father missing.&lt;br /&gt;
&lt;br /&gt;
Years later, Jacobi was commanding a trading galleon called the Sailor&#039;s Blessing with his beloved only son Abram when the ship was caught in a tropical storm. On the fourth day, the ship hit something in the water and began to sink, and during the scramble to escape, Abram was swept over the side and vanished. Spotting a leviathan in the storm, Jacobi blamed his son&#039;s apparent death on the creature, and in fact convinced himself it was the same whale that had killed his father. &lt;br /&gt;
&lt;br /&gt;
Returning to port, he purchased a new ship, the Retribution, and became a whaler, venting his wrath on whales indiscriminately for the next decade. He was beginning to lose all hope of ever attaining vengeance when he finally encountered the biggest whale he&#039;d ever seen - what he was sure was the leviathan that had killed his father and son. He personally led the hunt and harpooned the beast, only for it turn and smash his boat to pieces. Driven by rage, the wounded Jacobi hauled himself onto the beast by climbing the rope of the embedded harpoon; even as the surviving crew fled, he stabbed the whale over and over again, all the while cursing it, himself and his crew with all his soul... until everything went black.&lt;br /&gt;
&lt;br /&gt;
Then he awoke and found himself on a strange, yet vaguely familiar, island; the land of Whal. A place of whalers who, to his surprise, deferred to him with their problems. He has since figured out he rules Whal, but is cursed to never leave it.&lt;br /&gt;
&lt;br /&gt;
As a Darklord, Jacobi&#039;s curse is that he has become a rare oceanic [[therianthrope]]: a [[wereorca]]. He has distinctly mixed feelings about this form; he  acknowledges the appropriateness of it, but he loathes being associated with a whale. He&#039;s also been cursed to suffer from intense sea-sickness if he ever sets foot upon a water-borne vessel, so whilst he does enjoy the freedom offered by his alterante form, the fact he can only hunt as an orca means he misses the thrill of commanding his own ship. Whilst normally he has control over this changes, he is forced to assume orca form on the days of his father&#039;s and son&#039;s deaths, days that are also marked by intense storms.&lt;br /&gt;
&lt;br /&gt;
Perhaps his true curse, however, is that despite his obsession with killing the leviathan he blames for ruining his life, the creature never appears in the waters off of Whal.&lt;br /&gt;
&lt;br /&gt;
When Jacobi closes his borders, the sea parts down to the sea floor, creating a 300ft wide chasm between the two bodies of water. Flight is, of course, impossible. Nothing explicitly prevents you from walking across the chasm and then using water-breathing magic to escape through the water on the other side, though.&lt;br /&gt;
&lt;br /&gt;
Jacobi has no life-preserving powers outside of his immunity to any weapon that isn&#039;t +1 or made from whalebone. He is a 16th level [[Avenger]], however, which combined with the aquatic capabilities of his form makes him more dangerous than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Jinx===&lt;br /&gt;
Darklord of the Lost Wizard&#039;s Tower. This male black cat was once the [[familiar]] of a [[transmuter]] named Margaret Landsdale, a caring and heroic individual, but a slightly neglectful owner, and also too hubristic for her own good. Jinx&#039;s journey into damnation began when she decided to use the cat as the test subject for an experiment in increasing the intelligence of animals.&lt;br /&gt;
&lt;br /&gt;
It worked... but it also made Jinx smart enough to realize just how much more there was to Margaret&#039;s life than him. He became convinced that she had chosen him as her test subject because she simply didn&#039;t &#039;&#039;care&#039;&#039; if he lived or died, developing a burning resentment for it. Worse, he became mentally human enough to become convinced that he was in love with Margaret, and to be consumed with jealousy that she had other interests in her life.&lt;br /&gt;
&lt;br /&gt;
When the region where they lived was attacked by [[barbarian]]s, Jinx went out of his way to assist Margaret, hoping to prove his worth in the hopes that she would come to reciprocate his jealous, obsessive love. She did not. Instead, she fell in love with a young warrior under her command. When she announced their upcoming marriage, he devised and enacted a plan to lead the man Margaret had fallen for to his death in battle. With no spellcasters in the region powerful enough to revive the fallen, Jinx was sure that this would be the end of his &amp;quot;competition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To Jinx&#039;s fury, the death of her betrothed only filled Margaret with rage and suicidal grief. She prepared a super-powerful alchemical explosive, and made a personal assault on the horde&#039;s camp. Blind with fury, she waded through the ranks of the enemy, surviving many attacks only because Jinx fought like a hellcat to save her - to the familiar&#039;s growing rage as he realized she didn&#039;t even notice her efforts. Finally, Margaret planted the explosive, only to be attacked by the horde&#039;s leader. Though she defeated him, she was badly hurt in the process, leaving her helpless in the face of the coming explosion.&lt;br /&gt;
&lt;br /&gt;
Jinx tried to pull her to safety, but was too weak to do so. Margaret told him to flee to safety, and expressed her happiness that in dying, she would meet her beloved fiancee in the afterlife. At that, the cat flew into a rage and revealed how &#039;&#039;he&#039;&#039; had arranged the warrior&#039;s death, blaming his actions on Margaret&#039;s decision to give him the curse of reason. Finally, he vowed that Margaret would neither see Jinx&#039;s death nor her beloved, raking her eyes with his claws and then fleeing his master, whose screams of pain were swiftly cut off by the explosion.&lt;br /&gt;
&lt;br /&gt;
Unrepentant, yet fearful, Jinx fled all the way back to the tower where he and Margaret once lived, only to find it mysteriously deserted. He has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Jinx waits endlessly now for people to visit the lost tower, hoping to claim a new master. His first preference is a female [[wizard]], then a female [[sorcerer]], then a female [[bard]] or any other arcane spellcasting clas, and then finally a male arcanist. He will do whatever he can to first persuade them to accept his presence, and then separate his chosen master from their former companions. His curse, of course, is that he will always destroy any relationship he establishes - if nothing else, he will end up killing the would-be master when they fail to meet his standards for loving and doting upon him. He prefers to use his retained spells ability, which allows him to cast Flesh to Stone one per day, to &amp;quot;immortalize&amp;quot; failed masters by petrifying them.&lt;br /&gt;
&lt;br /&gt;
Jinx has no specific powers keeping him alive, so if you can kill the little beast, he&#039;s done for. He can&#039;t even close the borders properly, but instead just summons the Mists; those who flee will find themselves emerging from the mist elsewhere in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
===Warden Jonar Tamh===&lt;br /&gt;
Darklord of Karss. This [[Harmonium]]-sworn male [[aasimar]] [[Fighter]] joined the Harmonium at a young age, and very quickly moved up the ranks, attaining the position of Mover One at the age of 25. When he was selected to lead the experimental Great Prison of Ortho, a reformation-focused alternative to the [[Mercykiller]]-run prison of [[Sigil]], he saw it as a great honor... until it became apparent that the majority of the cynical Sigil-originated prisoners were unwilling to cooperate with the project.&lt;br /&gt;
&lt;br /&gt;
Fearful for his reputation, Jonar Tamh resorted to increasingly brutal and draconian punishments, covering up the ongoing breakdown from his superiors and replacing subordinates who dared to question him. Growing convinced that some force - the [[Mercykiller]]s, the [[Revolutionary League]], or the agents of evil - was sabotaging the Great Prison, he descended ever-deeper into brutality. Finally, his best friend, the deputy warden Zet Keffen, tried to convince Jonar to return to the Great Prison&#039;s original premise; when Jonar refused, he declared he would bring this matter to the Factol of the Harmonium.&lt;br /&gt;
&lt;br /&gt;
Jonar panicked and killed Zet right then and there, covering it up by blaming the murder on two particularly troublesome prisoners and executing them for it.&lt;br /&gt;
&lt;br /&gt;
But Jonar couldn&#039;t cover it up forever. Hearing that his superiors were on their way to investigate the prison, and also that there were plans for a mass uprisiong, Jonar gathered 28 of the most outspoken and problematic inmates and hanged them all, one by one. As the last expired, a great hurricane arose from nowhere, forcing the Harmonium guards indoors. When the storm ended, the Great Prison now sat on the barren island of Karss.&lt;br /&gt;
&lt;br /&gt;
Jonar Tamh suffers two major curses. Firstly, although he now has the ability to mentally control large numbers of people at once, he experiences all of the pain and misery of those he is controlling. Secondly, the vengeful spirit of Zet has become bound to Jonar&#039;s sword; if Jonar inflicts 12 or more damage with it against a single foe, Zet gains the abilities of a rank 2 ghost for one hour, allowing him to attack his former best friend.&lt;br /&gt;
&lt;br /&gt;
The aasimar darklord cannot close the borders of Karss.&lt;br /&gt;
&lt;br /&gt;
===Kasselheim Blightlyng===&lt;br /&gt;
Darklord of Vulnara. This [[gnome]] [[vampire]] had the misfortune to be born a gnome with no sense of humor. Whilst other gnomes were happily running round, playing stupid pranks and making silly illusions, Kasselheim was stuck fuming over how non-gnomish races didn&#039;t treat them with the slightest respect, all whilst the other gnomes reacted to his pleas for them to just try and be a little more serious by pranking him worse than ever. Eventually, he became a [[Transmuter]], bitterly thumbing his nose at a centuries old family radition, and withdrew to the deepest depths of their underground home. Then a few years later, a great flood washed through the gnome community and drove them up onto the surface, and the survivors counted Kasselheim as one of the dead.&lt;br /&gt;
&lt;br /&gt;
They didn&#039;t know that Kasselheim had severely blinded and deafened himself in an alchemical explosion during his period of isolation. Nor could they know that many of those presumed dead in the flood were actually kidnapped by Kasselheim, who began experimenting in dark magic to steal their senses for himself, ultimately transforming them into warped monsters called &amp;quot;tactyles&amp;quot;. But when they finally began moving back into the tunnels years later, they found out.&lt;br /&gt;
&lt;br /&gt;
They formed a great war party with the aid of [elf]], [[dwarf]] and [[human]] adventurers from communities who had also suffered Kasselheim&#039;s depredations, and tracked him down to his underground fortress... only to be all but wiped out. Even though former friends (well, &#039;&#039;they&#039;&#039; considered themselves to be his friends, at least) and family were amongst the party, Kasselheim killed or captured them all. The last survivor was one of his sisters, a [[cleric]] of the gnome gods who threw herself to her death over a cliff whilst cursing him. An earthquake, and Kasselheim was knocked unconscious, rising to discover he had become a unique form of gnomish [[vampire]].&lt;br /&gt;
&lt;br /&gt;
Kasselheim&#039;s curse is that he must &#039;&#039;constantly&#039;&#039; feed; his stolen senses of sight, hearing, scent and taste dwindle rapidly after feeding, until all that he has left is enough of a sense of touch to register pain. However, because of how fast his senses fade, and the isolated nature of his lair, he is effectively confined to a small part of his domain, and thus must go long, terrible intervals between feedings.&lt;br /&gt;
&lt;br /&gt;
Killing Kasselheim can be done in two ways. First, if he is exposed to sunlight, he becomes incorporeal; if he is kept from fleeing back to his lair for two hours whilst in this form, he dissipates into nothing. Secondly, one can complete a complicated ritual, slightly altered from the traditional gnomish vampire. To achieve his permanent destruction, Kasselheim must first be immobilized by staking him with a silver spike through the heart. Then his hands must be cut off and boiled in a volcanic hot spring for 24 hours, after which his eyes must be gouged out and replaced with precious gems (100gp value minimum for each eye). Finally, his inert body must be carried to some place where it can be exposed to direct sunlight for an hour - but this will revive him in his incorporeal form, so the would-be vampire killer will need to use some method to trap him in the light for the full hour.&lt;br /&gt;
&lt;br /&gt;
===The Lady of Ravens===&lt;br /&gt;
The Darklord of the Isle of Ravens occupies a strange and nebulous position between being a canonical darklord and a netbook darklord. Whilst she was first mentioned in the official [[splatbook]] &amp;quot;Domains of Dread&amp;quot;, the last [[TSR]]-produced iteration of the [[Ravenloft]] corebook released to revise the setting in the wake of the [[Grim Harvest]], all of her actual lore expansions have been through [[netbook]]s, starting with the [[Books of S|Book of Sacrifices]] - canon simply mentions she existed and left it at that.&lt;br /&gt;
&lt;br /&gt;
According to the Book of Sacrifices, the future Lady of Ravens was born the only child of a noble family who inhabited a massive, decaying castle in a remote corner of their world, scion to a once-great line fallen into steep degeneration through isolation and inbreeding. Her mother died before she could speak, and her father might as well have been dead, spending all his time either deep in a narcotic-induced stupor or drifting through his castle in the same vapid indifference as the ancestral ghosts. With servants who were forbidden by social codes to casually speak to her, she grew up alone and largely in silence, so isolated that she took the fairytales, myths and legends in her castle library to be unvarnished truth. Naturally aloof and disdainful, her circumstances merely shaped her belief that all others were beneath her, strengthening social awkwardness into full-blown narcissism and borderline solipsism.&lt;br /&gt;
&lt;br /&gt;
The only friends she had, for the other children of the castle disliked her and avoided her when they could, were the ravens who inhabited the 400ft tall Tower of Flint, a spire constructed entirely of flint that was the central structure of the castle. Like all her family, the girl could talk to birds, and she fixated upon them as the only other &amp;quot;real&amp;quot; things in her life, spending much of her time telling them stories from the castle&#039;s library and hearing their stories in turn.&lt;br /&gt;
&lt;br /&gt;
As she aged, the girl developed [[Sorcerer (Dungeons &amp;amp; Dragons)|innate magical powers]] to summon, control, transform, create and destroy, which only furthered her budding solipsism. She became convinced that she deserved to have anything she desired, and that she should always be the best at anything she cared for. At the age of eleven, she used the ravens to murder a serving girl by causing her to fall from a high parapet as she was engaging in one of the climbing games so popular amongst the children of the castle, all because she&#039;d overheard the girl&#039;s beauty being compared favorably to her own. This was but the first of several &amp;quot;accidents&amp;quot; to bedevil the servants, and it soon became understood that any criticism of its future mistress was best kept to one&#039;s self, which only heightened her isolation.&lt;br /&gt;
&lt;br /&gt;
In her late teens, the girl&#039;s father died and she retired to the Tower of Flints, rarely emerging. But one day, on one of her rare excursions into the rest of the castle, she saw one of the serving boys, who had grown into the most desirable man of her generation in the castle - handsome, graceful, cheerful and well-spoken. She fell instantly in love, and began to leave the Tower more frequently, hoping to catch glimpses of him and sometimes covertly following him. Naturally, she never once gave thought to the idea that he might not reciprocate her feelings. Soon afterwards, the outside world finally came to the castle in the form of a draft; the heiress&#039;s &amp;quot;lover&amp;quot; was amongst the young men who were taken away to fight in a foreign war, and so she spent two years pining for his return, tormenting herself with dreams. When he came home safe and sound, she was ecstatic, refusing to eat or sleep for three days prior to his arrival.&lt;br /&gt;
&lt;br /&gt;
...Naturally, she was less than thrilled when the first thing he did upon his return to the castle was seek out one of the serving girls and carry her off to a secluded spot, where they exchanged vows of undying love and discussed their plans to wed.&lt;br /&gt;
&lt;br /&gt;
Enraged, the narcissistic sorceress fled to the Tower of Flints and whipped up the ravens into a murderous frenzy before setting them upon the young lovers. She watched them die a horrible death at the beaks and claws of her avian friends, then retreated into the tower&#039;s depths to weep over how she had been &amp;quot;betrayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When she emerged days later, she found the entire castle gone! She now occupied the lone Tower of Flints, which sat upon a lonely island. She could no longer speak to the ravens, although she could now see through their eyes and speak through their mouths, and strangest of all... she couldn&#039;t remember her name or the name of her family.&lt;br /&gt;
&lt;br /&gt;
Ever since then, the Lady of Ravens has been left in total isolation. She desperately wants to regain her friendship with the ravens, but can&#039;t do so; she is convinced that the cause is because she doesn&#039;t remember her name, and so she often sends &amp;quot;agents&amp;quot; (people who dared to land on her island) to search for her name. As a result of these unwilling emissaries, typically magically compelled to obey her, she has amassed quite a library of tomes, parchments and papers on the Demiplane of Dread, especially its folklore and its noble families. Regarding all other beings as nothing more than tools or nuisances, depending on the context, she is more alone than she has ever been in her life.&lt;br /&gt;
&lt;br /&gt;
Those who dare to face the Lady of Ravens are in for a massive struggle. She&#039;s an 18th level [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorceress]], but she can also polymorph anybody she can see into a raven 1/day, and turn people into ravens with her touch. When she wishes to close the borders, her ravens flock out over the sea and attack anyone who tries to pass, which causes an irresistable 5d4 damage per round unless you turn back. If slain, she remains dead for 1 week, during which time her minions are uncontrolled and her borders unclosable, before a random raven will transform into her. Theoretically, you could kill her for good by wiping out all of the ravens on the island, as fans have theorized is the case with Harkon Lukas.&lt;br /&gt;
&lt;br /&gt;
===General Martin Jose Maconda===&lt;br /&gt;
Darklord of Maconda. This charismatic male human was, from his earliest days, both adept at manipulating others with his natural charm and good looks, prone to surprising moments of generosity, and feared for his grudge-holding, horrifying fits of temper, and trait for cold-blooded manipulation. It came a great surprise to him when he discovered that there were people he could not dominate at will - and worse still, his mixed heritage would forever prevent him from joining the upepr echelon of Manzanillan society.&lt;br /&gt;
&lt;br /&gt;
Thus, out of a mixture of pride and genuine interest, he became involved in the growing revolutionary movement, and ultimately he became the leader of the guerilla forces fighting against the brutal suppressionist forces of Don Santiago de Quijada y Alvarez. When Maconda&#039;s beloved wife Isabel died in her childbed as a result of of Don Santiago&#039;s cruelty, Maconda went in search of the fearsome Warlok of the Peak, determined to have the power to triumph over his enemies.&lt;br /&gt;
&lt;br /&gt;
And he returned with that power. Only to find, to Maconda&#039;s fury, that Don Santiago had died of fever in his sickbed mere hours before the last Royalist troops were defeated. Enraged, he ordered the Royalists massacred, cutting down a priest who dared argue against this behavior, and once the bloodshed was over, he left Resistencia for the mainland of Libertad, vowing never to return - a vow the [[Dark Powers]] were happy to fulfill for him.&lt;br /&gt;
&lt;br /&gt;
A year later, he became the president of the Republic, and he soon established himself as a brutal tyrant as bad as the royalists he had overthrown.&lt;br /&gt;
&lt;br /&gt;
The Warlock of the Peak transformed Maconda into a powerful [[wereanaconda]], and despite the many powers his state gives him, Maconda loathes this form, in part because he believes Isabel would be disgusted by it, and also in part because he is compellede to transform into a giant anaconda and feed on human flesh on the night of the new moon. Unusually, he cannot create other wereanacondas with his biter, but those who drink or touch his blood, even if they are spattered with it in combat, risk being turn into either were-fer-de-lanes or were-bushmasters, species of [[weresnake]] (treat as Neutral Evil [[werecobra]]s) native to Libertad and compelled to be loyal to him.&lt;br /&gt;
&lt;br /&gt;
Maconda&#039;s curse is that he desperately yearns to be loved and adored, but his insistence upon doing so by repressing and removing all opposition or dissent merely stokes the hatred and fear of those he rules over.&lt;br /&gt;
&lt;br /&gt;
He can be wounded by weapons made of silver or the wood of the caobo tree, and is sickened by both the smell and taste of guavas. If defeated in battle, Maconda doesn&#039;t die but instead assumes anaconda form and slithers off into the jungle, unable to regain his human form until the next new moon. There is no known way to permanently destroy him.&lt;br /&gt;
&lt;br /&gt;
Maconda can close the domain borders of his island by causing the jungles and seas to become engulfed in massive swarms of lethally poisonous snakes.&lt;br /&gt;
&lt;br /&gt;
===Arcapatos Miguel Agustin===&lt;br /&gt;
Darklord of Igid Rabi-i. Born to nobility, Miguel harbored a fascination with the exotic and the unique from his earliest day, and his ascendence into the hierachy of the Matherion priesthood of the holy empire was, personally, motivated primarily by the chance to ever expand his collection of exotic goods.&lt;br /&gt;
&lt;br /&gt;
The ultimate birth of Igid Rabi-I began when a native fishing family called the Bacani discovered a strange cloth floating in the ocean, bearing a design that they instantly recognized as their people&#039;s now-outlawed elder goddess Angarab, the Great Mother Goddess. They took this relic into their home and began to worship it. News of their discovery inevitably reached Arcapatos Agustin&#039;s ears; when he came to look upon the relic, however, he was convinced that it was in fact a depiction of his own Matherion in a lesser-known aspect; the Holy Mother. Religious zeal, glory hunger and collector&#039;s lust all awoke in Miguel&#039;s heart, and he immediately tried to buy the cloth from the Bacani. But they wouldn&#039;t sell at any price.&lt;br /&gt;
&lt;br /&gt;
Enraged, the Arcapatos returned to his post in Tagudin and summoned his Council, who agreed that such an obvious sacred relic must be the property of the Matherion church, and so bargaining was undertaken. But after weeks of steadfast refusal, with the Bacani vowing they would rather die than give up the sacred cloth, the Arcapatos&#039; rage grew too great to contain any longer. Whilst publically presenting himself as patient and uinderstanding, he vowed that he would have the relic, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
Soon after, as a typhoon approached one night, a band of seven [[assassin]]-priests crept into the Bacani house. Minutes later, the entire family was dead, down to the smallest child. No sooner had they breathed their last than Arcapatos Agustin began ringing the great bells of the Vestibulo, sounding the call for worship. This was greatly confusing to all the peoples of Igid Rabi-i, both natives and migrant Turonites alike; it was the middle of the &#039;&#039;night&#039;&#039;, for Matherion&#039;s sake, &#039;&#039;and&#039;&#039; there was a typhoon blowing in as well! But obediently they came to the church, and watched as a band of seven priests triumphantly barged through the Vestibulo&#039;s main entrance and approached the triumphant Arcapatos Agustin, bearing with them the sacred cloth. As the realization sank in for the people that the Arcapatos would do anything to get what he wanted, Miguel began the ritual of celebration. &lt;br /&gt;
&lt;br /&gt;
The typhoon surged for three days. When it was over, Igid Rabi-I was now part of the Demiplane of Dread. The sun, moon and stars had all dimmed, and monsters began to creep from the shadows. And in his personal collection, Miguel saw the Cloth of Matherion vanish in a cloud of frankincense smoke, and silently vowed that he would never rest until it was recovered.&lt;br /&gt;
&lt;br /&gt;
Arcapatos Augistin has ceased to age since that fatal night, but rarely leaves the Vestibulo, instead forever focusing on chasing down rumors of the Cloth of Matherion&#039;s re-emergence amongst the people of Igid Rabi-i. Though his assassins constantly hunt it down, it magically disappears from their grasp whenever they obtain it, no matter how bloodily they do so.&lt;br /&gt;
&lt;br /&gt;
In combat, Miguel is one of the rare darklords with no special life-preserving powers. He&#039;s a 14th level [[Cleric]] who broadcasts a 20ft aura of fear, he&#039;s immune to all Charm spells, and his touch and weapon attacks can both render victims insensate for 2 rounds if they fail a save vs. poison, but aside from that, if you can kill him, he&#039;ll stay dead.&lt;br /&gt;
&lt;br /&gt;
Like [[Strahd von Zarovich]], Augustin has borders around both his capital city of Tagudin and around Igid Rabi-i itself. If he wishes to seal the former, the city is blanketed in an aura of fear that compels everyone to flee inside and stay there until he relents. If he wishes to seal the latter, a dense wall of frankinense smoke envelops the domain; anyone who tries to breach it instead falls unconscious a turn later, and then reawakens back inside Igid Rabi-i.&lt;br /&gt;
&lt;br /&gt;
===Miles Havelocke===&lt;br /&gt;
Darklord of the Eternal Torture. Born in a coastal city, Miles was pressganged at the age of 15, which ruined his life; he suffered from incurable seasickness, for which his fellows tormented him mercilessly and the bullying captain only made it worse by assigning him to the worst tasks possible for somebody with his condition, ordering him severely beaten when, inevitably, he threw up. With no aptitude for mathematics, Miles couldn&#039;t master the art of navigation, and so couldn&#039;t hope to progress to the higher ranks of the navy.&lt;br /&gt;
&lt;br /&gt;
Twenty years of this treatment turned Miles into a bitter, miserable bully who loathed the sea and used what little authority he could get to exact vengeance upon those few below him on the ship&#039;s pecking order. Why he never simply fled during his first shore leave, nobody knows.&lt;br /&gt;
&lt;br /&gt;
Eventually, Miles&#039; captain was chosen to make a voyage into the uncharted western ocean, to Miles&#039; dismay. But when the captain continued in pressing on in pursuit of ever-richer islands to the west, it led to the ship becoming lost in the waters and supplies running low. Miles seized this opportunity for revenge and began spreading rumors about the ship&#039;s officers hoarding food for themselves, ultimately leading a successful mutiny. When his ineptitude at seamanship led to them being becalmed, he led his mutineers to cannibalize the captured officers, gleefully rubbing their faces in their past abuse of him and coming to relish human flesh.&lt;br /&gt;
&lt;br /&gt;
And then, as this supply of food began to run low, they finally spotted land... but, as they rowed frantcially to reach it, the Mists arose and swallowed the ship. When they cleared, the mutineers found themselves in the middle of a sea in the [[Demiplane of Dread]]. Overwhelmed by misery, they sat down and waited for death... and then, a fortnight later, they arose as [[ghoul]]s under the command of Miles Havelock, a Ghoul Lord, and began searching for food and land.&lt;br /&gt;
&lt;br /&gt;
Miles Havelock suffers multiple curses. Firstly, he can never reach land, no matter how desperately he tries - at best, he can get a brief glimpse of the coast before the Mists immediately rise and teleport his ship elsewhere. Secondly, his seasickness has not only survived undeath, but intensified; he is &#039;&#039;&#039;perpetually&#039;&#039;&#039; seasick and also starving hungry, and these twin pains are why he has rechristened his ship &amp;quot;The Eternal Torture&amp;quot;. If destroyed, his essence will inhabit the body of a living prisoner in the ship&#039;s hold and consume them from the inside out; the only way to end his curse is to kill him, rescue all of the prisoners, and sink the Eternal Torture, then make for land at full speed.&lt;br /&gt;
&lt;br /&gt;
===Rafe Ungard===&lt;br /&gt;
Darklord of Callista. This male [[Half-Vistani]] [[Bard]] used his natural charm (and a complexion that allowed him to hide his hated Vistani blood) to swindle innocent women into marriage scams, start feuds amongst noble families for his own amusement, and delve into increasingly cruel and lethal manipulation. The backstory of poor Susannah Joson from [[Children of the Night]]: [[Ghost]]s is but one example of his misdeeds. When a party of [[adventurer]]s tried to bring him to justice, he continually slipped away, leaving the bodies of victims in his wake to torment them, and ultimately murdered his pursuers by burning down the inn they were staying in as they slept, which is when the Mists took him.&lt;br /&gt;
&lt;br /&gt;
Rafe now possesses a strange form of immortality; he will &#039;&#039;always&#039;&#039; die once per day, no matter what steps he takes to try and avoid it, only to spontaneously return to life the next day. There is no known method to stop him from returning.&lt;br /&gt;
&lt;br /&gt;
When he closes the domain, Callista&#039;s borders become a ring of boiling geysers that will kill anyone who passes through them, and which extend as high into the sky as needed to reach anyone trying to fly through.&lt;br /&gt;
&lt;br /&gt;
===Don Santiago de Quijada y Alvarez===&lt;br /&gt;
Darklord of Resistencia. Born the son of a once-great noble family in the Holy Republic of Aragona, Santiago&#039;s family had fallen in stature to such a degree that the impoverished patricians had mortaged their lands to the hilt and lived a life barely above that of their peasant tenats. They scrimped and saved to send Santiago to court, but the Don of Quijada found himself a laughing stock, regarded as little better than a jumped up hayseed peasant. This only fueled a lifelong hatred for those lacking in noble blood.&lt;br /&gt;
&lt;br /&gt;
Desperate to try and reclaim the respect he had been taught from birth his family name deserved, Santiago bought a commission in the army. He proved little better here than he had in the court; poor of health, average at best with the sword, and no genius in the command of men or the intricacies of tactics and strategy. His only saving grace was his thoroughness and dedication... but even this went sour, breeding in him an obsession with discipline, cleanliness and presentation, and a love of punishment so extreme that even the Aragonan army considered him a draconian tyrant. &lt;br /&gt;
&lt;br /&gt;
Though Santiago managed to win a few fairly creditable actions early in his career, his faults quickly stole away what his successes had won him, sending him into a self-inflicted downward spiral of ever-worsening behavior and failures as a result. He was appointed as the governor a rebellious backwater province, and only made things worse as he extended the same tyrannical, brutal law he held over his military forces to the population.&lt;br /&gt;
&lt;br /&gt;
Then he was offered the chance to take up governship in a minor overseas colony called Neuva Aragona, which was also currently rebelling. Despite recognizing that this was intended to be a sentence of exile, Santiago accepted, dreaming of reversing his fortunes. Instead, he proved the absolute &#039;&#039;worst&#039;&#039; choice for the role; a born-and-bred monarchist with no sympathy for the lot of the peasants, he ignored the legitimate grievances of the rebels and remained fundamentally convinced that the isle of Manzanilla - renamed &amp;quot;Resistencia&amp;quot; by the rebels - was home to a silent majority of good, loyal followers of the kings. Ignoring all opportunities efor a diplomatic solution, he launched into his trademark brutality, which only fueled the rebellious sentiment of the natives.&lt;br /&gt;
&lt;br /&gt;
Among his many atrocities, he took captive the pregnant wife of the rebel leader Martin Jose Maconda, one Isabel de Maconda. Simultaneously smitten with her and repulsed by her loyalty to the rebel&#039;s cause, he alternatively cajoled her and brutalized her, culminating in his ordering that she would be permitted no midwife when she went into labor. The birth went bad, and both mother and child died.&lt;br /&gt;
&lt;br /&gt;
All his atrocities were for nothing, ineptitude and his habit of overworking his never-great health led to him dying in his sickbed, on the very day the last of his depleted forced were overwhelmed and Neuva Aragona formally seceded independence. But even as he died, he cursed that the rebels must be defeated at any cost.&lt;br /&gt;
&lt;br /&gt;
Santiago now exists as a ghost, cursed to forever mentally relieve every battle he lost on Resistencia and see with perfect clarity how he could have won. And, of course, he&#039;s also cursed that no matter how he schemes and plots, on those rare moments he tears himself away from his biter memories and dreams of glory to actually try and do something, his plans to re-conquer Manzanilla are doomed to fail.&lt;br /&gt;
&lt;br /&gt;
If defeated in battle, Santiago reforms in his burial chamber below Castillo Ascension, although he remains trapped there until the next full moon. The only way he can be destroyed is if his personal sword is stolen from this chamber and used to deliver the death blow in combat.&lt;br /&gt;
&lt;br /&gt;
When he closes the borders, the sea surrounding Resistencia takes on an eerie, unnatural calm; sailing ships cannot move, and rowers will find that they simply can&#039;t get more than a half-mile away from the coast.&lt;br /&gt;
&lt;br /&gt;
===Sean Mako &amp;amp; Alice/Alison Marjory===&lt;br /&gt;
Darklords of Carcharodon Isle. Sort of a combination of Ladyhawke and the Little Mermaid. Over a century ago, a male human fisherman named Sean Marko lived in the village of Mistlington. One day, he discovered an injured [[merfolk|mermaid]] washed up on the isle&#039;s northwest shore, unconscious and bleeding from several wounds, including a severed left hand. Unable to turn away from someone in need, he brought her to his home and nursed her back to health. The mermaid, whose name translated into Common as &amp;quot;Alice&amp;quot;, explained that she was the only survivor of a tribe that had been slaughtered by [[sahuagin]].&lt;br /&gt;
&lt;br /&gt;
The two fell in love, much to the displeasure of the locals; the fishermen thought Sean was foolish for pining over a mermaid, and their wives were jealous of Alice&#039;s beauty, leading to them slandering her and Sean&#039;s relationship as &amp;quot;unnatural&amp;quot;. Ultimately, a bunch of the village&#039;s men took it upon themselves to &amp;quot;repatriate&amp;quot; Alice; they came to Sean&#039;s house in the night, bludgeoned him unconscious, and carried Alice away. When Sean regained consciousness, he rowed desperately to catch up to them, but by the time he did so, they&#039;d thrown the still-bound mermaid overboard.&lt;br /&gt;
&lt;br /&gt;
Enraged, Sean snatched up a boathook and attacked the men who had assaulted him and the woman he loved, butchering them. When the carnage was over, he dove into the water after Alice, and then begged the full moon above for a fins and a tail so he might never be separated from his love.&lt;br /&gt;
&lt;br /&gt;
Naturally, the [[Dark Powers]] chose to be dicks about granting this wish...&lt;br /&gt;
&lt;br /&gt;
Both Sean and the revived Alice, now a human calling herself Alison Marjory, have become maledictive [[therianthrope]]s. &lt;br /&gt;
&lt;br /&gt;
Sean is a giant [[wereshark]] who spends most of the month as an intelligent megalodon, unaware that he &#039;&#039;can&#039;&#039; transform and remembering nothing of his human life; only during the nights of the full moon and those nights directly before and after it does he return to his human form... which remembers everything he did as a giant killer shark. Because of his curse-spawned ignorance, the only way that shark!Sean can transform is if he is magically compelled to do so, such as by an Amulet of the Beast. He spends his days asleep and his nights hunting for food.&lt;br /&gt;
&lt;br /&gt;
In contrast, Alison is a [[seawolf]] who spends most of the month as a human, but assumes her seawolf form on the nights before, during and after the full moon - the same nights when Sean regains his humanity. Like Sean, as a seawolf, she is completely ignorant of her human life. She keeps to herself, for the people of the isle still distrust and dislike her, gladly telling the nastiest stories they can think of about her to anyone who&#039;ll listen.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be slain permanently through violence; they fully heal and return to life 1 round after being defeated. They also can&#039;t close the domain&#039;s borders, although since the only local vessels are small fishing boats that are no match for a giant shark or a massive seafaring wolf, they don&#039;t need to do much more than patrol the borders themselves.&lt;br /&gt;
&lt;br /&gt;
Curing them simply requires breaking the curse by getting them to touch as humans, but doing so is tough; aside from the fact that they alternate human and monster forms, neither is aware of the fact that the other survives. Whichever of them is in beast form also refuses to get within 10 feet of the other one. They also won&#039;t willingly get within 5 feet of an Amulet of the Beast. So players are going to have to get creative to break their curse.&lt;br /&gt;
&lt;br /&gt;
===Serenissa D&#039;Aubliet===&lt;br /&gt;
Darklord of Romagna. Serenissa (female human spectre) was born an orphan; her father, a miller&#039;s son, was killed soon after her conception, and her peasant girl mother died in birthing her. She was taken in the local lord to serve as companion to his two daughters, but their initial friendship soured as they came of age and Serenissa realized the social gap between them. At the age of twelve, she was sent to the family of a neighboring lord to become a nursemaid to that lord&#039;s newly born twin children; Serenissa doted upon the children, and happily threw herself into their care.&lt;br /&gt;
&lt;br /&gt;
However, she also became increasingly obsessed with fanciful daydreams about her origins, fixating on the belief that she was actually of noble birth and that her parents were both alive and desperately seeking her. She loved to tell these stories to her two charges... until the eve of their fourth birthdays, when, at the top of the Eagle&#039;s Tower, the two young children scolded her for lying and corrected her that she was nothing more than the bastard daughter of a simpleton and a millerboy, both of whom had died. Mad with rage, especially when the twins revealed that everyone in the castle claimed that this was so, she pushed them off of the tower to their deaths.&lt;br /&gt;
&lt;br /&gt;
Her skill at lying allowed her to escape being blamed for what she described as a terrible accident. For two weeks she festered on the idea that people were &amp;quot;slandering her&amp;quot; behind her back, and finally, two months after the day she had murdered the twins, she set a fire in the Great Hall that night, killing everyone in the castle.&lt;br /&gt;
&lt;br /&gt;
Slinking away from the carnage, she made her way to the barony of Romagna, where she seduced her way into both a respectable position as lady&#039;s maid to the younger sister of Baron Etain and into the arms of Baron Etain himself. After several months of dalliance, he gifted her with a gemstone brooch... and then announced his upcoming marriage to the Lady Fialle, daughter of a neighboring lord, the very next day.&lt;br /&gt;
&lt;br /&gt;
This pushed Serenissa over the edge and soon thereafter, she drew Baron Etain to a high tower, where she grabbed him and leapt off the edge, intending that they die together so she would not live alone.&lt;br /&gt;
&lt;br /&gt;
But this time, with the interference of the [[Dark Powers]], her scheme failed. Serenissa hit the ground and was killed on impact, but her body cushioned Etain&#039;s fall, and so he lived. The madwoman&#039;s spirit rose from its grave as a ghost, trapped in an endless time loop; Romagna experiences only a single year, constantly recycling itself. It starts one week before the equinox Spring Festival, when Fialle arrives in Romagna for her upcoming wedding to Baron Etain. That week is spent in feasts and celebrations, capped off by a three-day non-stop revelry for the weding proper. Then, six months later, Fialle conceives Etain&#039;s child. And then, one week before the first anniversary of the wedding, time looks back and it is the week before the Spring Festival again.&lt;br /&gt;
&lt;br /&gt;
Furthering Serenissa&#039;s torment, she is completely incapable of physically interacting with the people of Romagna, although she can manipulate their emotions despite the fact they cannot see, hear or touch her. She uses her emotional control to turn them into her agents of retribution, although she can&#039;t turn them against Etain or Fialle. This ability is defined vaguely, because she herself hasn&#039;t really studied her full capabilities with it.&lt;br /&gt;
&lt;br /&gt;
Only visitors to Romagna are in true danger from Serenissa, because she is fully visible and audible to them, although still intangible. She invariably attempts to seduce the handsome male visitors to the domain, luring them away if they prove receptive to try and embrace them - doing so, however, results in her draining 1 level per 2 rounds, causing them to disintegrate... but if they break free, she attacks.&lt;br /&gt;
&lt;br /&gt;
Serenissa is vulnerable to holy water, +2 or stronger magic weapons, and functional weapons made of gold. She is impervious to holy symbols, but can be turned with symbols of true love and matrimony - for example, the wedding rings of people who are actually married. If destroyed, she can reform at Etain and Fialle&#039;s wedding. Exactly ho to destroy her permanently is left vague, with her entry in the Book of Sorrows concluding with this paragraph:&lt;br /&gt;
::&#039;&#039;Weapons forged from symbols of love (such as rings, charms, wooden wands, or ceremonial ropes used to bind a man and woman together at their wedding) may have greater effect, rendering her helpless or immobile. Her final death is likely to involve elements of her first experience; rejection, a long fall, and/or a noble lover. Heroes should beware, though—the dark powers may look with interest upon anyone who willingly transforms a symbol of love into a weapon of war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sir Trevor Godwyn &amp;quot;The Mirror Man&amp;quot;===&lt;br /&gt;
Darklord of Vultharesk. There are many crimes that can earn one the unwanted title of Darklord. The ranks of the tormented &amp;quot;rulers&amp;quot; of the [[Demiplane of Dread]] include murderers of all stripes, countless variations of cannibals and torturers and sadists, and more than a few implicit rapists. But Sir Godwyn belongs to a particularly small but repugnant group: the [[SJW|authoritarian moral guardians]].&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn was born on a realm far removed from the Mists, to what was basically a pastiche of the Victorian British Empire; a highly technological advanced nation that began a far-reaching campaign of imperialist expansion, justifying its efforts all the while as being &amp;quot;for the sake of the heathens&amp;quot; - in their propaganda, their efforts were to bring civilization and &amp;quot;proper&amp;quot; behavior to the unfortunates beyond their boundaries, by any means necessary.&lt;br /&gt;
&lt;br /&gt;
The damnation of Sir Godwyn began when he and his entire extended family were sent to a small mountain town called Vultharesk, which lay upon the very fringes of the empire&#039;s territory at the time. A true believer in the &amp;quot;noble cause&amp;quot;, Sir Godwyn was assigned as the town&#039;s military governor and took to his role with brutal dictatorship, demanding execution for not only the traditional capital offenses, but all manner of moral offenses, from adultery and worship of the proscribed non-Imperial deities down to lying. Ten years, Sir Godwyn held court, determined to civilize the people of Vultharesk even if it meant killing them all himself. And then he met Olyana Volienska: a beautiful native woman.&lt;br /&gt;
&lt;br /&gt;
Despite the fact they were both married, Sir Godwyn lusted after Olyana, and within weeks he succumbed to temptation and began an illicit affair with her - one that Olyana went along with in hopes of using this to seduce a better life for herself and her family. After only a handful of trysts, however, her husband suspected her of cheating on him, and managed to find her out. He didn&#039;t discover who Olyana&#039;s lover was, but he found enough to prove her guilt, and he dragged her to Sir Godwyn&#039;s court, demanding the &amp;quot;lord&#039;s justice&amp;quot;. Terrified that his hypocrisy might be revealed, Trevor Godwyn agreed immediately, and executed her on the spot.&lt;br /&gt;
&lt;br /&gt;
That evening, however, when Sir Godwyn glanced up at his mirror from his washbasin, he saw not his own reflection, but the shocked, accusing visage of Olyana. For months, every reflective surface in Sir Godwyn&#039;s view depicted Olyana&#039;s face, although only to him, and the haunting drove him increasingly mad. He became more vicious and brutal a ruler than ever before, executing dozens for imaginary transgressions and slaughtering Olyana&#039;s entire family in an effort to end the curse. Naturally, it failed.&lt;br /&gt;
&lt;br /&gt;
Six months after Olyana&#039;s execution, damnation finally claimed Trevor Godwyn. On an unusually foggy summer&#039;s eve, as mists poured in from the mountain&#039;s peak and smothered Vultharesk, Trevor snapped and demanded his wife come to his room and look into the mirror. But when she told him that she saw nothing but their reflections, as she had done a hundred times before, Trevor grabbed her and began ramming her face into the glass over and over again, shattering the mirror and fatally cutting her to pieces on the jagged glass, all the while screaming at her to open her eyes and &#039;&#039;look&#039;&#039;. And then, once he had smashed the mirror to pieces and dropped his wife&#039;s corpse on the floor, he realized that Olyana still stood in the now empty, jagged shard-lined framed. He had time for one final scream as she reached out, grabbed him by the throat, and pulled him into the mirror.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Trevor Godwyn has become the curse of Vultharesk. The citizens do not remember he once ruled over them, and his living relatives do not believe the &amp;quot;Mirror Man&amp;quot; is anything other than a phantom cooked up by their superstitious followers; they cannot see his face when it appears in the reflective surfaces of their domain, and he is either unable or unwilling to haunt them the way he does everybody else.&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn is now condemned to a life as a phantom inside of a hazy, mist-shrouded netherworld, only able to perceive the mortal world by peering through reflective surfaces, forever haunted by Olyana&#039;s sobs. To try and distract himself, he flits from reflection to reflection, looking for any who might dare to commit even the most mild of immoral acts. He punishes these individuals by afflicting them with a curse of misfortune for so long as they remain in Vultharesk - and if they ever get near a reflective surface large enough, Trevor Godwyn can step forth into the material world and attempt to banish them into the mirror world forever.&lt;br /&gt;
&lt;br /&gt;
When manifesting, Sir Trevor Godwyn is a unique kind of spectral undead. He appears as a tall man dressed in a black, high-collared and longtailed frock coat trimmed in silver, with matching leather boots and pants of midnight blue. His hair, hovering on the border between blond and white, is pulled back tightly into a tail; his eyes are an utterly empty shade of icy blue. Though traces of the handsome man he once was can still be seen in his sharp features, his face now appears to be that of a man dead by starvation; skin is pulled tight over his skull, as though most of the muscle and flesh were sucked out from beneath it. Unless he actively wills it into some other expression, the tightness of his skin constantly pulls his mouth into a rictus grin.&lt;br /&gt;
&lt;br /&gt;
Once he manifests, Sir Godwyn can be slain, but he can only be harmed by weapons that aren&#039;t reflective - anything made of metal will have no effect on him unless it has been dyed, blackened or otherwise made unreflective. There is no known means of killing him permanently; he will reform at the next full moon. One possibility might be exposing his history to the people of Vultharesk, robbing him of his twisted position as enforcer of morality.&lt;br /&gt;
&lt;br /&gt;
Fortunately for those who have angered Godwyn, he can only close Vultharesk&#039;s borders during the 12 hours he is permitted to remain in the material world after banishing a rule-breaker. When he does close the borders, they flood with mist, and any who try to flee the village instead find themselves spat back out at their initial entry point.&lt;br /&gt;
&lt;br /&gt;
===Urdogen &amp;quot;The Red&amp;quot;===&lt;br /&gt;
Darklord of The Raging Tears. Male Human Spectre. In life, Urdogen (who first appeared in the [[Forgotten Realms]] splat &amp;quot;Pirates of the Fallen Stars&amp;quot;) was basically Faerun&#039;s version of Blackbeard - if Blackbeard was a redhead. He terrorized the Inner Sea so badly that the nations of that region united to defeat his fleet, whereupon Urdogen fled and found himself spirited away by the Mists into the Sea of Sorrows... where he promptly hit a hidden reef and sank his ship, drowning.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Urdogen&#039;s ghostly vessel has sailed all the seas of the Misty Realm, cursed to never be able to come within sight of land and only able to rise from his watery grave during the nocturnal hours. Further stymying his desperate desire to reclaim his former reputation as a fearsome pirate lord, any who encounter Urdogen and live to tell the tale are cursed to forget his name.&lt;br /&gt;
&lt;br /&gt;
To put an end to Urdogen, the ruin of the Raging Tears must be hauled up from the seafloor and carried inland, where it must then be burned completely to ash in a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Urdogen&#039;s ghostly ship is actually able to return to the Inner Sea of Faerun on moonless, foggy nights in his homeworld, although he must return to the Misty Realms upon dawn.&lt;br /&gt;
&lt;br /&gt;
If Urdogen chooses to close the borders of his traveling domain, the waters around his ship become rough and infested with a feeding frenzy of sharks; those who try to fly away will instead find themselves sinking into the water.&lt;br /&gt;
&lt;br /&gt;
==5e Darklords==&lt;br /&gt;
As part of its general overhaul of the [[Demiplane of Dread]], 5th edition added a significant number of new darklords - some to replace former darklords, others ruling over brand new domains. Darklords who simply got retconned backstories and other traits have those details added to their entries above. Quite a few of these characters don&#039;t have much info on them due to being only mentioned in the &amp;quot;Other Domains of Dread&amp;quot; section of the book, most of which only have a single paragraph dedicated to their domain and darklord.&lt;br /&gt;
&lt;br /&gt;
One trait common to most 5e darklords is that the personalized domain border closures of the past are largely gone; there might be cosmetic tweaks or some extra mechanical effects, but in general most 5e Domains of Dread all function the same when a person tries to escape through a closed border.&lt;br /&gt;
&lt;br /&gt;
===Chakuna===&lt;br /&gt;
The replacement Darklord of Valachan, and one of the few 5e darklords to explicitly continue on in some fashion from the setting as it existed before. A female [[werepanther]], Chakuna belongs to a tribe of [[werecat]]s (specifically panthers and ocelots) called the Oselo, whom were hunted to the brink of extinction by Baron Urik von Kharkov, as he had come to fixate upon them as the most intriguing and challenging quarry. (Nevermind that Urik was originally &amp;quot;Blacula Strahd&amp;quot; with no real interest in &amp;quot;hunting the most dangerous game&amp;quot;.) To save her people, she went to the literal heart of the domain and performed an unholy rite, cutting out her own heart and offering it to the land as sacrifice in exchange for the power to defeat Urik. Long story short, it worked; she ripped out his heart, tore him to pieces, and buried his still-living and curse-spewing head in the ruins of his castle before building her own treetop hunting lodge atop the ruins. Which is actually kind of badass. But now the jungle has become hungrier than ever, and she must regularly sacrifice human hearts to the land to keep the plants and animals from slaughtering all the Valachani (shades of the Wildlands, there), which she obtains through the &amp;quot;Trials of the Heart&amp;quot; - ceremonially hunting down designated victims with the aid of trained [[Displacer Beast]]s. She won&#039;t touch a fellow Oselo, but everybody else is fair game.&lt;br /&gt;
&lt;br /&gt;
Chakuna can only be killed if her heart is found in the secret grove where she performed her dark rite and destroyed, but unless somebody assumes her mantle in the process, then the jungle will be free to kill everyone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-033.chakuna.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flimira Vhage===&lt;br /&gt;
Currently very little is known about Flimira Vhage other than that their domain is the office of a detective agency which is actually is an extension of their own broken mind.&lt;br /&gt;
&lt;br /&gt;
===Jacqueline Renier===&lt;br /&gt;
While this character is really just a reimagining of Jaqueline Renier, her marginally different name means she&#039;s technically a new character and gets her own section here. Plus, besides being a wererat, she has almost nothing in common with the original Jaqueline anyway.&lt;br /&gt;
&lt;br /&gt;
A century ago, Richemulot was a prosperous nation with a growing middle class. As the commoners began to gain more wealth and power, it caused the influence of the nobility to wane, a fact that Jacqueline Renier did not like. As her family seemed oblivious to the threat this posed, she began to look allies and heard of the True­blood Council, a secret society of Richemulot’s eldest and most esteemed families. She spent a fortune finding a way to attain membership to the council, but discovered they were not actually nobles, but wererats. That same night, she was inducted into their ranks.&lt;br /&gt;
&lt;br /&gt;
Renier swiftly accepted her new life as a wererat, her scorn for commoners expanding to include all non-wererats. Her first major act consisted of conferring the gift of lycanthropy upon her family. Only her twin, Louise, resisted, for which Jacqueline disfigured her and cast her out. Within the sewers of Pont-a-Museau, the wererats concocted a roiling pestilence known as the Gnawing Plague, which swept through the population. The disease wiped out the nation&#039;s rulers and all other nobles save for the Reniers, and eventually Jacqueline stood as the highest-born noble in the land, and the nation’s de facto leader.&lt;br /&gt;
&lt;br /&gt;
Though the people begged her to help them, she let them all die, deeming them unworthy due to their poverty and low birth. As the last human soul expired in Pont-a-Museau, the Mists rose, drawing Richemulot into the Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
Her curse is that despite all of the atrocities she committed to cling to power and influence, she is never able to really enjoy the benefits of her status. She has pretty much no free time since she needs to constantly keep working to managing her country and concoct new plagues to keep the people from getting uppity, and even if she had the time to enjoy any luxuries, most of the people who would be able to provide her with them have all died from the plague.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-029.jacqueline-renier.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inheritors of Darkon===&lt;br /&gt;
Similar to what happened during [[Grim Harvest]], Darkon currently has multiple Darklords while Azalin is missing. Specifically, there&#039;s only three of them this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Baron&amp;quot; Alcio Metus&#039;&#039;&#039; is a female vampire, and the sister of Baron Metus - the vampire who got [[Van Richten]] started on his monster-killing path. Having risen to rule the criminal underworld of the Jagged Coast region, driving out her former Kargat masters in the process, Alcio burns with the desire for revenge against Van Richten for killing her brother. Not helping is that she&#039;s occupied Van Richten&#039;s ancestral home of Richten House and found that Van Richten&#039;s wife Ingrid still lingers as a [[ghost]] - but one who refuses to help Alcio in her quest for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardinna Artazas&#039;&#039;&#039;, the thrice-reincarnated leader of an elfin mystery cult in Nevuchar Springs, has damned her soul in the name of good: desperate to preserve Darkon, she has striven to revive the spirit of Darcalus Rex, the king who reigned over Darkon prior to the coming of Azalin. Unfortunately, all she has called forth is a necrichor, and she must constantly weigh her belief that what she is doing serves &amp;quot;the greater good&amp;quot; against the very real demands that the undead tyrant makes for ever-greater magical reagents and sacrifices.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Madame Talisveri Eris&#039;&#039;&#039; is an elderly but vibrant and intelligent aristocrat who accidentally made herself permanently invisible whilst seeking to make herself look younger. She uses her invisibility to her advantage, having created an array of different identities that she assumes through costumes and cosmetics. She&#039;s currently built up a cult amongst the younger members of Il Aluk&#039;s nobility, offering them an elixir on the night of the new moon that makes them invisible until dawn and then sending them out to commit crimes and mayhem that advance her cause.&lt;br /&gt;
&lt;br /&gt;
Because none of them are true darklords yet, none of them have specific curses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-011.alcid.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Isolde &amp;amp; Nepenthe===&lt;br /&gt;
Like the original Isolde, the 5e Isolde is an [[eladrin]] [[paladin]], though this one was an [[adventurer]] who battled [[dragon]]s and [[demon]]s that threatened the [[Feywild]]. This unknowingly led her into the machinations of Zybilna, an evil [[archfey]] who had lost a number of [[fiend]]ish allies to Isolde and her companions. Zybilna called upon her remaining pacts to arrange for a powerful [[incubus]] called &amp;quot;The Caller&amp;quot; (5e&#039;s retconned version of the Gentleman Caller) to corrupt and slaughter Isolde&#039;s companions; once that was done, the archfey stepped in and exploited Isolde&#039;s vulnerable state to become her &amp;quot;new best friend&amp;quot;. She arranged for Isolde to become the guardian of a traveling fey carnival that also concealed a portal to Zybilna&#039;s realm... then, when Isolde began to tire of this role and their relationship grew strained, she secretly warped Isolde&#039;s mind with magic to ensure that Isolde would always prioritize the needs of the Carnival over her own wants. Even so, this wasn&#039;t enough to keep Isolde bound to Zybilna&#039;s reins. When Isolde encountered a traveling carnival from the [[Shadowfell]] managed by [[shadar-kai]], she made a pact with its twin managers to trade ownership of their carnivals, but only until next the two carnivals met. The shadar-kai agreed, and gave her the magical sword Nepenthe as symbol of her new status as owner and champion - but that wasn&#039;t enough for Zybilna. She used her magic to erase Isolde&#039;s memories of all things relating to Zybilna, and also sent fey creatures to forever follow and harass Isolde&#039;s new carnival.&lt;br /&gt;
&lt;br /&gt;
To make things worse, Nepenthe was a cursed blade; an intelligent Holy Avenger used to execute thousands of criminals, not all of whom were actually guilty, the blade had developed a deep craving for bloodshed in the name of justice. In Isolde, it found an easily manipulated host; it awoke her memories of the Caller, and stoked her desire for retribution. In many ways, it could be considered the &amp;quot;true&amp;quot; darklord of the Carnival, especially given how Isolde constantly struggles to resist its naked, insatiable need to kill.&lt;br /&gt;
&lt;br /&gt;
Isolde&#039;s curse, then, is to wrestle with both the imperatives of Zybilna and those of Nepenthe; she craves vengeance, but finds herself forever stymied by her need to tend to the ever-growing Carnival&#039;s need, as well as fearing that she may one day encounter the Carnival&#039;s true owners and be forced to relinquish it back to them. Explicitly, she could be saved if Nepenthe was taken from her, but its grip on her mind means she would refuse to abandon it.&lt;br /&gt;
&lt;br /&gt;
===Klorr===&lt;br /&gt;
Darklord of Klorr. We know nothing about this darklord, but the name is taken from a character who appeared in the original Red Box; a clockwork-obsessed [[planeswalker]] [[mage]] who was infuriated that he couldn&#039;t synchronize and control his heart the way he could his clockwork creations. He made assorted dark bargains and ultimately came to rest in the [[Demiplane of Dread]], where he produced four cursed timepieces: the Water Clock of Klorr, the Moondial of Klorr, the Hourglass of Klorr, and his final work: the Timepiece of Klorr. This cursed pocketwatch gave Klorr extended life and increased arcane power, but required him to regularly charge it with murder, an impulse he succumbed to. It ultimately killed him when he failed to sacrifice a life to it on time.&lt;br /&gt;
&lt;br /&gt;
The Timepiece of Klorr is given mechanical stats in the &amp;quot;Forbidden Lore&amp;quot; boxed set. Klorr&#039;s other works are statted in &amp;quot;Forged of Darknes&amp;quot;:&lt;br /&gt;
* The Water Clock lets the user transform into a water [[elemental]], but might kill them in the process and also might leave them permanently trapped in elemental form.&lt;br /&gt;
* The Moondial grants powers based on the phase of the moon, but slowly transforms the user into a light-averse monster.&lt;br /&gt;
* The Hourglass can grant the user Improved Haste for 1 hour, but will age them 1d10 years and might also leave them under the effects of Slow for 24 hours after being used.&lt;br /&gt;
&lt;br /&gt;
===The Last Passenger===&lt;br /&gt;
Darklord of The Mourning Rail.  Nothing is known about this Darklord other than they were a VIP that delayed a train escaping from The Mourning, and threw out a bunch of passengers to make room for their self and their retinue, dooming the train, and they are now an undead being of some kind trapped on the train with the rest of the undead passengers.&lt;br /&gt;
&lt;br /&gt;
===Myar Hiregaard===&lt;br /&gt;
Mentioned only in passing as the Darklord of the revised Nova Vaasa, she&#039;s basically a female Genghis Khan with a dash of Jekyll &amp;amp; Hyde; she was originally a female chieftain who united the nomadic plains-dwelling tribes of Nova Vaasa into a single culture, but she proved to be a terrible peacetime leader because she craved bloodshed and excitement. She tried to stave off her boredom with, quote, &amp;quot;brutal games&amp;quot; for a time, but ultimately she couldn&#039;t resist the thrill of war: she began fostering disputes amongst her vassal tribes so she had an excuse to lead her forces to crush both sides. This eventually got her claimed by the mists, and now she switches between two personas and possibly two bodies: as Mya Hiregaard, she rules with &amp;quot;strict fairness&amp;quot;, but when she gets too bloodlusty, she transforms into her alter-ego of Malken and &amp;quot;sows discord across the plains&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
...Whatever else you may think of it, at least it&#039;s more justified than Tristren &amp;quot;My dad got cursed and died, so I inherited his curse and became a Darklord without ever having to do anything to actually earn it&amp;quot; Hiregaard.&lt;br /&gt;
&lt;br /&gt;
===Pietra van Riese===&lt;br /&gt;
A gender-swapped version of Pieter van Riese and the darklord of the Sea of Sorrows. Not much is known about her due to being in the &amp;quot;Other Domains of Dread&amp;quot; section, and therefore only getting one paragraph to herself. She was a ruthless pirate with a fondness for keelhauling her victims, and now she&#039;s a ruthless &#039;&#039;zombie&#039;&#039; pirate who speaks through the mouths of her undead crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-036.pietra-van-riese.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ramya Vasavadan===&lt;br /&gt;
Darklord of Kalakeri. Ramya was hand-picked by her father, the last ruler of Kalkeri, to succeed him, but when he died, her brother Arijani contested her claim, leading to a brief civil war. Ramya would have killed Arijani then and there, but their sister Reeva counseled mercy, and Ramya conceded, not really wanting to kill her brother anyway. She enjoyed a brief period of unchallenged leadership, bringing a golden age to Kalakeri, but all the while Reeva was working behind her back to build up support for Arijani, culminating in her freeing Arijani and launching a second civil war. Enraged, Ramya suppressed the rebellion with brutal methods, executing captured rebel ranas and executing them in horrifically inventive methods that only made the people distrust her more and furthered the fighting. At the second war&#039;s climax, Arijani and Reeva sued for peace and Ramya agreed... only to be captured by her treacherous siblings and murdered. Before the court strangler garotted her in the central courtyard of her own palace, Ramya cursed her siblings as bloodthirsty beasts.&lt;br /&gt;
&lt;br /&gt;
Once it was done, Arijani and Reeva further disrespected their sister by throwing her body into the ocean... an act that resulted in a terrible monsoon lashing Kalakeri for weeks. And then, when it was done, Ramya rose from her watery grave and marched on her former siblings, followed by an ever-swelling army of undead soldiers made up of all her loyal warriors who had fought and died for her. This time, Ramya showed no mercy, capturing her siblings and having them crushed to death by undead elephants.&lt;br /&gt;
&lt;br /&gt;
...And then they came back as fiends - Arijani as a [[rakshasa]] and Reeva as an [[arcanaloth]] - and the civil war has raged ever since.&lt;br /&gt;
&lt;br /&gt;
This civil war is the primary curse that Ramya experiences, with two secondary elements. Firstly, despite knowing better, Ramya is the sentimental sort, and so &#039;&#039;always&#039;&#039; remains vulnerable to the lies and deceptions of her siblings, which prevents her from truly ending the war. Secondly, Ramya&#039;s direct control over the domain is tied to her being seated in the Sapphire Throne, the symbol of Kalakeri&#039;s ruler; if the rebels oust her from the Cerulean Citadel, then her dominion diminishes until she can reclaim it. A second curse she labors under is the fact that, despite being shrouded in an illusion of life, Ramya &#039;&#039;knows&#039;&#039; that she&#039;s actually [[undead]], and this is apparent in her reflection, so she bans mirrors from her presence.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-020.maharani-ramya-vasavadan.png&lt;br /&gt;
03-021.arijani-and-reeva.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saidra d&#039;Honaire===&lt;br /&gt;
The future darklord Saidra grew up on a tiny farm, raised by her widower father, who filled her head with stories of her noble bloodline - he claimed to be a duke that had been ousted from his rightful throne by a vicious younger brother. Life was hard, especially as Saidra&#039;s sincere belief in her father&#039;s stories meant she alienated her peers, and only got worse when Saidra&#039;s father married a prosperous merchant woman with two daughters from her previous marriage, all of whom tormented Saidra and forced her to work as their personal servant, ala Cinderella. One day, a nearby duke perished, and when Saidra wondered if it had been her father&#039;s evil little brother, she was forced to confront the cruel truth: her father&#039;s stories had all been a pack of lies, and he was nothing more than a common-born servant who had fled to save his neck after trying to nick silverware from the duke&#039;s kitchen.&lt;br /&gt;
&lt;br /&gt;
Saidra went to her mom&#039;s grave to beg her mother&#039;s spirit for help, which was when a &amp;quot;kind, grandmotherly figure&amp;quot; appeared and granted Saidra her wish, clothing her in a magnificent gown and fine jewelry before conjuring a stately carriage to carry her to the masquerade ball that was being held to celebrate the coronation of the new duke. We don&#039;t know who this figure was, but it&#039;s interesting to note that Saidra&#039;s version of Dementlieu contains a [[hag]] coven who basically love to pretend to be Fairy Godmother figures so they can mess with people. Anyway, off Saidra went to the ball, plotting to kill the new duke and claim his title. When she got there, she swiftly seduced the new duke, so successfully that she began contemplating if it mightn&#039;t be better to wed the duke instead. Things were going smashingly... until the clock chimed midnight and the whole party began dropping dead of a sudden, fast-acting plague, which rather put a downer on things. The kicker, for Saidra, was as she and the duke lay dying in each other&#039;s arms and he confessed that he &#039;&#039;wasn&#039;t&#039;&#039; noble-born, but instead a commoner who had been adopted by the previous duke. In fact, he was actually Saidra&#039;s long-lost brother.&lt;br /&gt;
&lt;br /&gt;
Enraged at this second &amp;quot;betrayal&amp;quot;, Saidra stabbed her brother in the heart with the last of her strength and then tried to stagger away from the corpse, only to collapse dead on the stairs leading into the palace.&lt;br /&gt;
&lt;br /&gt;
And then she woke up as a [[wraith]], the new spectral queen of Dementlieu, a shabby and impoverished town whose populace struggle to fake the appearance of being more important than they truly are, all the while risking Saidra&#039;s deadly wrath: she &#039;&#039;&#039;hates&#039;&#039;&#039; pompous fools who pretend to be what they aren&#039;t, aspire to higher station than they deserve, and fail to maintain the appearance of normalcy.&lt;br /&gt;
&lt;br /&gt;
...Well, yeah, she wouldn&#039;t be a &#039;&#039;darklord&#039;&#039; if she wasn&#039;t at least a little bit of a hypocrite, now would she?&lt;br /&gt;
&lt;br /&gt;
Saidra is a wraith who has the ability to launch free Disintegrates at anyone who reveals themselves to be lying about who they are in her presence - we don&#039;t know much more than that, mechanically. She lives in constant terror of being exposed as a fraud herself, and in fact she can only be killed permanently if she is revealed to be a fraud first. Related to that, she lives in terror that her hated stepmother and stepsisters are still alive somewhere in Dementlieu. Finally, almost tangentially, her status as a wraith means her beloved masquerade balls are a complete waste of time, as she can&#039;t enjoy any of the physical pleasures associated with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-013.duchess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sarthak===&lt;br /&gt;
Darklord of the Ashram of Niranjan, Sarthak is an evil bronze dragon who poses as a mystic named Niranjan. He send agents into the Mists bearing his philosophical writings, which promise escape, peace, and enlightenment to any who adopt their teachings. Anyone who comes to his monastery is told that they must divest themselves of worldly goods, which are added to Sarthak’s hidden hoard. Sarthak then helps his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication of what his curse might be, since he&#039;s in the &amp;quot;Other Domains of Dread&amp;quot; section of the book and as such only gets a single paragraph to himself.&lt;br /&gt;
&lt;br /&gt;
===Teresa Bleysmith===&lt;br /&gt;
&lt;br /&gt;
===Viktra Mordenheim===&lt;br /&gt;
Basically, she&#039;s Victor Mordenheim but a woman... what, that&#039;s not good enough? Alright...&lt;br /&gt;
&lt;br /&gt;
Viktra Mordenheim was born the daughter of a minor noble family, as well as a natural prodigy in medicine - she taught herself anatomy as a child, and by the time she was a teenager she held a doctorate &#039;&#039;and&#039;&#039; had been appointed as a preeminent researcher at a local university. For all her genius, however, Viktra was arrogant, not to mention completely lacking in empathy, compassion and moral qualms. To her, medicine was just a way to sate her burning curiosity about the secrets of life. Also, she hated magic, regarding it as as &amp;quot;stealing the powers of otherworldly beings and cheating the laws of nature&amp;quot;, and thus inferior to &#039;&#039;&#039;SCIENCE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the best Frankenstein tradition, she grew obsessed with the idea that she could not merely mend the sick, but actively create and even improve upon life. So she began hiring the services of bodysnatchers to provide her with fresh human cadavers for her research. This is how she met Elise; amazingly, the cold, aloof methodical surgeon and the beautiful but reckless and spontaneous body snatcher became infatuated with each other, and the two women&#039;s relationship swiftly changed from professional to personal. When Elise contracted an incurable wasting disease, Mordenheim became obsessed with saving her, and her experiments increased in numbers - she also began having living victims actively kidnapped for her experiments. Through countless murders, resurrections and remurders, Viktra honed her knowledege. Finally, as Elise fell into the deep sleep that marked the final stages of the disease, Viktra poured everything she had learned from a thousand deaths into saving a single life, crafting and installing the Unbreakable Heart: an artificial super-organ.&lt;br /&gt;
&lt;br /&gt;
But just as she was stitching the fabulous device into place, constables burst into her lab, accusing her of being behind the recent string of kidnappings and murders. In the struggle, the lab caught fire and flooded with acrid chemical smoke: Mordenheim&#039;s last vision was of Elise rising from her table, a golden light glowing in her chest where the Unbreakable Heart had been installed.&lt;br /&gt;
&lt;br /&gt;
When Mordenheim came to, she was in a strange, icy realm called &amp;quot;Lamordia&amp;quot;, where she was hailed as the greatest genius ever, but there was no sign of Elise.&lt;br /&gt;
&lt;br /&gt;
Viktra&#039;s torments largely center around Elise and the Unbreakable Heart; she can neither recreate the Heart on her own, but nor can she find Elise to study it again. Secondary to this curse is that she is showered with the love, respect and attention of Lamordia, whose people view her as a luminary savior; to Mordenheim, they are incomprehensible, and she loathes their constant distractions from her work.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DR. VIKTRA MORDENHEIM.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vladeska Drakov===&lt;br /&gt;
In a nameless world, in a land torn between myriad bitterly feuding royal families, the woman named Vladeska Drakov was a skilled fighter and general, a mercenary who came to be known as the Crimson Falcon, the leader of a well-regarded mercenary army called the Falcon&#039;s Talons. Business was profitable, and Vladeska was raking in the loot, with dreams of retiring young, cashing in her wealth and reputation to buy land and a title. Then came the sacking of Veivere, where the Talons accidentally killed a very important figure. So important that the entirety of the aristocracy took up arms against the Talons, determined to kill them all for it. Well, Vladeska had no intention of just rolling over and dying, and she launched a bloody counter-attack that soon turned into a crushing campaign of conquest; her forces swept through the land, replenishing themselves with conscripted peasants and wiping out everyone stupid enough to stand against them. Vladeska made a point of impaling &#039;&#039;everybody&#039;&#039; with even the slightest drop of aristocratic blood that she caught alive. Through years of bloody effort, she became the ruler of an empire that stretched over the former patchwork nation, but as she crushed the last defiant village, the smoke engulfed Vladeska and her most elite warriors.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a new realm, and after swiftly conquering its capital city, Vladeska declared herself Empress of Falkovnia. Which was when she found the downside of her rule... namely, the armies of [[zombie]]s that would attack her new kingdom every month with the rising of the new moon.&lt;br /&gt;
&lt;br /&gt;
Vladeska&#039;s curse, obviously, is the zombie attacks, which press her to her limit as she struggles to throw back the dead and preserve what she has, but it goes deeper than that. Firstly, she suffers a horrible sensation of recognition; every zombie, to her, seems to be the animate corpse of one of her victims or her fallen soldiers, filling her with the gnawing belief that the dead are coming for &#039;&#039;her&#039;&#039; specifically. Secondly, no matter what scheme or ploy she tries, the result is always Phyrric; her people haven&#039;t been wiped out yet, but there&#039;s a big difference between &#039;survival&#039; and &#039;winning&#039;. Finally, she &#039;&#039;&#039;knows&#039;&#039;&#039; that her efforts are doomed - there is &#039;&#039;no way&#039;&#039; to hold Falkovnia against the dead, not with the forces that she has, and the only chance she has for survival is to take her people and flee during the peaceful period after the dead are repulsed for the month. But she&#039;s too stubborn to run, and so she keeps fighting her bloody, futile war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167184</id>
		<title>Darklord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Darklord&amp;diff=167184"/>
		<updated>2021-06-03T16:39:32Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Myar Hiregaard */&lt;/p&gt;
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{{Topquote|They say, &#039;Evil prevails when good men fail to act.&#039; What they ought to say is, &#039;Evil prevails.&#039;|Yuri Orlov, &#039;&#039;Lord of War&#039;&#039;}}&lt;br /&gt;
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The &#039;&#039;&#039;Darklords&#039;&#039;&#039; are the rulers &#039;&#039;and&#039;&#039; prisoners of the plane of [[Ravenloft]], from the D&amp;amp;D setting of the same name. &lt;br /&gt;
&lt;br /&gt;
You might be wondering &amp;quot;How are they both rulers and prisoners at the same time?&amp;quot; The reason for this is simple: each Darklord was pulled into the plane by the nebulous forces known only as the Dark Powers after an especially heinous deed (known in-universe as a &amp;quot;Act of Ultimate Darkness&amp;quot;), which reshapes a part of the plane into [[Demiplane of Dread|a realm tailored to each Darklord&#039;s defining crime]]. In its own realm a Darklord is a BBEG to rule over all other BBEGs, with absolute power over everything except whatever they desire most - whatever thing that might be, it is always dangled ever so slightly out of their reach by the Dark Powers to amplify their torment further. They have no mouth, and they must scream. (Thus the common description of the setting as &amp;quot;Hell, but not for you&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
=Common Characteristics of Darklords=&lt;br /&gt;
The exact abilities and backstories of Ravenloft&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;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&amp;amp;D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of [[Baator]]) and expecting to put Strahd&#039;s or Azalin&#039;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&#039; efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord&#039;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&#039;s life and career for good.&lt;br /&gt;
&lt;br /&gt;
A few things about Darklords have remained constant throughout Ravenloft&#039;s editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain &amp;quot;pocket domains&amp;quot; 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&#039;s domain, that specific Darklord is usually powerless to personally come after them (but see &amp;quot;Closing the Borders&amp;quot; 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&#039;s efforts, but if it comes to that you&#039;ve likely already attracted (or will very soon attract) a Darklord&#039;s attention and are in deep trouble. A couple other abilities common to Darklords are discussed below. &lt;br /&gt;
&lt;br /&gt;
===Closing the Borders===&lt;br /&gt;
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&#039;t work past a closed domain border either. As Ravenloft was an early AD&amp;amp;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&#039;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). &lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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&#039;s conquest literally sink into ruin through the squabbling of his sons. &lt;br /&gt;
&lt;br /&gt;
===Immortality===&lt;br /&gt;
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&#039;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 &amp;quot;attached&amp;quot; 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&#039; attention to whoever tries such a feat. Mercifully, these individuals are the exception, not the rule. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord&#039;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 &amp;quot;promoting&amp;quot; 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 &amp;quot;current&amp;quot; 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&#039;s death, thus ensuring that their position is never lost.&lt;br /&gt;
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===What happens if you permanently destroy a Darklord somehow?===&lt;br /&gt;
It&#039;s likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord&#039;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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;s associated domain &amp;quot;ceases to serve a purpose&amp;quot; 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? &lt;br /&gt;
&lt;br /&gt;
Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by neighbouring 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 &amp;quot;Islands of Terror&amp;quot; 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 neighbouring domains to absorb them) that suffer a sudden lack of a Darklord, though. &lt;br /&gt;
&lt;br /&gt;
The 5e overhaul of Ravenloft gives a bit more insight into that last question—in the wake of Azalin Rex&#039;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. &lt;br /&gt;
&lt;br /&gt;
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&#039;s noted that the Demi-Plane of Dread didn&#039;t seem to exist until Strahd&#039;s damnation). In 5e&#039;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&#039;re &amp;quot;possessive&amp;quot; about their favourite playthings like that. &lt;br /&gt;
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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.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Hash it out with your DM beforehand, or if you&#039;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.&lt;br /&gt;
&lt;br /&gt;
=Notable Darklords=&lt;br /&gt;
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==The &amp;quot;Hammer Horror&amp;quot; Darklords==&lt;br /&gt;
With the horror films by [https://en.wikipedia.org/wiki/Hammer_Film_Productions Hammer Film Productions] officially cited as a major source of inspiration for the setting of Ravenloft, the Darklords who are patterned after the horror monster archetypes featured in those films will be listed here. &lt;br /&gt;
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===Strahd von Zarovich===&lt;br /&gt;
{{main|Strahd von Zarovich}}&lt;br /&gt;
Darklord of Barovia, and the first Darklord to be introduced to the setting--in fact, it&#039;s named after his own castle. He is the archetypal vampire darklord in the setting, though by no means the only one, and his appearance is clearly based off of Christopher Lee&#039;s portrayal of Dracula in the 1958 &#039;&#039;Dracula&#039;&#039; film by Hammer Film Productions. &lt;br /&gt;
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Originally the conqueror of a region called Barovia that he claims was the ancestral home of his family, Strahd came to lust after a woman called Tatyana who rejected him in favor of his younger brother Sergei. Strahd took this very badly; badly enough that at some point he made what he called &amp;quot;a pact with Death&amp;quot; that turned him into a [[vampire]] in a desperate attempt to restore his youth. This too failed to win her over, and on the day Tatyana was to be married to Sergei, Strahd killed him and drove her to suicide. &lt;br /&gt;
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His realm is a copy of Barovia from the Prime Material plane (the original apparently still exists but nothing is said about its current condition or even which D&amp;amp;D setting it originated from), which he has absolute power over to the point where he can enter any private home uninvited in spite of the fact most vampires are unable to do so (since as he boasts, &amp;quot;I am the land&amp;quot;), and he can ignore the standard vampiric weaknesses to mirrors, garlic or holy symbols, none of which ordinary vampires can do. He isn&#039;t even &amp;quot;killed&amp;quot; when staked through the heart like ordinary vampires are (though he is effectively paralyzed while staked) and can resist up to ten rounds of sunlight exposure before being destroyed, though he has always a contingency spell cast on himself that will teleport him away to a hidden mountain sanctuary should he ever be exposed to sunlight or staked by a prepared party, much like Bram Stoker&#039;s own Dracula had many coffins to sleep in to make his final destruction more difficult.  However, Strahd&#039;s curse is to have the events leading to his damnation repeat themselves forever--once every generation he will encounter a woman who he believes to be Tatyana&#039;s reincarnation, only to be rejected by her in spite of all his vampiric mind control powers, and become responsible for her death once more, all while being unable to simply give up on trying to win her love.&lt;br /&gt;
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===Ankhtepot===&lt;br /&gt;
Darklord of Har&#039;Akir, partially based on the monster from the 1959 film &#039;&#039;The Mummy&#039;&#039; by Hammer Film Productions. He is the archetypal Mummy-based Darklord in the setting, but he is not the only &amp;quot;Ancient Dead&amp;quot; (i.e., a preserved corpse animated into undeath) who happens to be a Darklord. &lt;br /&gt;
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Ankhtepot in life was a hubristic ruler of a land also named Har&#039;Akir, patterned after Ancient Egypt and sharing the same pantheon of gods. As the head priest of the sun god Ra, the chief god of his land, Ankhtepot was [[Nagash|obsessed with death and became consumed with the desire to live forever]]. Despite sparing no expense (nor quite a few lives, for that matter) his efforts were in vain, and in his rage he razed several temples, stormed into the greatest one and cursed the gods for withholding his heart&#039;s desire. For this blasphemy, Ra contacted Ankhtepot directly and said that Ankhtepot would indeed live after death, though he might wish otherwise. Anhktepot was confused about this, but later discovered that he had received a dire curse (making him one of the few outlander Darklords to have received the majority of his curse &#039;&#039;before&#039;&#039; being taken into Ravenloft); anyone he touched was dead by nightfall, and those he killed in this fashion rose from their tombs to serve him absolutely as undead mummies, because apparently Ra considers having mindless servants a punishment. Taking this in stride despite killing many of his relatives, he used his new undead servants to tighten his grip over Har&#039;Akir, but his fellow priests rebelled, killed Ankhtepot in his sleep, and mummified him, little knowing he was still conscious and going insane inside his sarcophagus during his month-long funeral. After being entombed in a remote area with one small village named Mudar, the mists of Ravenloft claimed Ankhtepot, his tomb, and the nearby village, leaving no trace of them in Ankhtepot&#039;s home plane. &lt;br /&gt;
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As Darklord, Ankhtepot spends most of his time in a deathless dream of better days in his tomb, but he can be roused from this state in a few ways, such as if his tomb is disturbed, or if the people of Mudar are anxious or otherwise distressed. His hubris and pride followed him into undeath, and similarly his greatest torment is his desire to be human again, as the god-king of a great empire he once was, while in reality he &amp;quot;rules&amp;quot; over a barren patch of desert with naught but a small mud-hut village. To frustrate him further, the Dark Powers granted Ankhtepot the ability to regain his human form and mortality by draining a human of moisture and life force in a dread sunrise ceremony, but this reversion to mortality lasts only from dawn to nightfall, and during those few daylight hours &amp;quot;under Ra&#039;s gaze&amp;quot; he loses all his supernatural powers, once again becoming a normal human with no appreciable abilities until nightfall, whereupon the transformation is undone. Knowing that he would face an eternity of solitude were he to sacrifice everyone in his domain to fleetingly experience mortality again, Ankhtepot generally prefers to wait and dream until he might rule a larger population, a time he seems unaware will never come. &lt;br /&gt;
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With respect to his crunch, Ankhtepot can be an unholy terror in his Greater Mummy form. He retains much of the high-level spellcasting ability he had in life, his touch-delivered Mummy Rot is both more virulent and harder to cure than almost any other Ravenloft Mummy&#039;s, and those who become infected and are mummified alive become Greater Mummies under his total control. Other aces up his sleeve (or rather, his bandages) are the fact that he commands virtually every mummy in his domain, so if sufficiently provoked he can summon up an entire shambling army of mummies to do his bidding, and the fact that a certain item on his person allows him to heal lost hitpoints very quickly, even if reduced below zero, unless that item is removed from him or his downed &amp;quot;corpse.&amp;quot; Ankhtepot can, however, easily be killed during his bouts of mortality (even though doing so might attract the attention of the Dark Powers since he poses no real threat during these times), but if he is killed while an ordinary human he can reanimate if he is mummified and entombed again. As a result of a possible oversight by the writers, no mention is made of how Ankhtepot might be able to return to unlife should he be defeated in his Greater Mummy form nor how he might be permanently destroyed, though he can simply reform in his tomb in the case of the former and the latter might simply require that both his tomb and his physical body be completely destroyed, resulting in the village of Mudar returning to its home plane and Ankhtepot&#039;s desert joining an adjacent domain.&lt;br /&gt;
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Given the relative lack of sex appeal for mummies compared to the far more famous vampires and werewolves (unless you&#039;re a fan of the [[Tomb Kings]] or [[Mummy: The Curse]]), Ankhtepot and his domain more or less dropped off the face of Ravenloft canon after the AD&amp;amp;D version, and even in AD&amp;amp;D he was fairly passive. Even so, he did affect Ravenloft and D&amp;amp;D at large in one way by creating the first Greater Mummies (AKA &amp;quot;Children of Ankhtepot&amp;quot;) to ever exist in a D&amp;amp;D system, though they have since significantly changed from their original incarnation. Ankhtepot has also been known to send his Mummy and Greater Mummy servants outside of his domain to track and kill grave robbers who defile his tomb and other unfortunates who incur his wrath.&lt;br /&gt;
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Ankhtepot and his domain made his first appearance as the star villain of the classic &#039;&#039;Touch of Death&#039;&#039; Ravenloft module in 1991.&lt;br /&gt;
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Despite not having shown up since AD&amp;amp;D, he was re-introduced to the setting in 5e, albeit with some significant retcons.&lt;br /&gt;
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In an ancient country the inhabitants called the Land of Reeds and Lotuses, Ankhtepot served three generations of pharaohs as high priest. When the second pharaoh died, her unworthy son ascended to the throne. The new pharaoh quickly became unpopular among the people and priests, and Ankhtepot came to believe that the gods wanted himself to take the pharaoh&#039;s place. On the day of the pharaoh&#039;s coronation, Ankhtepot rallied his loyal priests and murdered their liege. Unfortunately he had misjudged both the people&#039;s loyalty and the gods&#039; wills. The people rose up and killed him and his fellow priests, and when he died the gods forsook him and barred him from the afterlife. The gods returned him to the world, but stripped away a piece of his soul called the ka -- the vital spark that inspires all living beings. &lt;br /&gt;
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He awoke immobilized and trapped in his sarcophagus, during which he felt the pain of every cut and every organ removed as if he were alive. One day, after untold years of this suffering, he a voice asking if he still felt he was worthy to rule. Still arrogant after all he had been through, he answered with certainty, and thus emerged from his crypt into the domain of Har’Akir. In this new land, Ankhtepot found a pious people devoted to the same gods he once served, and immediately set to wiping that religion out and replacing their gods with false idols of his own invention. Using blasphemous rites, Ankhtepot resurrected the priests once buried alongside him as powerful mummies, replacing their heads with those of beasts holy to his new faith. These Children of Ankhtepot served him as they did in life, and together the dead conquered the souls of Har’Akir.&lt;br /&gt;
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Since then he has seen much, and known many things, but now he seeks one thing only: to be reconnected with his lost Ka, which he believes will allow him to finally die. Where and what his Ka is now is left up to the DM to decide, as is what happens when he is reunited with it. All of the suggested results are pretty grim, ranging from him being reborn as a living tyrant far more decadent and sadistic than he was as an undead, discovering that he cannot be returned to mortality and deciding to wipe out all life in his domain out of spite, to being reborn and dying soon after only for a war of succession to immediately begin with all the Children of Ankhtepot declaring themselves Ankhtepot II.&lt;br /&gt;
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03-015.pharaohANKHTEPOT.png&lt;br /&gt;
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===Alfred Timothy===&lt;br /&gt;
Darklord of Verbrek, and the archetypal werewolf Darklord of the setting, though by no means the only lycanthrope Darklord in Ravenloft. Alfred Timothy was born to Nathan Timothy (former werewolf Darklord of Arkandale) and an unknown mother. Disdained by Nathan for being frail and sickly in his human form, Alfred in turn disdained his father for his &amp;quot;overly human&amp;quot; interest in ferrying cargo and passengers with his paddleboat (in truth, Nathan was cursed as Darklord of Arkandale to become cripplingly nauseous with &amp;quot;land sickness&amp;quot; anytime he tried to set foot on dry land, but instead of suffering from this curse, Nathan grew so accustomed to boating and the company of his human passengers that he unknowingly lost his Darklordship during the Grand Conjunction, despite still being confined to river waters and remaining an unrepentant serial killer). &lt;br /&gt;
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Leaving to find his own way and to escape the perpetual treatment as the runt of the litter, Alfred happened upon villagers in his father&#039;s domain who regularly made sacrifices to appease a savage being they called [[the Wolf God]] in the hopes of relief from continual attacks by bloodthirsty wolves. Taking inspiration from the sight of humans propitiating a lupine deity and perhaps indulging more than a little megalomania at the prospect of being an object of worship or leading a werewolf-centric religion, Alfred wandered the domains and interrogated clerics he met, sometimes lethally, on how he could become a cleric of this &amp;quot;Wolf God&amp;quot; and use its granted powers to inaugurate a werewolf-led reign of terror over humans. Unfortunately, his efforts and sacrifices were fruitless in provoking any response from this &amp;quot;deity,&amp;quot; and he began to take out his frustrations on any clerics and religious buildings he could find whenever his latest interrogation target failed to provide the missing ingredient to contacting and receiving spells from the Wolf God. After [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425913 one such iconoclastic rampage], Alfred incautiously fell asleep near the mutilated corpses and smouldering wreckage of his latest failure. Not content to &amp;quot;let sleeping dogs lie,&amp;quot; Alfred was discovered, chained, and about to be burned at the stake by vengeful villagers, were it not for a mother-daughter pair of prescient Vistani who purchased his freedom and told Nathan that for this stay of execution, he must allow all Vistani safe passage in the future. Enraged at the possibility of being bound by a bargain struck with &amp;quot;mere&amp;quot; humans, Alfred promptly killed the Vistani mother, and the mists of Ravenloft claimed him for this betrayal, leaving him within his new domain of Verbrek, which eventually grew to encompass his father&#039;s former domain of Arkandale. &lt;br /&gt;
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Now a Darklord, Alfred was initially delighted at having truly become a cleric of the Wolf God, receiving divine spells and being able to &amp;quot;converse&amp;quot; with it (assuming it exists, but if you decide to play with a nonexistent Wolf God, Ravenloft&#039;s Dark Powers have been known to grant divine spells and Alfred might just be hearing voices in his head). The price, as ever with Darklords, was an insidious curse. Alfred wants nothing more than to revel in the bestial fury and passion he once enjoyed as a werewolf, but as Darklord he is forced to transform back into his human form should he ever succumb to any kind of base passion: fear, rage, or lust. Having built a cult of savagery, wanton bloodshed, and debauchery among a large pack of werewolves as the chief priest of the Wolf God, his uncharacteristic unwillingness to practice what he preaches by frequently refraining from hunts and hesitance at finding a mate means his position is growing increasingly precarious. Realizing that widespread knowledge of his weakness would spell his doom (because [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262657 &amp;quot;being an alpha means proving it every full moon&amp;quot;]), Alfred is trying to divest himself of his humanity by commanding and occasionally participating in ever-greater acts of slaughter, dedicating and offering them to his god who has remained silent on this one pressing issue, with the only exceptions to his wrath being the Vistani as he still remembers what happened the last time he killed one. &lt;br /&gt;
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Crunch-wise, Alfred is rather conventional as lycanthrope BBEGs go, aside from his cleric levels and being forced to fight in a calculating and tactical manner unlike most werewolves lest he be forced to return to his much weaker human form. He doesn&#039;t cast a shadow (since his domain is effectively the shadow he casts on Ravenloft), and can even teleport from shadow to shadow within his domain whenever the moon is visible. As an ironic reminder from the Dark Powers of his fundamental weakness, Alfred cannot even supernaturally close the borders of his own domain, short of sending his dire wolf and werewolf minions to patrol them, though the true nature of this additional curse is likely lost on him, since he probably doesn&#039;t know about other Darklords and their ability to close their domain&#039;s borders supernaturally. Though not specifically mentioned, Alfred&#039;s fluff implies that even &#039;&#039;[https://youtu.be/ZxcljnLb95M?t=1m8s harsh language]&#039;&#039; might be one of the most potent weapons against him; if PCs can recognize him in either his wolf or hybrid forms and manage to enrage him through taunts, he will be forced to return to human form and at a minimum be robbed of the natural weapons of his alternate forms, or even be forced to kill any wolf or werewolf witnesses to his weakness with his clerical powers before turning his attentions to the PCs. However, even if Alfred is killed (and his crunch does not mention any method through which he could cheat death), it is likely the Darklordship (and possibly even Alfred&#039;s curse) will simply pass to whichever werewolf in his domain is evil enough for the Dark Powers&#039; liking, preserving Verbrek as a separate domain unless every werewolf in the domain is killed or driven out before the current Darklord&#039;s death. Even then, the Dark Powers can always make more Darklordship candidates, though a more darkly ironic postmortem fate for Alfred&#039;s cult and domain might be for the Wolf God cult to scatter to the winds after Alfred&#039;s death, in essence metastasizing and spreading its cell members and evil elsewhere, while Alfred&#039;s father returns to Arkandale just in time to resume his old Darklordship and hear about his son&#039;s death, saying only &#039;&#039;&amp;quot;So that self-righteous runt finally bit off more than he could chew. No matter. Runts have always thought themselves to be bigger than they are.&amp;quot;&#039;&#039; &lt;br /&gt;
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On a side note, players who want to play a Ravenloft campaign set in Verbrek, but who also want to use [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]] rules instead of relying on older books, might opt to use the official Magic-the-Gathering-to-D&amp;amp;D-5e conversion [[Innistrad|&#039;&#039;Plane Shift: Innistrad&#039;&#039;]] book,  using its rules to play a campaign set in Innistrad&#039;s Kessig province. Kessig is thematically similar to Ravenloft&#039;s Verbrek as both are &amp;quot;werewolf country&amp;quot; locations, minus Darklords and other Ravenloft-exclusive mechanics. Until the Ravenloft setting is more fully adapted for D&amp;amp;D 5e, the Innistrad conversion is probably the best foundation for playing Verbrek in 5e.&lt;br /&gt;
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===Dr. Victor Mordenheim/Adam===&lt;br /&gt;
Co-Darklords of Lamordia, of a sort. Like the character of Victor Frankenstein (best known for creating Frankenstein&#039;s monster) he was based on, Dr. Victor Mordenheim sought to create life and was certain that a soul was not necessary for it to exist. To show him the error of his ways, the gods saw fit to endow the doctor&#039;s creation with a soul--specifically, an irredeemably evil soul. The newly created dread flesh [[golem]] was dubbed Adam, and he soon grew jealous of the love that his maker&#039;s wife Elise and adopted daughter Eva had for him. Adam&#039;s plan to kidnap Elise failed, and instead he killed Eva and wounded Elise so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft. &lt;br /&gt;
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The doctor himself resides in his own mansion, Schloss Mordenheim, spending most of his time obsessively trying to revive his comatose-but-alive wife (who has herself long since gone mad due to her life support system causing her constant pain simply by being active), up to the point of continually constructing new bodies out of exhumed or painlessly-killed female corpses for her, but is cursed to never succeed and to never stop trying. Note that this is not out of love, though Mordenheim still believes that it is--it has become nothing more than a compulsion that has become his only reason for living. Meanwhile, Adam is now the &amp;quot;ruler&amp;quot; of an inhospitable island aptly dubbed the Isle of Agony in the middle of Lamordia inhabited solely by himself, forever cut off from the acceptance that he sought, cursed to feel the doctor&#039;s pain as his own, and rejected by the very land that he supposedly controls (as it is influenced by Mordenheim and not Adam). Adam&#039;s only form of solace comes from sabotaging Dr. Mordenheim&#039;s attempts at reviving Elise just to spite him. Player characters who meet Adam and treat him without pity or revulsion may be able to get some useful information out of him or even get him to open the borders of Lamordia, but he is very prone to anger and is virtually unstoppable once enraged. &lt;br /&gt;
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So strong is Mordenheim&#039;s disbelief in magic that his own domain also (potentially) interferes with divine magic of any kind, making it unreliable, and may even block any magical attempts to heal Elise. Worse still, Mordenheim&#039;s attempts at training apprentices over the years in the vain hope that they might just achieve the necessary breakthrough to restoring Elise has unleashed quite a few mad scientist villains, or monsters born of mad science (such as the Living Brain, a disembodied brain in a life-support jar that uses its psionic powers to direct and dominate a major organized crime ring), onto Ravenloft at large. &lt;br /&gt;
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In a curious twist, Adam is the Darklord and is the one with the power to close Lamordia&#039;s borders, but both Adam and his creator are effectively immortal and ageless, and Mordenheim even shares his creation&#039;s immunities and regenerative properties. If either is killed and their corpse completely destroyed by fire, acid, or even disintegration, either will simply reincarnate into the nearest most recently deceased male corpse (for Mordenheim) or flesh golem corpse (for Adam, and there are a quite a number of these running around Lamordia, made either by Mordenheim as failed bodies for Elise and futile attempts to recreate Adam&#039;s &amp;quot;success,&amp;quot; or Adam&#039;s frustrated attempts at making sympathetic company for himself), and will shortly thereafter shape their new bodies into looking just like their previous selves. The only way to destroy Adam and Mordenheim for good is to destroy them together at the same time. If DMs decide to allow the permanent destruction of Darklords (see above), then the fate of Elise and Lamordia itself is up to them; one appropriate denouement could be that the permanent deaths of Adam and Mordenheim might just be the spark Mordenheim&#039;s machinery needs to briefly restore Elise long enough to rise up and forgive their long-suffering spirits before leading both to their afterlives, just before the land suddenly twists and shifts to reflect the curse and nature of its new Darklord.&lt;br /&gt;
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Adam and Dr. Mordenheim first appeared in the one-shot adventure in a 1994 boxed set named &amp;quot;Adam&#039;s Wrath,&amp;quot; intended for outlander PCs to undertake a [[Weekend in Hell]] adventure.&lt;br /&gt;
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===Sir Tristen Hiregaard/Malken===&lt;br /&gt;
The &amp;quot;Jekyll &amp;amp; Hyde&amp;quot; Darklord of Nova Vaasa. Sir Hiregaard is a staunch, gruff but sincerely righteous man who is dedicated to his people and his land. However, he also plays host to Malken- an alternate personality that takes over Tristen&#039;s body, warping it into [[Caliban (Ravenloft)|a form so hideously ugly one can&#039;t recognize they&#039;re the same person]] and who delights in killing anyone who stands in the way of Hiregaard&#039;s repressed desires.&lt;br /&gt;
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Strangely, Tristen did nothing at all to earn the position of Darklord; Malken is an entity born from a curse that was placed on Tristen&#039;s &#039;&#039;father&#039;&#039; by Tristen&#039;s mother Romir that compelled him to kill every woman he loved and any man who crossed him; Hiregaard Senior was an intensely jealous man and killed his wife and the man teaching her how to waltz in a fit of rage, thinking she was having an affair with him. When he killed himself to escape the curse, the curse passed to Tristen instead. Six years and nine killings after the curse first manifested itself in him, Tristen was taken into the mists and the secret jealousies and angers born from the curse coalesced into the being known as Malken. Tristen is only partially aware of Malken&#039;s existence, just enough to have his guards lock him into his personal chambers when he feels a fit of jealousy or anger coming on. For years he has assumed this has kept Malken in check, but as of late he is starting to suspect that Malken is too clever to be thwarted by mundane confinement despite the latter&#039;s attempts at keeping his influence a secret. Were he to discover the whole truth, he would be willing to do anything to end the curse. &lt;br /&gt;
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This curse is the key to Malken&#039;s immortality; if Tristen is killed, then Tristen&#039;s eldest living male descendant will be possessed - and Malken will keep going down the chain each time his host dies, meaning that unless you find &amp;quot;the right way&amp;quot; to kill him, Malken can only be stopped by massacring Tristen&#039;s entire family line... which the players could potentially belong to. However, if Malken&#039;s host is killed by a woman genuinely in love with that man, then Malken will be dragged screaming into whatever hell-hole awaits him. And given that this would be a massive act of betrayal on that woman&#039;s part, she would likely end up becoming the new Darklord herself.&lt;br /&gt;
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It should also be noted for DMs that &amp;quot;the struggle within his soul&amp;quot; prevents Malken from achieving the proper focus to Close the Borders of his domain, so if you want to run a session or campaign focussed around Nova Vaasa, you had better have a compelling in-universe reason to keep the PCs from simply up and leaving, since canonically DMs can&#039;t force the issue and simply lock the PCs into Nova Vaasa like they can with most other Darklords. It&#039;s possible that if Malken possesses a more evil host, he might just be able to Close the Borders then, but the form such a closed border would take has never been revealed in canon.&lt;br /&gt;
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==Other Darklords==&lt;br /&gt;
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===Addar===&lt;br /&gt;
{{main|Addar}}&lt;br /&gt;
The father of [[Shadow Unicorn]]s and a Darklord of questionable canon. More info on his page.&lt;br /&gt;
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===Azalin Rex===&lt;br /&gt;
Darklord of Darkon. A powerful mage who inherited the rule of the city-state of Knurl, his draconian rule culminated in the execution of his son when he was caught freeing political prisoners. Soon afterward, Azalin became a [[lich]] and devoted himself to searching for a spell that could resurrect the dead; he believed that his son&#039;s sense of compassion was due to a mistake in his upbringing and assumed that if he could be revived that mistake could be fixed.&lt;br /&gt;
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As soon as he was taken into Ravenloft he lost the ability to learn any new magic at all- a terrible thing for any magic user, and even worse for a lich like him who became undead for the sole purpose of gaining more knowledge. This power over memory affects anyone else who enters Darkon as well; staying there for more than three months at a time causes a visitor&#039;s memories to be erased and replaced with false ones of spending one&#039;s whole life in Darkon. Originally an ally of Strahd when he first entered the mists, their relationship soured quickly after a failed attempt at escaping the Demi-plane of Dread temporarily split the former into two separate beings and they&#039;ve remained enemies ever since. Another ill-fated attempt at breaking free in which he planned to become a demilich backfired even more spectacularly. Instead of allowing his essence to be freed from Ravenloft, it dispersed his essence across Darkon and destroyed the domain&#039;s capital. It took five years for him to reassume a corporeal form and take control of his realm again.&lt;br /&gt;
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In 5th edition, Azalin has mysteriously gone missing.  Did he finally outsmart the Dark Powers and escape?  The only clue about where he went is that when he vanished a strange golden star or starlike thing called The King&#039;s Tear appeared in the sky and hasn&#039;t moved since and the sun and moon pass &#039;&#039;behind&#039;&#039; it instead of in front of it every day.  While he is missing his domain is slowly disappearing and has become split into four islands which are ruled by three new not-quite-darklords.  It is up to the DM to decide why he disappeared and why the domain is disappearing but several different possibilities are suggested.&lt;br /&gt;
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STRAHD VON ZAROVICH AND AZALIN REX.jpg&lt;br /&gt;
AZALIN Rex.png&lt;br /&gt;
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===Baron Urik von Kharkov===&lt;br /&gt;
Considered one of the goofier Darklords, albeit not as bad as Tristen ApBlanc, and with a much more usable domain in Valachan. Baron Kharkov is basically half-Blacula and half-Werepanther; he was a black panther that a Red Wizard of Thay turned into a human being to use as an assassin. The Red Wizard arranged for him to fall in love with his rival, and then undid the transfiguration spell on him while they were together so he would tear her apart as a panther. When he was turned back into a human, he freaked out and ran off into the Mists. He found himself in Darkon, where he spent 20 years as a member of Azalin&#039;s secret police (turning into a Nosferatu in the process). He later escaped and subsequently became the Darklord of Valachan after entering the Mists again. We don&#039;t know what he did that turned him into a Darklord, in part due to his own fuzzy memories of what happened during that time, but he claims he killed many people while in the mists, including the Red Wizard that transformed him the first time.&lt;br /&gt;
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Anyway, he&#039;s a blood-drinking black vampire cursed with yellow eyes (that turn into cat&#039;s eyes when he&#039;s pissed off) and with hands that resemble paws, being covered in fur and bearing retractile claws. He can still turn into a panther, in which state his bite turns people into werepanthers, and controls panthers instead of the normal wolves. His curse is to basically relive his most traumatizing event over and over again; he&#039;s constantly seeking a human bride, but once he has one, he can never trust her not to find out that he&#039;s not human, and inevitably murders her in a fit of paranoid fury.  (He should try dating a [[Furry]] fan or Jaqueline Reiner, that would solve it.)&lt;br /&gt;
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In 5th edition he has been killed and succeeded by Chakuna.&lt;br /&gt;
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===Bluebeard===&lt;br /&gt;
A rare darklord actually &#039;&#039;liked&#039;&#039; by his subjects, Bluebeard rules over Blaustein (German: &amp;quot;Blue Stone&amp;quot;), a small nation from an unknown world. His rule was considered just and fair, and as a ruler he was considered to be quite generous. Unfortunately for him, he was an incredibly ugly man -- a blue-tinted beard and all -- which to his credit, he overcame with his own charms... and being incredibly wealthy didn&#039;t hurt either. Despite all of his good qualities, however, Bluebeard could not achieve a lasting marriage.&lt;br /&gt;
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He would find a woman to marry, and soon after the wedding he would leave the castle for a time, handing its care over to his new wife. He would give her a set of keys to every door in the castle, and pointing out the one special golden key which opened a room at the very top floor. His instruction was to never open that particular door, with vague consequences. So far none of his wives have been able to overcome this temptation; and when they did open the door they found his grisly collection of former wives, hung up by meat-hooks with their throats slit. By opening the door, the key -- which was magical in nature -- would have a bloody mark that would appear that could not be removed except by Bluebeard himself. He would return to the castle soon after, and demand to see the keys. If the woman had given into temptation (which each invariably did), she would then share the fate as the other women in the room. Marcella was his fourth wife and victim. Her death was not the final, but eventually Bluebeard&#039;s repeated murders brought Blaustein into Ravenloft.&lt;br /&gt;
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After becoming a darklord, Bluebeard was gifted by the Dark Powers with a minor charisma increase, which does not make him handsome by any means but does not leave him as ugly as he once was. He is also able to perfectly detect any lie. Even after the Mists took hold, Bluebeard is still the de facto leader of Blaustein, although his rule was twisted to be even more sadistic. Simply displeasing him is a death sentence, yet the populace still holds him in incredibly high regard. This is because he also has complete control over their memories, and freely erases or rewrites their recollections of his atrocities.&lt;br /&gt;
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He is unable to marry any woman native to Blaustein, as their visages always twist to the posthumous appearance of one of his dead wives. This curse does not affect women who were born foreign of Blaustein, and Bluebeard along with his subjects are always on the constant lookout for any attractive women who fit this criteria. Lorel, an outlander he grabbed through the Mists, was his latest wife (and victim).&lt;br /&gt;
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Bluebeard is also haunted by the ghosts of the wives he killed. Every third night must be spent in his castle in order to sleep, and he always awakes to the frightening caress of the specters of his murdered wives. Like his subjects, they are utterly devoted to him, yet in the most twisted way possible. While he considers this distressing, it has not stopped him from sending another wife to the same fate.&lt;br /&gt;
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It is currently unknown if he has any dealings with any other nation or darklord, at least beyond welcoming in his harbour ships including those engaged in piracy.&lt;br /&gt;
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He&#039;s mentioned in a single sentence in 5e, which states that apparently his spectral wives overthrew him and now endlessly torment him. Exactly how this happened or what this entails is not elaborated upon.&lt;br /&gt;
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===Captain Alain Monette===&lt;br /&gt;
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Darklord of L&#039;ile de la Tempete. A violent and cruel privateer and captain of the &#039;&#039;Ouragan&#039;&#039;. Eventually his crew snapped from his vicious temper and regular abuse and mutinied against him, keelhauling him thrice before throwing him into the sea. This was meant to be an execution- keelhauling, or dragging a sailor around the keel of a ship to be cut by the barnacles growing on it and hit against the ship&#039;s hull, is traumatic even when it&#039;s only done once and the victim is taken on board the ship afterward. But Alain survived, and washed up on the shores of a small island in the mists. Vampire bats came to drink the blood from his wounds, and Alain survived in turn by eating them- which turned him into a werebat. &lt;br /&gt;
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Alain thus recovered from his keelhauling, but physical health was a cold comfort as he soon found that even with the flight he gained as a werebat, he could not leave his lonesome island. Driven mad by the isolation and cut off from the sea, he now vents his frustrations on those who sail as he no longer can. His island contains a lighthouse, but as with many things in Ravenloft, it&#039;s a trap in the guise of something helpful. Anyone, even outside the Mists, who investigates the light is drawn to the hazardous waters near his lighthouse, where most are shipwrecked. If any survivors somehow make it to shore, Alain will greet them. He&#039;ll be quite friendly, at first- he&#039;s starved for company and news of the outside world. But he&#039;s even more starved for flesh, and within a few days at most he will attack and kill them.&lt;br /&gt;
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===Captain Pieter van Riese===&lt;br /&gt;
Darklord of the Sea of Sorrows. Originally from Gothic Earth&#039;s version of the Netherlands, Pieter was a ship&#039;s captain obsessed with finding the legendary Northwest Passage. When his ship was sunk in an encounter with an iceberg, he offered his own life along with the lives of his crew to any being who could help them forward, and the Dark Powers answered him. Naturally, they didn&#039;t actually give him what he wanted.&lt;br /&gt;
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Pieter is now a ghost, and the captain of the ghost ship &#039;&#039;The Relentless&#039;&#039;. He has the power to summon the ghosts of those who killed others and then were killed in the Sea of Sorrows to crew his ship, and can sail anywhere in his domain. However, he can no longer explore as he wishes, since the island domains in the Sea of Sorrows move around and he can only sail to land that he&#039;s chartered to go to. &lt;br /&gt;
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Pieter is Ravenloft&#039;s answer to the legends of the &#039;&#039;Flying Dutchman&#039;&#039;, a ghost ship that is unable to make port and sails the seas forever. Most versions say that the curse is because of her captain, Hendrick van der Decken, refusing to go to port while crossing the Cape of Good Hope, declaring that he would not make port &amp;quot;though I should beat about here till the day of judgment&amp;quot;. He got shipwrecked in a storm, and the ghost of his ship is now bound by his curse to never be able to rest at port.&lt;br /&gt;
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===Councilor Dominic d&#039;Honaire===&lt;br /&gt;
The darklord of Dementlieu. Originally born in Mordentshire, Dominic led his nanny to suicide at age 7 and then manipulated his family to move away to avoid the Mordentshire police, with the mists giving him the domain of Dementlieu. Dominic is not the domain&#039;s temporal leader but does serve as an adviser for Marcel Guignol, Dementlieu&#039;s head of state. However, Dominic has much more power than his official position would suggest. The darklord&#039;s power is domination over the minds of other people on a prodigious scale. A great many in the land, including its recognized head, are his obedients and through this network he knows whatever goes on in his land. &lt;br /&gt;
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His personal curse is that any woman he woos sees him as more repulsive the more he is attracted to her. Also, for some time his rule is challenged by an entity who is called (and virtually is) the Living Brain (re: &#039;&#039;Sherlock Holmes&#039;&#039;&#039; Moriarty), the last remains of Rudolph von Aubrecker, the youngest son of Lamordia&#039;s political ruler.&lt;br /&gt;
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in 5e, the domain was revamped and the Darklord is now Saidra d’Honaire, though there is a plot hook that hints he&#039;s still around and trying to get his position back (then again Dementlieu is now a place where everyone pretends).&lt;br /&gt;
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===&amp;quot;Death&amp;quot;===&lt;br /&gt;
Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). He is one of several minor Darklords that took over pieces of Darkon in Azalin&#039;s absence during the [[Grim Harvest]] and the only one of them to become a full Darklord after Azalin came back.  Originally a clone of Azalin made by him as part of a convoluted scheme to bypass his curse, he was transformed into a negative energy elemental by the prototype version of the &amp;quot;Doomsday Device&amp;quot; Azalin thought would make him into a demilich. When it backfired, the massive surge of negative energy it released killed the whole of Il-Aluk&#039;s population. &amp;quot;Death&amp;quot; then claimed the ruined capital and its remaining undead inhabitants as its own, and after Azalin reconstituted himself Necropolis became its own domain. A shroud of negative energy still remains over Necropolis, which instantly kills all non-undead which attempt to enter its borders.&lt;br /&gt;
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===Draga Salt-Biter===&lt;br /&gt;
&lt;br /&gt;
Darklord of Saragoss, a watery domain where the only analogue to &#039;land&#039; is &#039;places where the seaweed is clumped particularly tight&#039;. Draga is a [[Therianthrope|wereshark]] pirate [[Cleric]] of [[Umberlee]] with a deep-rooted fear of sharks. Yes, it&#039;s ironic that he hates sharks while being able to turn into one. He knows. He got both his wereshark infection and his fear of sharks in the same incident; as a child, he was captured by a crew of pirates, who stuck a hook into one of his calves and dangled him into shark-infested waters, understandably traumatizing the kid. And after his own piracy and terrorism of the seas in Umberlee&#039;s name caught the Dark Powers&#039; attention, they saw no reason to mess with a perfectly good case of irony and gave him a neat selection of new powers... all of which were shark-themed. He controls sharks, can only breathe underwater (though he also has a ring of air-breathing that allows him to surface for a few hours at a time), and his resurrection method involves his spirit being reborn via sharks. He&#039;s also becoming increasingly shark-like in mentality as time passes, a prospect which terrifies him.&lt;br /&gt;
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===Dr. Daclaud Heinfroth===&lt;br /&gt;
&lt;br /&gt;
Darklord of Dominia. Reknowned throughout the Demiplane of Dread as an expert on mental illness, few know the dark secret behind his knowledge. Terrified of falling victim to the heredity madness that plagued his family, Heinfroth conducted horrific experiments on his mental patients to deepen his understanding of insanity. One of these experiments turned him into the first cerebral vampire, a vampire subspecies that feeds on cerebral fluid instead of blood.&lt;br /&gt;
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===Dr. Frantisek Markov===&lt;br /&gt;
Darklord of Markovia. Originally a pig farmer from Barovia, he grew increasingly obsessed with the anatomy of the pigs he butchered and began to perform bizarre experiments on them that wouldn&#039;t be out of place in a [[Haemonculus]]&#039; laboratory. When his &amp;quot;subjects&amp;quot; inevitably died, he simply sold the meat without telling anyone what he had done to it first. Eventually his wife discovered his gruesome hobby and threatened to expose him, at which time she ended up becoming one of his experiments as well. After three days of vivisection, she finally expired- her corpse was so horrifically mangled that when it was first discovered it was mistaken for the remains of a monster. When Markov&#039;s involvement in her death became clear, the mists claimed him and made him a Darklord.&lt;br /&gt;
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Fittingly, Markov&#039;s curse allows him to shapeshift into any animal form he wishes (save for his head, which remains human), but is incapable of assuming his original human form. As a result, he normally takes the shape of a gorilla in order to continue his increasingly deranged experiments without being impeded by a lack of thumbs. Said experiments culminated in the creation of the &amp;quot;[[Broken One]]s&amp;quot;- animals (and the occasional unlucky human) that have been surgically mutilated into a human-animal hybrid form and given a semblance of intellect, similar to the Beast Folk of &#039;&#039;The Island of Dr. Moreau&#039;&#039;. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.&lt;br /&gt;
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===Easan the Mad===&lt;br /&gt;
Darklord and ruler of Vechor. Easan has the power to reshape the land, and even reality itself, within his domain. Combined with his capricious whims, his power makes the realm a place of constant change. &lt;br /&gt;
&lt;br /&gt;
Easan is a short wood elf and former agitator for a war against Iuz the Evil. For his efforts, he was seemingly driven mad by the possession of a fiend. Now Easan only looks for a cure to his madness, but he is willing to tear many innocent lives apart, and maybe even reality itself, to find a cure. His vile research has focused on souls and soul transference. Among other monstrosities, his research created the dread mechanical golem from fellow outlander Ahmi Vanjuko.&lt;br /&gt;
&lt;br /&gt;
It all started on the outlander world of Oerth. Easan argued the cause for war to his colleagues among the rulers of a tiny elf kingdom bordering Iuz&#039;s empire. To make an example of the upstart elf, Iuz ordered his agents to kidnap Easan. With Easan rendered helpless before him, Iuz bound a fiend to Easan.&lt;br /&gt;
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The presence of the fiend within Easan began eating away at his mind. Many magical means of expulsion failed, including the divine magic of [[St. Cuthbert]]&#039;s followers. In an effort to find a way to free himself from the fiend, Easan visited a far-off island of mystics. They managed to suppress the fiend for a time, but eventually the monks and their island were rent asunder by a disaster of mysterious circumstances. Only Easan came out of it alive. The cause of the incident was Iuz&#039;s visit to the island and his ensuing frustration at Easan&#039;s seeming mastery over the fiendish spirit within. Iuz brought about the magical destruction that wiped out the entire island.&lt;br /&gt;
&lt;br /&gt;
Whereas Easan emerged from the disaster with his body intact, his mind had only deteriorated further. The fiend had returned, but Easan did not give up hope. Where religion had failed, Easan resolved to find a way to banish the fiend with perverse experiments. Easan sacrificed many lives in his pursuit for a cure before he was taken in by the Mists. &lt;br /&gt;
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Eventually, Easan noticed he was in a foreign, if familiar, land where he was viewed as a god. Indeed, he now had the power to warp reality (albeit slowly) within his own domain. Although he enjoys this from time to time, for the most part he remains obsessed with finding secrets of the soul. For all his power, he cannot seem to best his own inner demons, for he has all but forgotten the reasons why he began his foul research.&lt;br /&gt;
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In truth, Easan never had a fiend implanted in him at all. It was all merely a deception to throw him off balance. Still, Easan&#039;s mind locked onto it, and when others couldn&#039;t detect the nonexistent affliction, Easan turned to his own methods for finding a cure.&lt;br /&gt;
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===Ebonbane===&lt;br /&gt;
First introduced in the Darklords sourcebook, Ebonbane is a villainous character strongly associated with the mythos surrounding the Shadowborn Family and the Shadowlands cluster. In universe, Ebonbane is a source of horrific evil that has been opposed by Lady Kateri Shadowborn and her kin for almost two centuries, going back to the Heretical Wars on the Prime Material Plane. Once a powerful fiend known as Lussimar, Ebonbane was conjured and trapped inside a sword by mortal spellcasters. Ebonbane struck back at its summoners and enslaved them. After Ebonbane killed Kateri Shadowborn, it became darklord of Shadowborn Manor, the former residence of its nemesis.&lt;br /&gt;
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===Elena Faith-Hold===&lt;br /&gt;
Darklord of Nidala. Elena was a [[Paladin]] of the god [[Belenus]] that acted as a guardian of a land also called Nidala, but her devotion to Belenus was tainted by her fondness for the adoration of the masses. Following a great crusade against the forces of evil, the people began to scorn those who did not worship Belenus. The more zealous members of the clergy appealed to her vanity and drive to please Belenus, and soon she grew so fanatical that after the &amp;quot;non-believers&amp;quot; were wiped out, she turned on followers that she deemed unworthy, always finding some new target for her purges. For this, Belenus withdrew his support, but Elena never realized that she fell because her formerly [[Lawful Stupid]] tendencies had blossomed into full-fledged self-righteousness- thus leaving her incapable of  even considering that she might have gone astray from her god&#039;s teachings. &lt;br /&gt;
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Believing her fall to be only a test of faith, she grew ever more ruthless in purging those who she deemed unclean, until she was eventually drawn by the Mists into the Demiplane of Dread. She didn&#039;t actually become a Darklord until later, when she started slaughtering entire villages because she saw more evil than good in them (not knowing that she was only looking at the worst parts of each town). At that point, she was given the domain of Nidala, which she runs as a dour police state, forbidding all practices she sees as evil while allowing her cult of personality to reach new heights. When she considers a town to be too corrupted, she and her followers destroy it, blaming the deed on the fictional [[dragon]] Banemaw. Ironically enough, in her domain the true dogma of Belenus is considered [[Heresy]], and her servant/&amp;quot;spiritual guide&amp;quot; Theokos (a fiend-like entity masquerading as a [[Cleric]] of Belenus) strives to wipe it out entirely. &lt;br /&gt;
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As a Darklord, Elena has her paladin powers back, except they&#039;re from the Dark Powers, so they&#039;re warped in ways that Elena is in severe denial about (to the point where she&#039;s a straight [[Blackguard]] in some writeups). Her unicorn steed is now fiendish, she commands undead instead of turning them, her Aura of Courage is an Aura of Despair, she can only heal herself or her steed, and most notably her Detect Evil power instead detects strong emotions that others feel towards her (any emotion works, so someone who genuinely loves her will still be detected as &amp;quot;evil&amp;quot; with predictable results), leaving them vulnerable to her version of Smite Evil. Naturally, Elana refuses to believe that her Detect Evil power doesn&#039;t actually work as it&#039;s supposed to and insists that the inability of anyone else to use Detect Evil in the Demiplane of Dread is proof of their spiritual impurity. She is also able to &amp;quot;convert&amp;quot; foes to her side as loyal servants who will gladly die for her, which functions like an enhanced humanoid-only version of Charm Monster. &lt;br /&gt;
&lt;br /&gt;
She is cursed with bouts of self-doubt, and once every week she must take a midnight ride as a chorus of voices denounce her for becoming one of the forces of evil she once fought against.&lt;br /&gt;
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===Eli Van Hassen===&lt;br /&gt;
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Darklord of the Endless Road, and a creation of the 4th edition to replace the infamously-dubious Headless Horseman and his Winding Road domain. Eli, unlike the Horseman, has an actual known reason to be Darklord, with the Horseman being downgraded to part of Eli&#039;s curse. &lt;br /&gt;
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Eli was once a minor nobleman who ruled over a hamlet called Tranquility, despite having much grander ambitions. When his lands were ravaged by a hydra, a wandering horseman came by and slew the beast, being lauded as a hero. Eli was filled with envy as the huntsman received praise and admiration that he didn&#039;t, and his daughter falling in love with the man was the last straw. He forced the girl to claim that the Horseman had raped her, whipped the denizens of Tranquility into a frenzied mob, and executed the innocent man. Drawn to the Demiplane of Dread for this crime, Eli is now trapped on his estate, for the Headless Horseman, the spectre of the hero he murdered, wanders the road outside and will kill Eli if he ever steps beyond his estate&#039;s boundaries.&lt;br /&gt;
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===Gabrielle Aderre===&lt;br /&gt;
Darklord of Invidia. A [[half-Vistani]] whose mother was raped by Drakov and was rejected by her fellow Vistani, she had always fantasized about her father&#039;s identity and resented her mother&#039;s unwillingness to speak of him, as well as her warning that if she bore a child it would end in disaster for everyone around her. When her mother was attacked by a werewolf, Gabrielle refused to aid her until she revealed the truth about her father. But when her mother did so, Gabrielle refused to believe it and left her to die. The mists took her after that, and she came to be cursed with an inability to cause direct harm to the [[Vistani]], either physically or magically. Soon afterward she came to become the temporal leader of Invidia as well as its darklord, an opportunity that allowed her to begin persecuting the Vistani in spite of her curse. &lt;br /&gt;
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She took many lovers as Invidia&#039;s ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling himself &amp;quot;The Gentleman Caller&amp;quot; and left pregnant by him. Her son Malocchio soon proved to be one of the Dukkar- one of the rare males of Vistani blood with The Sight. On its own this would be a cause for concern among the Vistani, as the Dukkar is effectively the Vistani equivalent of the Antichrist; however, Gabrielle went even further and taught him to hate the Vistani as much as she did. Ultimately she taught him too well, as Malocchio betrayed Gabrielle and took the position of Invidia&#039;s temporal ruler for himself. She survived due to the intervention of Blanchard, but since then Malocchio has been the ruler of Invidia, persecuting the Vistani far more effectively than Gabrielle ever could have done. The only reason he has yet to kill her is because he knows that if she dies, he will inevitably inherit her title of Darklord, which he has no interest in gaining.&lt;br /&gt;
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===Gregor Zolnik===&lt;br /&gt;
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Darklord of Vorostokov. The only known Darklord from [[Birthright]], Gregor is descended from Azrai, and lives down to the bloodline&#039;s negative reputation. Gregor was an excellent hunter, and back in Cerilia, his skills saved his village during an exceptionally harsh winter. Gregor loved being a hero to the people, but his talent for hunting couldn&#039;t work so well every winter. And so, to keep bringing back meat, he started hunting humans. This drew Vorostokov into Ravenloft, where the winter has continued ever since (though recently it has shown some signs of abatement). Gregor still &amp;quot;hunts&amp;quot; for his people, although they&#039;ve started to cotton on to Gregor&#039;s lies and resent their dependence on him, they have no other choice, for Gregor forbids anyone else from hunting. &lt;br /&gt;
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Gregor is a [[Loup du Noir]], and the boyarsky who support him are the same, as he infected them. His two sons are also nascent Loup du Noir, but the younger, Mikhail, wishes to escape him. &lt;br /&gt;
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===Gwydion the Sorceror-Fiend===&lt;br /&gt;
Darklord of the Shadow Rift, and such an asshole that even the &#039;&#039;Shadow Fey&#039;&#039; think he&#039;s a monster. He is also responsible for their current state, as prior to Ravenloft, he was a powerful warlord on the Plane of Shadow, and to sate his ambitions, he kidnapped a bunch of normal fey, turned them into the Shadow Fey, and told them to create an interdimensional portal so he could use them as an army to conquer other planes. This worked as well as could be expected [[Derp|considering he had no mental domination of his creations]]. The Shadow Fey made a portal, alright... but it wasn&#039;t to the Prime Material and the armies that marched through it were actually a mass exodus of the Shadow Fey, hidden by illusions.&lt;br /&gt;
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Gwydion eventually discovered the Shadow Fey&#039;s treachery, but it was too late, and by the time he got to the portal to stop them, the exodus was almost complete. The Shadow Fey king, Arak, held Gwydion back long enough for the Shadow Fey to all escape and seal the portal while Gwydion was going through it, trapping the Sorceror-Fiend. The other side of the portal led to the Demiplane of Dread, where the Dark Powers created the Shadow Rift to contain Gwydion further.&lt;br /&gt;
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And that&#039;s pretty much how it remains. Aside from a failed escape attempt during the Grand Conjunction, Gwydion has remained stuck in that portal, unable to do anything but watch and send Shadow Fey an occasional bad dream. &lt;br /&gt;
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===Haki Shinpi===&lt;br /&gt;
Darklord of Rokushima Táiyoo. He&#039;s a powerless [[Geist]] that, in life, was a powerful [[samurai]] and clan leader that forged a big and powerful empire. He felt pride in the fact that his clan and lands held together while others fell to discord, despair, and war, which he helped to instigate via manipulation and betrayal. Haki Shinpi somewhat lived by the code of Bushido but abused and exploited it to manipulate his nemeses, play them against each other, and run their hopes into the ground. &lt;br /&gt;
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Shortly prior to Haki&#039;s death, he made it known that each of his six sons would inherit part of his conquered lands evenly. As expected, this went swimmingly for everyone involved. After his death, his children turned to bickering and then all out war against each other. Two of his children met their doom, and their islands were leveled by earthquakes before Rokushima Taiyoo was brought into the Demiplane of Dread.&lt;br /&gt;
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Far from the influential and powerful man he was in life, Haki Shinpi can now do little to keep his sons from tearing his land apart in civil war.&lt;br /&gt;
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===Harkon Lukas===&lt;br /&gt;
Darklord of Kartakass. A [[wolfwere]] bard from the [[Forgotten Realms]] unusual among his kind for his highly social nature, as most wolfweres are lone predators who only come together temporarily to breed. Seeing as how he couldn&#039;t get other wolfweres to agree to hang around together, he started focusing more on integrating into human society. He still hunted and ate humans, but he also gained a genuine love of human culture and of the idea of being somebody important. One day, for no reason since he&#039;d basically been doing the same stuff any wolfwere does, just spending a bit more time in town in between kills, the Dark Powers grabbed his ass and yanked him into Barovia. At which point he went on an anti-wolf killing spree for, again, no particular reason. This attracted Strahd&#039;s attention, and he nearly killed Lukas, forcing the wolfwere to flee into the Mists, which gave him his own domain of Kartakass. Which, much to his frustration, is a tiny, rustic place where the most power he&#039;ll ever have is being mayor of a small town, so he&#039;s got the letter of what he wanted but not the spirit, making for a hollow victory.&lt;br /&gt;
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The 5th edition version of Harkon Lukas is a [[Loup-garou]] instead of a wolfwere, and it changes some of the other details about him. As in the original, he had dreams of a [[werewolf]] society - an empire of werewolves, in fact - but that dream was dashed by the werewolf indifference to gathering in large numbers. So he tried to forge an empire amongst [[human]]s, this time actually directly getting involved; ultimately, he led a revolution against a king by faking his own death as a martyr to stir up riots, then using these to get him close enough to the king that he could burst out of the coffin his followers were carrying him around in, rip the king to shreds, and take the king&#039;s crown for himself... which was when the mists swallowed him and he found himself in Kartakass. His curse is also tweaked slightly as well; rather than being doomed to never rise above the position of mayor, he&#039;s doomed to never rise above the even less prestigious position of nearly-forgotten, washed-up performer.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-022.harkon-lukas.png&lt;br /&gt;
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===Hazlik===&lt;br /&gt;
Darklord of Hazlan. A gay [[Forgotten Realms|Red Wizard of Thay]] who was publicly humiliated and stripped of his status by his female rival and her boyfriend, the latter of which he lusted after. As revenge, he murdered the guy, made his girlfriend eat his corpse, then tortured her to death as well, at which time he was then swept up by the mists. His curse is to suffer from nightmares of his now-inaccessible rivals defeating him with impunity and generally humiliating him every night, which has made him even more fixated on getting revenge against the Red Wizards. So he&#039;s crafting plans to cast a spell that will genocide all members of his race, the Mulan, throughout the multiverse. To escape being killed by said genocide spell himself, he&#039;s prepared to bodysnatch his female Rashemani apprentice when he&#039;s ready to use it.&lt;br /&gt;
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The 5e version retcons him quite a bit. Once an ambitious Red Wizard with a habit of horribly scarring his rivals, Hazlik came to believe that his lover/rival, a man named Indreficus, was planning to betray him. In retribution, he captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented what had become of his former lover as to the zulkirs with hopes to impress them, only to be told Indreficus did not betray him and he had merely been manipulated by the zulkirs into thinking so as a way to halt the ambitious pair&#039;s ascent. They then declared Hazlik’s transformation of Indreficus an abomination, and that as punishment, every rival Hazlik had defeated could exact a penance of their choosing upon him. In desperation, Hazlik fled through the twisted portal that had been Indreficus and found himself in the demiplane of dread, where he eventually found his way to a realm that knew nothing of magic.&lt;br /&gt;
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As well as his old nightmares (which are now of Indreficus taunting him for his failures), he also has a new curse borrowed from the now-absent Azalin Rex, making him unable to learn any new magic. On top of no longer being able to advance the magical research that used to drive his life, he&#039;s also absolutely terrified that anyone will learn of his limitations.&lt;br /&gt;
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===Hive Queen===&lt;br /&gt;
Darklord of the sewer domain of Timor that lies beneath Paridon, and a half-Marikith because somebody thought it was time to rip off the Aliens franchise. She wasn&#039;t always a monster, though. She was originally a spoiled princess who decided one day to scare her mother to death. To do this, she seduced a wizard into casting an illusion of her transforming into a half-Marikith, but when said wizard saw her with her real lover, he decided to spice up the spell a bit by removing the &#039;illusion&#039; bit and &#039;&#039;actually&#039;&#039; transforming her. She now lurks in the sewers as the Queen of the Marikiths, regularly laying more Marikith eggs. But she fears being usurped even from what little power she has, so if any of those eggs hatches another Marikith Queen, the Hive Queen kills the hatchling.&lt;br /&gt;
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===Illithid God-Brain===&lt;br /&gt;
The darklord of Bluetspur is an [[illithid]] [[Elder Brain]], a massive conglomeration of the brain of every dead illithid, merged together into a new, living, entirely alien entity. It&#039;s the reason using psionic powers in Ravenloft is a dicey proposition, as the God-Brain might notice and attempt to integrate you into itself. It&#039;s notable for having &#039;&#039;&#039;no&#039;&#039;&#039; attempt to justify its position in Ravenloft whatsoever, with the original writeup in the Red Box, the original Ravenloft campaign setting collection, literally saying that nobody knows why it&#039;s in the [[Demiplane of Dread]], what crime it committed to end up here, or even how it&#039;s actually being tormented by its stay here!&lt;br /&gt;
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The &#039;&#039;Book of Sacrifices&#039;&#039; gives it a backstory and reason for its Darklordship. Its core persona was once a human psion named Seldrid, whose people were at war with the Illithids. Eventually, they began to win for good once the Illithid Elder Brain started to die, but unfortunately for them, Seldrid had come to admire the Illithids&#039; power and discipline, and merged with the Elder Brain to revive it. This act of betraying his people to such a great evil caught the Dark Powers&#039; attention, and as the Illithids sacked his home city, they drew the country into the Demiplane of Dread as Bluetspur, with the Seldrid-brain as Darklord. Seldrid&#039;s curse is an inability to transfer his consciousness as he once did or to integrate any new consciousnesses into himself. Now trapped as a giant brain in a pool with nothing but Illithid tadpoles for company, unable to make himself more mobile or gain any outside experiences, Seldrid has gone quite insane.&lt;br /&gt;
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5th edition has its own take on the idea. In a nutshell, the God-Brain hails from the era when the Illithid empire was at its peak, performing whatever blasphemous experiments took its fancy until it literally thought something that was unthinkable. That is, it had a thought so blasphemous, so utterly inimical to reality itself, that even an Elder Brain couldn&#039;t actually think it. Becoming obsessed with this ineffable thought, the God-Brain began cannibalizing other Elder Brains to try and upgrade itself to the point where it could finally contemplate this mysterious thought-form. Instead, it just gave itself a kind of aggressive psychic cancer, which began fatally necrotizing the God-Brain&#039;s neural tissues. Aghast at its behavior and terrified of catching the disease themselves, the other Elder Brains pooled their powers and tried to erase the God-Brain from existence; thanks to the meddling of the [[Dark Powers]], they only succeeded in banishing the God-Brain to the [[Demiplane of Dread]]. Now the God-Brain struggles endlessly to both find a cure for its disease and to manifest the alien thought-form still gestating inside of it, all the while subconsciously aware that there is &#039;&#039;&#039;nothing&#039;&#039;&#039; it can do to achieve either goal, but desperate to fight for every last moment of life.&lt;br /&gt;
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In 5th edition at least, the God-Brain cannot fully close the borders like other Darklords do.  When the borders are closed, the surface of Bluetspur becomes covered in lightning storms and anybody who isn&#039;t a aberration that exits the domain both by above or by below ground suddenly wakes ups in a familiar place with no memories of their time in Bluetspur.&lt;br /&gt;
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===Inza Magdova Kulchevitch===&lt;br /&gt;
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The current Darklord of Sithicus, replacing Lord Soth. She was born in Gundarak, on the night Duke Gundar was assassinated, and two years later, her caravan wandered into Sithicus, where they were trapped, although her mother Magda managed to bargain for protection with Soth.&lt;br /&gt;
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Inza&#039;s dark mindset showed from a very early age. Even as a child she loved thieving and manipulating the giorgio of Sithicus, and for the most part stood aside from her tribe. Her only friend was Piotr, a boy 1 year her senior, and this wasn&#039;t such a good thing as Inza pushed him to join her in both emnity to the giorgios and bullying a boy named Nikolas for his kindness towards non-Vistani. Their friendship eventually came to an end when Inza allowed Nikolas to be brutally beaten and pinned the blame on Piotr. Inza also hated animals, since they were not fooled by her facade of innocence, and would torture and kill them on the sly. None of this disturbing behavior ever reached Magda, who doted on her daughter, but by adulthood her rampant kleptomania and unlikeable personality had alienated most of the other Vistani.&lt;br /&gt;
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Inza became Darklord of Sithicus after betraying her mother and caravan to Malocchio Aderre, breaking the caravan&#039;s oath to Lord Soth in the process. She attempted to usurp Soth&#039;s power, but was foiled and as the surviving members of her caravan hunted her down, she leapt into a chasm to escape. The darkness within the chasm surrounded and embraced her, turning her into the new Darklord.&lt;br /&gt;
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As Darklord, Inza exists as a force of corruption. Her curse is twofold- first, her form has become a mass of shadow, and she has to concentrate to look human. Second, she stole, manipulated, and was a general bitch because of her philosophy that everyone was as evil as her at heart. The presence of true heroes in her domain (to say nothing of the redeemed spirit of Lord Soth himself) has shaken her to the core, and despite all her efforts to stomp out the forces of good in her domain, they still exist as thorns in her side.&lt;br /&gt;
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===Ivana Bortisi===&lt;br /&gt;
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Darklord of Borca, and a reference to the titular character of &#039;&#039;Rappaccini&#039;s Daughter&#039;&#039;. Ivana inherited the domain by poisoning her lover for cheating with her mother Camille (who she also poisoned). Thus, Ivana inherited Camille&#039;s domain, along with immunity and power over poison. This, of course, came with a curse- Ivana cannot turn her lethally poisonous touch &#039;&#039;off&#039;&#039;, and thus will never be able to take a lover. &lt;br /&gt;
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Ivana is best known for the creation of Ermordenung, humans infused with poison to make them super-assassins. The first of these was Nostalia Romaine, Ivana&#039;s childhood friend and the one to actually do the dirty work of killing Camille.&lt;br /&gt;
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5e retcons her a bit, though not nearly as much as Borca&#039;s other Darklord. While the whole thing with her mother seducing her lover did still happen, there&#039;s no mention of her poisoning her lover and it&#039;s not the only reason she kills her mother. Rather, she murdered her brothers and mother in an attempt to force her father to name her his heir. When he still refused to do so, insisting that her cousin Ivan Dilisnya would be his sole inheritor instead, she murdered him and all of their servants with poison gas. She&#039;s still terrified of the possibility of her father&#039;s will being found, as that would mean that the business she&#039;s worked so hard to grow would go to her childish and depraved cousin.&lt;br /&gt;
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Her poisonous touch is gone, with her curse now being the more mundane and psychological torments of boredom due to feeling like no one around her is her intellectual peer, and the fact that she is never given the respect she feels she is owed, always being doubted, second-guessed, and looked down upon just like her father did.&lt;br /&gt;
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03-007.ivana-boritsi.png&lt;br /&gt;
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===Ivan Dilisnya===&lt;br /&gt;
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Co-Darklord of Borca, and former darklord of Dorvinia. He&#039;s a cousin to Ivana Bortisi, and shares many similarities with her, most notably his love of poisoning people who draw his ire. After he poisoned his sister (who he lusted after) and her husband, he became a Darklord. His curse is simple but effective; his greatest pleasure aside from killing was fine food and drink, so he lost his sense of taste, rendering all the luxury around him hollow and unenjoyable.&lt;br /&gt;
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His similar nature and modus operandi to his cousin caused their domains to fuse together under the name of Borca during the Grand Conjunction. Both he and Ivana are immune to poison and can create any toxin they can imagine, but Ivana has one more gift- agelessness. Ivan is desperate to learn the secret to her immortality, and refuses to believe she has no idea how she came by the gift (the Dark Powers granted it). Unlike Ivana, Ivan doesn&#039;t create Ermordenung, but he does have one nasty trick up his sleeve: Borrowed Time, a poison that only he can create. It stays in one&#039;s bloodstream for life and causes lethal convulsions every sunset unless you&#039;ve ingested the antidote, &#039;Mercy&#039;, which is also something only Ivan can create, that day. Most of his minions are thus held hostage, knowing that Ivan holds the key to each day of their lives.&lt;br /&gt;
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5e retcons him heavily; while he&#039;s still the cousin of Ivana and co-darklord of Borca who envies his cousin&#039;s immortality, that&#039;s pretty much all that stays the same. Ivan was groomed from a young age to be the head of a noble family, but despite all the opportunity in the world he instead took to wallowing in childish depravity, his family ignoring and enabling his worst and strangest impulses as they hoped he would grow out of it. He of course did not grow out of it, only becoming more violent and immature as he aged. On the same night that Ivana Boritsi poisoned her family, Ivan learned of his parents’ intention to send his beloved sister Kristina to a prestigious boarding school, and murdered his entire family for it.&lt;br /&gt;
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He now resides in the Dilisnya family estate, a twisted funhouse that he lures people to to torment. Those unable to escape are eventually forced to don the colorful uniforms of the Dilisnya household staff and become Ivan’s new servants. He rarely leaves the estate, instead communicating through letters and acting through his &amp;quot;toys,&amp;quot; animate creatures of clockwork or cloth provided to him by the Dark Powers. &lt;br /&gt;
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Like Ivana, Ivan&#039;s curse is a more mundane and psychological one than it was in earlier editions. He was given everything, destroyed it all, and doesn’t know how to live. He endlessly creates fawning, fake family from clockwork creations to distract him from his solitude. He both resents Ivana, his closest relative, and views her as his only peer and a potential replacement for his sister, but Ivana hates him and avoids him at all costs.&lt;br /&gt;
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===Jaqueline Reiner===&lt;br /&gt;
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Darklord of Richemulot. Appropriately to the name, she&#039;s a natural wererat, born to a wererat branch of the Reiner family. The Reiners followed their patriarch Claude into the mists, where he reigned as Richemulot&#039;s original Darklord, but eventually Jaqueline had enough of his abuse and killed him, taking on his title of Darklord in the process. And while that title came with neat perks like control over Richemulot, it also came with a pair of curses. &lt;br /&gt;
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First, Jaqueline suffers from intense monophobia. She hates nothing worse than being alone, but her entire family is made up of evil wererats whom she &#039;&#039;also&#039;&#039; really hates, so being in their company is not that much better. Second, while Jaqueline falls in love easily, she will involuntarily shift into rat form whenever she&#039;s alone with someone she truly loves. And while that love is as genuine as anything Jaqueline has experienced, she can never muster up the trust that her lover will accept her as a wererat, and she almost invariably then kills him. She might make a good pair with Urik von Kharkov, but Darklords can never leave their domains and it&#039;s uncertain if she knows about him.&lt;br /&gt;
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5e replaced her with the very-slightly-differently-named Jacqueline Reiner, details about which can be found in her own section below.&lt;br /&gt;
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===King Crocodile===&lt;br /&gt;
Yes, Ravenloft even has Darklords that are talking animals! No, you cannot [[Furry|play as one yourself]]. &lt;br /&gt;
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King Crocodile is the savage and bestial Darklord of the equally savage and bestial Wildlands, which is based on Rudyard Kipling&#039;s &#039;&#039;Just-So Stories&#039;&#039; and &#039;&#039;The Jungle Book&#039;&#039;. This talking crocodile was so bloodthirsty and ferocious to his fellow talking animals in the jungle, they begged the hairless apes (i.e. humans) to come and kill him, but instead of holding up their end of the bargain, the hairless apes just started destroying the jungle for resources and colonizing it. This drove the other talking animals into pleading for King Crocodile to kill the hairless apes, and he agreed on the condition that the other animals all loan him their powers, which they did with the exception of the Python (the &amp;quot;wisest of the animals&amp;quot;) and the Fly (whom King Crocodile thought was too insignificant to matter). &lt;br /&gt;
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King Crocodile did slake his bloodthirsty appetite on the hairless apes and drove them out, but instead of returning the other animals&#039; powers when he was finished as he had promised, he instead returned to his old ways of gorging himself on the animal population even more wantonly and gluttonously than before. It was at this point that the Python told King Crocodile a prophecy, which was that King Crocodile would either be killed by one of the hairless apes or by something he thought was pathetic and beneath him. With this done, the Python and his fellow snakes left King Crocodile&#039;s jungle to its fate at the hands of Ravenloft&#039;s Dark Powers, who quickly claimed the land as their own. &lt;br /&gt;
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True to the Python&#039;s words, King Crocodile is slowly dying of the sleeping sickness spread by the flies, and the only thing that might help him are the hairless apes. But he is unable to keep himself from attacking any who might cure his affliction, and might attack them even if they do help him. The other talking animals still live in fear of King Crocodile and will implore any player characters they meet to dispose of him, but the cycle of betrayal in this land is only doomed to repeat itself. As a result, even if the player characters succeed in killing King Crocodile none of the talking animals will honour their words and the other crocodiles will fight to the death to assume King Crocodile&#039;s crown (and his cursed fate), as &amp;quot;&#039;&#039;gratitude is not a quality well-known in the jungle.&#039;&#039;&amp;quot;&lt;br /&gt;
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===Kas===&lt;br /&gt;
Darklord of Tovag.  The infamous vampire who betrayed [[Vecna]] and cut off his hand and eye.  Was drawn into the mists at the same time as Vecna and the two of them were at constant war with each other until Vecna escaped.  It is confirmed in 5th edition that Kas is still in the Demiplane of Dread and also is unaware that Vecna is gone.  He repeatedly sends out armies to attack Vecna which never return, leaving him increasingly frustrated.&lt;br /&gt;
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In the [[World Axis]] cosmology from 4th edition, he&#039;s not a Darklord, but he &#039;&#039;does&#039;&#039; hang out in the Domain of Dread called Monadhan; because he&#039;s figured out how to freely leave the domain whenever he wishes, he&#039;s turned it into his own personal base under the nose of its [[dracolich]] Darklord.&lt;br /&gt;
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===Lemot Sediam Juste===&lt;br /&gt;
Darklord of Scaena, one of the few Domains capable of traveling through the mists. Scaena is a theater house, and one that Juste worked at as a playwright prior to his becoming a Darklord. Juste was a well-known and talented writer of comedies and dramas, but this never satisfied him, as he wished to write tragedies. Unfortunately for him, his [[Grimdark]] always came out as grimderp, and the actors invariably played his tragic works as farces, since they weren&#039;t good for much else. Driven to a deep bitterness by his failure to fulfill his obsession with tragedy, he wrote one last play- this one designed to be a real-life tragedy that killed all of his actors, and when the audience booed this one too, he locked up the house and burned it down with them inside.&lt;br /&gt;
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Now, as a Darklord, Lemot has ultimate control of his theater, allowing him to trap people in his plays and alter reality for these press-ganged performers, but all this is undercut because he can&#039;t believe any of it; for his Darklord curse, the Dark Powers have taken away his suspension of disbelief, forcing him to always see actors, props, and scenery for what they truly are instead of what he wants them to be. &lt;br /&gt;
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===Lord Wilfred Godefroy===&lt;br /&gt;
Darklord of Mordent (the same place from the old Ravenloft II module). A nobleman who murdered his wife when she was unable to produce a son for him as an heir and then murdered his daughter for trying to stop him, and then framed their deaths as an accident. Their ghosts came back to haunt him for a year until he killed himself to make it stop, and when Azalin and Strahd inadvertently drew Mordent into the mists Godefroy (now a ghost himself) became its darklord. His curse is to be continually tormented by the ghosts of his wife and daughter just as he was in life, who tear him apart every night as they curse him for murdering them. &lt;br /&gt;
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While he was formerly known to be rather passive as a Darklord, in recent times he has taken to enslaving other ghosts to do his bidding. In particular, he&#039;s had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.&lt;br /&gt;
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LORD WILFRED GODEFROY.png&lt;br /&gt;
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===Maharaja Arijani===&lt;br /&gt;
[[Rakshasa]] darklord of Sri Raji, Arijani attained his position after betraying both his kind and his father, Ravana (or rather, the Avatar of Ravana), having received the scorn of the rakshasa for most of his life. Although Ravana is a deity venerated by the rakshasa, Arijani&#039;s mother was Mahiji, then high priest of the hated goddess Kali and a leader of the Dark Sisters. To compound things, the Avatar of Kali delivered Arijanni to a home of low caste rank. He lived as a pariah shunned by his fellow rakshasa and languished in a position of low social importance. This alienated Arijani from his own kind, such that he arranged the death of many rakshasa in the conflict with humans. Gradually, Arijani&#039;s manipulations became so great that the people of Bahru began hunting their former hunters.&lt;br /&gt;
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Arijani&#039;s depredations climaxed with rakshasa retaliatory siege against Bahru. Although the city fell, the cost was massive casualties on both sides and the city left in ruins. Angered and disgusted by Arijani&#039;s actions, Ravana sent his avatar to dispatch his prodigal son. However, Arijani conspired with Mahiji and lured the avatar into a trap. Thus rendered helpless, Ravana offered Arijani a wish in return for his release. Ravana accepted the offer, wishing to become immune to the attacks of rakshasas. The wish was granted, but Arijani slew the avatar anyway. Such was the level of his treachery that the Mists brought Sri Raji into the Demiplane of Dread.&lt;br /&gt;
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The Maharaja&#039;s curse is that, although he is a talented illusionist, Arijani cannot disguise himself in a pleasing form, as most rakshasa do. Instead, he can only assume despicable aspects, such as that of the viewer&#039;s worst enemy. Maharaja Arijani resides in Mahakala, in Bahru. There, he is served by the Dark Sisters, whom through him, must provide to Kali daily human sacrifice. &lt;br /&gt;
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Beyond the threat of an all weretiger cult called &amp;quot;The Stalkers&amp;quot; that were huge fans of his dad trying to kill him, Arijani&#039;s greatest fear is the very weapon he used to kill the avatar with, knowing full well it&#039;s somewhere in the jungle and very likely to be used on him just like Ravana.&lt;br /&gt;
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===Maligno===&lt;br /&gt;
Darklord of Odiare, and originally from Gothic Earth&#039;s version of Italy. In the same vein as Pinocchio, he was originally a marionette brought to life through his toymaker &amp;quot;father&amp;quot; Giuseppe&#039;s wishes for a son. Though beloved by the children of Odiare, the adults of the village did not consider him to be a &amp;quot;real&amp;quot; boy. He soon grew bitter over the discovery that he wasn&#039;t truly alive, and after terrorizing Guiseppe into making more [[carrionette]]s like himself he had them kill every adult at one of his performances. It was this act that drew Odiare into the Mists as an Island of Terror. &lt;br /&gt;
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Later on, he planned to have the carrionettes steal the bodies of every surviving adult there so they would be forced to love him, but due to the intervention of the PCs in the module &amp;quot;The Created&amp;quot; he was forced to simply kill the adults off instead. The children now adore him only out of fear, and as they grow older they wonder when Maligno will come for them as well. &lt;br /&gt;
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Maligno&#039;s curse is that he can never be human as he craves, as he alone among the carrionettes is unable to steal the bodies of others. Furthermore, he cannot kill Guiseppe because any injury he suffers is inflicted on Maligno himself. Instead, the old toymaker was driven insane and now exists solely to create more toys for his &amp;quot;son&amp;quot; to command. Should Maligno&#039;s body be totally destroyed, Guiseppe is compelled to rebuild it, with the foul puppet&#039;s spirit claiming the new body as its own.&lt;br /&gt;
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In 5e, Maligno was originally called &#039;&#039;Figlio&#039;&#039;, which at least is an actual Italian name and not literally calling him &amp;quot;Evil&amp;quot; from the start.&lt;br /&gt;
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===Marquis Stezen d&#039;Polarno===&lt;br /&gt;
Darklord of Ghastria. As Strahd is for Dracula, Dr. Mordenheim for Dr. Frankenstein, and Tristren/Malken for Dr. Jekyll/Mr. Hyde, so is Stezen to Dorian Grey, of &#039;&#039;The Picture of Dorian Grey&#039;&#039;. But unlike Dorian, Stezen was a piece of work before his cursed painting came into play. As a noble in an unknown land, he enjoyed sowing chaos and rebellion and assassinated many people, but his charismatic nature meant that he hung on to a good reputation. But after one particular attempted coup went too far, his king had enough. Consulting with his mistress, a master of dark arts, he laid a curse upon d&#039;Polarno that would do the Dark Powers proud; trapping a good chunk of Stezen&#039;s soul in a painting, he robbed him of all his charisma, vibrance, and capacity for enjoyment. &lt;br /&gt;
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In retaliation, Stezen poisoned the king and his family, which drew the land into the mists. But he wasn&#039;t yet its Darklord. That happened when he realized that, once per season, he could temporarily reclaim his soul from the painting- at the cost of up to 50 other souls, each granting him one hour of rejuvenation. Now, once per season, he&#039;ll invite every stranger in Ghastria to a party (he&#039;ll grab some peasants if not enough foreigners answer). The party is for him, and him alone. With the exception of a few guests that he debauches himself with/upon, all guests are exposed to the painting, giving him up to 50 hours of being able to enjoy himself again before he returns to his normal drab state. While this is when he&#039;s at his most dangerous, it&#039;s also when he&#039;s most vulnerable- when his soul is still in the painting, he&#039;s essentially immortal, but when he&#039;s whole, he is as vulnerable as any other (And &#039;&#039;unlike&#039;&#039; the original Dorian, killing the painting won&#039;t work until Stezen is dead). &lt;br /&gt;
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===Prince Ladislav Mircea===&lt;br /&gt;
Darklord of Sanguinia. Ladislav&#039;s story is a ripoff of the Edgar Allan Poe classic &#039;&#039;The Masque of the Red Death&#039;&#039;, with the prince abandoning his people to a lethal plague, and retreating to a closed castle with his friends. And like in the original story, the plague entered the castle anyway. When Ladislav caught the plague, he turned to alchemy in a desperate attempt to cure himself. This failed and he died, only to rise as a Vrykolaka (usually mindless plague-carrier vampires that feed on bodily humors) and become Darklord of Sanguinia. He still experiments with alchemy to cure himself of his undeath, but this is unlikely to ever succeed.&lt;br /&gt;
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===Sisters Mindefisk===&lt;br /&gt;
The three [[Hag]] co-Darklords of Tepest, and based the &amp;quot;the three wicked witches&amp;quot; from folkloric stories. Three sisters who were left as babies for a humble farm wife who wished for daughters, but from their birth displayed mysterious traits. Most notably, after their mother died from the strain of caring for the three sickly girls (or possibly because they drained her life), their father (who had often voiced his dislike of &amp;quot;weakling daughters&amp;quot;) tried to leave the three 2-year olds for dead repeatedly, but they always came back. Eventually he let them stay  as long as they cooked for  him and his sons. Growing up dissatisfied with their surroundings, they took to seducing, murdering, and eating travelers to build up a stockpile of money so they could ultimately leave the farm. This worked until one final traveler tried to turn them against each other, only to be murdered so none of the sisters could claim him as theirs. This was what ultimately led to their being taken into the Mists and stuck in the depths of a forest full of [[goblin]]s and witch-burning, faerie-chasing bumpkins. They still lure in any unwary travelers to their cottage, taking advantage of the locals&#039; blaming the goblins for their victims&#039; deaths, but otherwise have little influence on their domain. &lt;br /&gt;
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The sisters consist of Laveeda, an Annis Hag, Leticia, a Sea Hag, and Lorinda, a Green Hag. Though they can shapeshift, they are cursed to always see themselves and each other as their true forms no matter which shape they take.&lt;br /&gt;
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====Mother Lorina====&lt;br /&gt;
In the 5e version of Tepest, only Lorinda is the darklord, having imprisoned her sisters when they refused to let her make and rear a child despite how badly she wanted to be a mom. Which ignores the complete and utter lack of maternal feelings they had in past editions, but whatever. She desperately yearns to have a family, but is thwarted by both her own inherently controlling, murderous nature, her inability to trust that her offspring genuinely love her (and the subsequent smothering, demanding, overbearing way that this makes her act), and the curse that any child she magics up for herself is a short-lived, ravenous monster; she can only make [[hexblood]]s for other people.&lt;br /&gt;
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03-031.mother-lorinda.png&lt;br /&gt;
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===Sodo===&lt;br /&gt;
Darklord of Paridon. A low-ranked dread [[Doppelganger]] who resented being born into a lowly clan and thus being prevented from rising through the ranks by merit. After acquiring a magical Hat of Disguise, he fulfilled this previously-thwarted ambition by killing the elders who ruled over the clans and impersonating them, while also offing anyone else who questioned him. For managing the impressive feat of committing a betrayal egregious even by doppelganger standards, he was claimed by the Mists and given Darklordship of Paridon, and nailed with three separate curses: inability to control his shapeshifting, a healing touch (which wouldn&#039;t be much of a curse to anyone else, [[Dark Eldar|but Sodo&#039;s a sadist]] and this along with the previous curse renders him unable to effectively torture people), and an extra dose of paranoia for flavor.&lt;br /&gt;
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===Thakok-An===&lt;br /&gt;
Darklord of Kalidnay, formerly from Athas. She was a templar of Kalidnay&#039;s sorceror-king, Kalid-Ma. To help him ascend to dragonhood, she sacrificed her family for the ascension ritual- an act which, ironically, would ruin it, as the Dark Powers took notice and drew Kalidnay into Ravenloft, in one of the few occasions in which being in the Demiplane of Dread was an improvement for most people. But not for Thakok-An nor Kalid-Ma, as the failed ritual put Kalid-Ma into a coma. Thakok-An remains active, ruling the realm as a theocracy of Kalid-Ma, despite said lord being comatose and all her efforts being for naught.&lt;br /&gt;
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===Tsien Chiang===&lt;br /&gt;
Originally from the continent of Kara-Tur on the world of Toril, Tsien Chiang was beautiful and powerful wizard, who hated all men due to her father&#039;s dismissal of her abilities. After killing him and disabling her relatives, she seized control of her family lands. She used her charm and position to marry a total of four men, each of whom fathered a child with her before she killed him and moved on to the next. Three of the daughters so produced were evil, with the fourth, Nightingale, being truly good-hearted and adored by the gods. Tsien Chang would go on to commit various evil acts, including the desecration of four sacred bells and four sacred trees, but her mistreatment of Nightingale is what ultimately led to her being taken by the mists. On the fourth time that Nightingale objected to her family&#039;s atrocities, Tsien Chang decided to do far worse than merely beat her as they had the last three times, and she and her evil daughters were taken by the mists as the torture began. Tsien Chiang imprisoned the living remains of Nightingale in the Tower of Broken Promises as the Mists tore I&#039;Cath from Kara-Tur forever.&lt;br /&gt;
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If you&#039;re wondering why the number four is mentioned so much, it&#039;s because it&#039;s homophonous with &amp;quot;death&amp;quot; in most Chinese languages and is considered bad luck in many east-Asian cultures.&lt;br /&gt;
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Her 5e incarnation gives her such a radically different backstory that pretty much the only things that remain are the four daughters and a magic bell.&lt;br /&gt;
&lt;br /&gt;
When Tsien Chiang was a child, her home was destroyed by invaders, forcing her to flee into frozen mountains where she expected to die. Luckily for her, she was found and taken in by a gold dragon who took pity on her, and she served him as an attendant in thanks for saving her life. While serving the dragon, she learned much of magic and medicine, growing to become an accomplished wizard. The dragon refused to teach her any truly dangerous or powerful magic though, knowing that she would only use it for revenge. In her studies, she learned of the Nightingale bell, an artifact that could make its ringer’s dreams come true -- but creating the bell required the scale of a gold dragon. Knowing her mentor would never provide a scale she attempted to drug him so she could steal a scale while he slept, but got the mixture wrong and not only killed him, but caused his entire hoard to be destroyed, with all that remained being a single scale. Chiang crafted the bell and took it to her home, where she used it to wish away the invaders, which instantly vanished. In awe and gratitude, the people elevated her to royalty and she became their queen.&lt;br /&gt;
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She ruled well for years, enacting vast reforms and strict but sensible laws in pursuit of creating the perfect empire. She had a family, taking particular pride in her four beloved daughters. Though her kingdom was prosperous, her people eventually began to chafe under her strict laws and demanding orders and revolted. Chiang was swift and merciless in her attempts to quell the rebellion, but her ruthlessness only caused the resistance against her to grow. When she ordered her armies to kill the families of all insurrectionists, assassins struck Tsien Chiang’s palace and killed her family. Distraught, Chiang climbed to the highest tower of her palace, looked out over her burning dreams, and struck the Nightingale Bell. Rather than granting her vengeful wish, the bell cracked and spilled a golden mist across the land. When the mist cleared, Tsien Chiang’s perfect city was gone, replaced by the unreal prison-city of I’Cath.&lt;br /&gt;
&lt;br /&gt;
I&#039;Cath is a city divided in two: The true I&#039;Cath of the waking world, and Tsien Chiang&#039;s impossible, perfect dream. In the waking world the city is a silent and chaotic labyrinth composed of surreal, knotted streets and citizens trapped in eternal slumber. In the dream the city is vibrant and living, a place of ultimate beauty and efficiency where all things move according to Tsien Chiang&#039;s design, and a nightmare of constant drudgery for her people. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This renews the magic of her dream world and keeps her citizens asleep, but it also calls forth a legion of jiangshi, which emerge from their tombs to reshape the waking city’s mazelike streets in a fruitless attempt to match Tsien Chiang’s perfectionist vision.&lt;br /&gt;
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Her curse is that while the dream is near-perfection in her eyes, that only makes the imperfections of the waking world all the more obvious and inescapable. No matter how many times she tries to bring the same order and beauty she sees in her dream to the waking world, I&#039;Cath&#039;s streets grow only more twisted and labyrinthine. She spends as much time as she can with the dream-versions of her daughters though she knows they aren&#039;t real, and in the waking world she actively avoids the twisted reflections of her daughters that wander the true I&#039;Cath&#039;s streets.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-018.tsien-chiang.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tristen ApBlanc===&lt;br /&gt;
Darklord of Forlorn. A Vampyre (living vampire) born when his dad was turned into a vampire but refused to leave his wife, which resulted in their son being born a vampyre. Tristen&#039;s parents were killed by fearful peasantfolk, but not before his mom gave him to the druid Rual to be raised. By all accounts, Rual was a pretty good foster mom, but when he was fifteen years old, Rual caught him drinking the blood of a deer. Believing she had betrayed him when he saw her talking to other druids, he attacked her- only to get his ass impaled by a blessed deer antler she was carrying, and when he drank her blood, he was both poisoned and partially cured of his vampyrism by the holy water she&#039;d just drank. As she died, Rual cursed Tristen to be trapped in the sacred grove where he killed her, and to (agonizingly) die and become a ghost each night, and rise as a vampyre each morning. This makes him one of the few Darklords to receive most of his curse prior to Darklordship, as Forlorn was only pulled into Ravenloft centuries later, when Tristen engineered a bloody civil war to take control of the land.&lt;br /&gt;
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As it is now, Forlorn really lives down to its name; there&#039;s little there except savage goblyns, a few beleagured Druids, and Castle Tristenoira, where Tristen is stuck, along with the ghosts of his family. The castle is split between three separate time periods that adventurers can shift between, thought to be because of all the ghostly shenanigans. Because there&#039;s really not much to do in Forlorn besides exploring Castle Tristenoira and trying not to get eaten by goblyns, it has no real political importance and is ignored by basically everyone, despite being most likely the second-oldest domain after Barovia.&lt;br /&gt;
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He gets some very minor retcons in 5e, but since he only gets a single paragraph there&#039;s not much in the way of details. Seemingly the only changes are that he&#039;s now a dhampir (which is really more-or-less the same thing as a vampyre) and that he was taken by the mists almost immediately after killing the druids.&lt;br /&gt;
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===Vlad Drakov===&lt;br /&gt;
Darklord of Falkovnia. He was originally the leader of a mercenary band called the Talons of the Hawk in [[Dragonlance|Krynn]]. For their wanton brutality and bloodlust, they were taken into Ravenloft and claimed Falkovia for themselves (after a failed invasion of Darkon that was repulsed by Azalin&#039;s undead). [[Berserk|If this seems familiar]] then good, you&#039;re paying attention.&lt;br /&gt;
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This rivalry with Azalin has since become part of Drakov&#039;s curse, though he seems unaware of it. While four other countries (that have themselves agreed to an alliance should Falkovnia ever attack one of them) surround him, Drakov considers them &amp;quot;women and fops&amp;quot; not worth the effort of invasion, obsesses over an enemy he has no way of defeating, and is forever unable to gain the approval and respect of the great military leaders that he has sought all his life. And even if he did somehow conquer Darkon, [[fail|no Darklord can ever leave his own realm]] so he would never actually get to conquer it himself. Another factor in his defeats is that his way of doing war is distinctly and doggedly medieval (no gunpowder, no magic), so on the rare occasions he decides to try his luck at conquering other neighbouring domains than Darkon (all of which are at a higher technological level than Falkovnia) his forces almost always get shot to pieces by firearms or, more rarely, blown to pieces with magic. Oddly enough, his realm may in fact be, on the whole, a net &#039;&#039;benefit&#039;&#039; to the other domains of the Core, as his penchant for overworking his peasantry/slaves (when he&#039;s not busy having them impaled for his entertainment, of course) means that his realm produces large amounts of grain and foodstuffs which he sells for funds to equip and train his forces, unintentionally making Falkovnia &amp;quot;the breadbasket of the Core.&amp;quot; &lt;br /&gt;
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In addition, Drakov may be unique as the one of the most &amp;quot;conventional&amp;quot; Darklords in Ravenloft in the sense that he is statted like a run-of-the-mill fighter-class BBEG, and much like this archetype he has no magical abilities aside from a few magical weapons and armour at his disposal, coupled with no ability to cheat death, and no supernatural ability to close his domain&#039;s borders (all of which are in line with his disdain for magic and the supernatural), except for a good amount of inherent magic resistance that will also work against beneficial spells (so if he&#039;s ever in a tight enough bind to require magical healing, he&#039;s screwed). However, PCs and DMs shouldn&#039;t mistake his one-dimensional combat abilities as a sign that Falkovnia would be easy to liberate from his iron-fisted rule via a [[Raven Guard|simple decapitation raid]]; the totalitarian and thoroughly abusive nature of his rule means that those he trusts enough to carry out his orders are all likely evil enough and think enough like him to instantly assume his mantle of Darklord should Drakov ever be killed, just like similar totalitarian regimes in real life can survive the deaths of multiple successive leaders. Truly liberating Falkovnia in a thematically appropriate way would require the PCs to either engineer a full-scale revolution, or otherwise ensure the complete destruction of his regime, much like truly destroying a cancerous tumour in real life requires removing or destroying every last cancer cell. And all of this says nothing about which neighbouring realm would end up absorbing Falkovnia on the off-chance it ever gets truly liberated, though at this point even Azalin would be a better ruler than Drakov given that the lich dispenses harsh but fair justice and otherwise leaves his subjects alone to continue his arcane pursuits.&lt;br /&gt;
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Since the developers found him redundant, 5e&#039;s Drakov is revamped as &#039;&#039;Vladeska&#039;&#039; Drakov, with an all-new backstory, and Falkovnia is instead reskinned with a zombie apocalypse vibe.&lt;br /&gt;
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===Yagno Petrovna===&lt;br /&gt;
Darklord of G&#039;Henna. The Petrovna family was one of those taken by the Mists when Barovia was absorbed into Ravenloft, and although they avoided Strahd&#039;s attention by hiding away in the mountains this in turn led to inbreeding. As Yagno grew up, it became clear to all that he was insane- he conversed with imaginary people and cowered from beasts that weren&#039;t there. One day, he was locked out of his family&#039;s home and had to take shelter in a cave for the night. When he woke up, he saw the name &amp;quot;[[Zhakata]]&amp;quot; scrawled on a wall. &lt;br /&gt;
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Yagno concluded that Zhakata was the name of the god that had protected him when he slept that night and created a shrine to his savior. (In reality, the name was written by his brother as a prank and meant absolutely nothing.) At first he merely sacrificed animals to Zhakata, but then he moved on to sacrificing people. When he was caught trying to offer his sister&#039;s newborn baby to Zhakata, he was chased out of Barovia by his family. The Mists welcomed him to the domain of G&#039;henna, where he became the Darklord.&lt;br /&gt;
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Yagno is cursed to constantly suffer doubts about whether or not Zhakata is real. No matter how many sacrifices he makes or how many people he commands to starve themselves in the name of Zhakata, he can never quite get rid of his nagging disbelief and the worry that all his devotion has been directed towards a lie. This eventually led Yagno to call upon a wizard who claimed he could summon Zhakata; as he could not summon a nonexistent god, a nalfeshnee by the name of Malistroi answered the summons instead and told Yagno that Zhakata was just a figment of his imagination. The Darklord immediately flew into a rage and killed the wizard, while Malistroi later escaped to ravage G&#039;Henna. Since then, he has merely redoubled his fanaticism in a futile attempt to dispel his doubts.&lt;br /&gt;
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==Former Darklords==&lt;br /&gt;
You remember that section where the permanent death of Darklords is discussed? Well, it&#039;s actually happened in the past, though never yet to a band of plucky adventurers, and the results usually haven&#039;t been good. These Darklords for whatever reason no longer rule their domain, usually because some asshole killed them and was promptly saddled with their domain as the new Darklord.&lt;br /&gt;
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===Bakholis===&lt;br /&gt;
Former Darklord of Invidia, and formerly a tyrannical king whose kingdom was claimed by the mists when he was spurned by a woman named Marta, and in return had her lover killed and eaten in front of her and Marta herself raped to death by his soldiers. As she died, Marta cursed him to be the beast he was inside and never be free of the blood of loved ones on his hands, which manifested as turning him into a werewolf. Unlike most Darklords, Bakholis said &#039;fuck this&#039; to angst and [[Dark Eldar|embraced his curse]], descending to ever-greater depths of savagery until, to everyone&#039;s relief, the half-Vistani Gabrielle Aderre showed up and promptly murdered his ass, succeeding him as Darklord of Invidia.&lt;br /&gt;
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===Camille Boritsi===&lt;br /&gt;
The mother of Ivana Boritsi and the first Darklord of Borca, who earned her position by poisoning her husband and his lover. She was cursed to be betrayed by any man she trusted, which left her with serious issues relating to men and a blindspot towards scheming women, which ultimately proved her downfall when her daughter Ivana turned the poison tables by killing &#039;&#039;her&#039;&#039; for sleeping with Ivana&#039;s lover. She was succeeded as Darklord by her daughter and murderer, Ivana Boritsi.&lt;br /&gt;
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===Claude Reiner===&lt;br /&gt;
The first darklord of Richemulot. The patriarch of a family of wererats who lead his family into the mists to escape hunters, gaining his domain when his monstrous cruelty caught the attention of the Dark Powers. He was eventually killed when his granddaughter Jaqueline had enough of his abuse, making her the new Darklord of Richemulot.&lt;br /&gt;
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===Duke Nharov Gundar===&lt;br /&gt;
Former Darklord of Gundarak, prior to being betrayed and usurped by Daclaud Heinfroth, who would later gain his own, separate domain. As Darklord of Gundarak, he enforced the worship of the malevolent trickster-god [[Erlin]] and taxed basically everything he could think of (with a special emphasis on the birth of girls), but little else is known of his rule. During the Grand Conjunction, Gundarak was absorbed by Barovia and Invidia. &lt;br /&gt;
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But that wasn&#039;t the end of Nharov Gundar. He was a vampire, and though Heinfroth had staked him, he remained alive, but dormant. His skeletal remains somehow found their way to the traveling curio show of Professor Arcanus, where some complete berk went and yanked the stake out. This brought him back to life, though his time spent as a skeleton has reduced him to a near-bestial state, only vaguely remembering Heinfroth&#039;s betrayal.&lt;br /&gt;
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===Lord Soth===&lt;br /&gt;
{{main|Lord Soth}}&lt;br /&gt;
The infamous Death Knight of Krynn was for a time the Darklord of Sithicus. More details can be found on his page, but suffice to say that the Dark Powers grew tired of him, and he was succeeded as Darklord by the [[Vistani]] Inza Kulchevitch.&lt;br /&gt;
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===Nathan Timothy===&lt;br /&gt;
Darklord of Arkendale. There are more details on him in the section for his more important son Alfred, but suffice to say that Nathan was possessed of a deep-seated wanderlust, which the Dark Powers curtailed by cursing him such that he couldn&#039;t leave the river Musarde, lest he be crippled by land sickness. Nathan rolled with the curse and adapted so well to being a boatman that he outright lost his Darklordship during the Grand Conjunction. He&#039;s still confined to river waters, but Arkendale has been absorbed into Alfred&#039;s domain of Verbrek. &lt;br /&gt;
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===Vecna===&lt;br /&gt;
{{main|Vecna}}&lt;br /&gt;
Yes, THAT Vecna, the Maimed God; the guy whose eye and hand are still around for PCs to mess (and &#039;&#039;be&#039;&#039; messed) with.&lt;br /&gt;
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The whole tale of Vecna&#039;s ascension to godhood is complicated, but at one point where he was &#039;merely&#039; a demigod, he and Kas were pulled into the Mists after a bunch of meddlesome adventurers thwarted one of his plans. Not one to be contained for long, Vecna has the dubious honor of being the only Darklord to force his way out of the Demi-Plane of Dread after being drawn in by the Mists. On top of that, he managed to get himself &#039;promoted&#039; to full-fledged minor God in the process, which is how he got the Dark Powers to kick him out due to their ban on allowing gods to influence Ravenloft. (The full story is recounted in the modules &#039;&#039;Vecna Lives!&#039;&#039;, &#039;&#039;Vecna Reborn&#039;&#039; and &#039;&#039;Die Vecna Die!&#039;&#039;.)&lt;br /&gt;
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==Netbook Darklords==&lt;br /&gt;
These darklords represent the rulers of fan-made domains from [[netbook]]s such as the [[Books of S]], the [[Undead Sea Scrolls]], [[Quoth the Raven]], and other projects from the [[Fraternity of Shadows]].&lt;br /&gt;
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===Ahasveros===&lt;br /&gt;
Darklord of Incitatus. Once, Ahasveros (male human) was the greatest scientist of his civilization, until the day his homeland was drawn into a great war against a rival nation. He invented the Adamas theory, a device that could be used to generate a mighty tidal wave to devaste the enemy&#039;s fleets and harbors.&lt;br /&gt;
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But that wasn&#039;t enough for Ahasveros; he became obsessed with improving the device, banishing his assistants when they protested the potential dangers of doing so, cutting off all contact with those who might challenge his beliefs, and reducing the time he spent running his calculations.&lt;br /&gt;
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The result was, when the device was used, Ahasveros lost control of it and the tidal wave annihilated &#039;&#039;his&#039;&#039; homeland as well, drowning him in the tower from whence he&#039;d launched it.&lt;br /&gt;
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Ever since then, the bussengeist he became has lingered in his tower, unable to decide whose fault the mess was, alternating between blaming his associates and himself. Honestly, he&#039;s not much of a darklord, and this is reflected by how empty and meaningless Incitatus is. He currently occupies a limbo; too dull to be truly absorbed into the [[Demiplane of Dread]], but still too evil and in denial of what he did to be released, either.&lt;br /&gt;
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Ahasveros&#039; existence is completely tied to the remnants of the Adamas machine. Only by destroying it, which will unshackle his spirit, and performing a brief rite to the long-forgotten sea god of ruined Misenos, which requires lighting the lanterns in the temple and praying for both Misenos and Ahasveros, will his torment end.&lt;br /&gt;
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If Ahasveros wishes to seal his domain&#039;s borders, those attempting to cross it are overwhelmed by misery and the urge to seek comfort, which only those outside of the border can give them.&lt;br /&gt;
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===Anibal Coronado===&lt;br /&gt;
Darklord of Cumbre de Oro. Arguably the oldest darklord of the Holy Imperial Colonies domains, Anibal Coronado was a infamous mercenary captain who had made a name for himself in the civil wars of the Holy Empire some 170 years ago, amassing a reputation that he parlayed into becoming a famous explorer. After building his reputation there, to the point that the name &amp;quot;Coronado&amp;quot; became synonymous with exotic lands, strange adventures, and foreign wealth, he attempted the most infamous expedition ever: to become the first man to successfully explore beyond the Sierra Acora mountains.&lt;br /&gt;
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Pevious expeditions had all launched in early spring, hoping to cross during midsummer and then return before winter snows closed the passes. They had all failed, as the mountain passes didn&#039;t clear up &#039;&#039;until&#039;&#039; midsummer. Coronado proposed instead that he launch his expedition in midsummer, cross the mountains, winter in the lands beyond the Sierra Acora, and then return in the midsummer of the following year.&lt;br /&gt;
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Long story short, it worked! Coronado became the first man to discover the realms that would become known as Mictlan, but he never would return to claim that prize. In one of his meetings with the natives of this strange tropical rainforest realm, he learned of a mysterious city of gold hidden in the mountains from a chieftain named Jucataan. Coronado&#039;s avarice was immediately enflamed with discussions of this city, said to hold wealth beyond that of the Holy Empire itself, and when chief Jucataan warned that the city was taboo and his tribe would prevent any attempt to pursue it, that avarice turned murderous.&lt;br /&gt;
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Arranging things with his men, Coronado held a banquet in which he invited Chief Jucataan and all the men of his tribe. There, after he got the chief drunk enough to reveal the way to the city of gold, he and his men massacred them all. Once that was done, they set off in pursuit of what they had come to call &amp;quot;Cumbre de Oro&amp;quot;; &amp;quot;Gold Peak&amp;quot;.&lt;br /&gt;
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The expedition swiftly turned into a disaster. Their supplies hadn&#039;t been chosen with the tropical rainforest climate in mind, and quickly spoiled. They had no idea what foods were edible or how to find fresh drinking water. Tropical diseases swept through the men. All the while, Coronado drove them on with images of the fabulous wealth they would attain. But when these dreams became insufficient and murmurs of mutiny began circulating, Corando turned on his own men: selecting those he believed to be the ringleaders, he invited them to &amp;quot;discuss&amp;quot; the matter, only to poison their wine. Once they were dead, he paraded their corpses before the survivors, screaming blasphemies and promising the same fate to any who dared rebel, before forcing the terrorized, defeated men to cannibalize their former comrades.&lt;br /&gt;
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With his men now utterly will-broken, and steadily losing what was left of his mind to sheer avarice, Coranado plunged on into the jungle, his men dropping like flies as he searched and searched. Finally, with only Coranado and two of his original 56 men still alive, they found it: Cumbre de Oro. It was everything that Jucataan had described as being and more. Now totally insane, Coranado turned on his exhausted companions and killed them, before plunging into the city to begin plundering.&lt;br /&gt;
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That was when he discovered why the natives had left the golden city to the wilderness: it was a necropolis, its people having died and then become [[undead]]. The [[mummy]] of Emperor Maxaantii rose from his tomb at the central step pyramid and attempted to detain Coranado, who fought back with literal lunatic strength. He struck down the mummified emperor and fled with a bag of gold and jewels, but as he did, Maxaantii cursed Coranado that he would never succeed in leaving the city with his treasure. Sure enough, weakened by his trials, the excitement of finding the city, the stress of combat and the effort of hauling his heavy load, the feverish and dehydrated explorer collapsed at the city&#039;s outskirts. He could hear a brook just out sight, and if he&#039;d abandoned the treasure to drag himself to the cool, clear water, he probably would have reached it... instead, he refused to let go of his ill-gotten gains, exhausting what little left of his strength in an effort to drag it with him as he crawled along.&lt;br /&gt;
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As he lay dying, the sounds of the brook still echoing in his ears, Coronado cursed all the gods for taunting him by giving him such wealth only to then take it from him at the last moment. With the last of his strength, he raged and wept, begging any power that would listen to give him one last chance to make the treasures of Cumbre de Oro his.&lt;br /&gt;
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As Coronado died, head pillowed on the treasure he had given his life to win, the valley was wrenched into the Demiplane of Dread, floating on its own in the mists as an Island of Terror until its former resting place followed it as the land of Mictlan, whereupon it fused back together. Coranado rose from his grave, found his men returned to him as [[avaricio]]s, and began his stint as darklord.&lt;br /&gt;
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A casual observer might take Anibal Coronado in his present state for a living man, albeit horribly emaciated and clearly disased, with yellowed skin drawn tightly against the bone and yellowed, bloodshot irises. He still wears the ancient, tattered clothing and armor he wore as a living man. Under the AD&amp;amp;D mechanics, he&#039;s a unique corporeal undead, similar in many ways to a [[Death Knight]]; in addition to retaining his skills as a 14th level [[Figher]] and wielding the dread blade Corrupcion (+2 longsword that inflicts magical disease), he has 75% magic resistance, a 10% chance to reflect spells cast against him back on their casters, immunity to mundane weapons, a 5ft aura of fear, the ability to cast Detect Magic and Detect Invisibility at will, to cast Dispel Magic, Harm and Wall of Thorns 2/day, and both Creeping Doom and Symbol of Discord 1/day. If defeated in combat, he dissolves into mist; he will reform 1d4+1 days later, but during that time, he cannot close Cumbre de Oro&#039;s borders and his avaricios will ignore intruders unless personally disturbed. There is no known way to permanently destroy him.&lt;br /&gt;
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Coranado is consumed by his paranoid terror that somebody will steal &amp;quot;his&amp;quot; treasure, and so he prowls the city endlessly on a hunt for intruders. His curse is simple and effective: he physically can&#039;t touch the treasures of Cumbre de Oro, and neither can his Avaricios. Add to it that their relatively weak abilities against non-living foes makes them little threat to Maxaantii and his forces, which include both undead and stone [[golem]]s, and all Coranado can really do is drift from cache to catch and vent his paranoid wrath on any living intruders he catches. As a part of this curse, his ability to close the domain borders is limited; when he does so, his avaricios move to begin patrolling the border of the city, attacking anything they see in an effort to kill or capture them. If travelers can break past these patrols, the avaricios cannot pursue them any further than 3 miles beyond the city&#039;s edge - of course, fleeing from pursuing undead through dense jungle that doesn&#039;t impede &#039;&#039;their&#039;&#039; movement isn&#039;t exactly a picnic stroll!&lt;br /&gt;
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===Captain Anton Dusard===&lt;br /&gt;
Darklord of Locknar Cove. Born impoverished and raised in the slums of a busy port, Anton Dusard learned to treasure gold over everything, especially human life. At age 16, he betrayed his parents to their creditors and used the bounty to invest in a merchant ship. He then proceeded to take sole captaincy of the vessel through murder and extortion. When war came to his native kingdom, he avoided financial ruin by becoming a privateer. Though he amassed a significant fortune, his avarice was insatiable; when his patron monarch demanded taxes on Anton&#039;s looted plunder, the privateer went renegade rather than part with so much as a single coin, bombarding and looting his own homeport before sailing away to become a feared pirate.&lt;br /&gt;
&lt;br /&gt;
Establishing a hidden stronghold in the set of islands known as the Dismal Four, specifically on Locknar Cove, he continued to prey on merchant ships and amassed an enormous fortune. So much so that his own men began to dream of stealing it for themselves. One misty night, as Dusard&#039;s ship the Grasping Claw sailed into Locknar Cove, they mutineed. Though Dusard fought like a demon, he was outnumbered with few supportors; in a final act of spite, he ignited the ship&#039;s powder magazine and blasted them all to splinters.&lt;br /&gt;
&lt;br /&gt;
The explosion flung his maimed body into the cold, black sea, where the dying man floated. He clung to life long enough to see a single lifeboat sail past, bearing with it the crew&#039;s sole survivor. That sight snapped Dusard&#039;s mind, and he called upon every ounce of his being, swearing to keep his treasure from beyond the grave. As he slowly sank into the waves, the mists closed in.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Dusard has lurked in the depths of his fortified, trap-laden labyrinth on Locknar Cove, a [[ghost]] [[pirate]] jealously guarding his treasure. His curse is simple: the absolute terror of knowing he can &#039;&#039;never&#039;&#039; end his vigilance. To heighten his fears, he instinctively knows when somebody else in Locknar Trove is aware of his treasure&#039;s existence, although not who they are or where they are. Furthermore, the sole survivor of his crew, William Copperplate, still lives an unnaturally preserved life, and wants Dusard&#039;s treasure for himself, and is eager to manipulate others into doing the dirty work for him. As for the crew who died when the Grasping Claw blew up? They rise from their watery graves as ghosts once a year, and immediately launch an attack on the island, hoping to plunder the horde they gave their lives to try and win. Although Dusard can banish them with a touch, their efforts stoke his terror. Furthermore, the ghostly crew is also instantly returned to undeath and given a chance to assault his hoard whenever Dusard uses his &amp;quot;horrifying appearance&amp;quot; ghostly power, and so he is loathe to use it.&lt;br /&gt;
&lt;br /&gt;
When he wills the closure of the cove, the seas become dangerously turbulent and choked in an impenetrable mist, whilst the forests of the western border become twisted walls of gnarled wood and the roads twist back on themselves, so every step only leads a traveler back to Ruttledge village.&lt;br /&gt;
&lt;br /&gt;
If defeated, Dusard will reform in a single night. Only by plundering the entirety of his hoard, down to the last coin, will he be banished to the afterlife forever.&lt;br /&gt;
&lt;br /&gt;
===Benada Nameless===&lt;br /&gt;
Darklord of Vin&#039;Ejal. Conceived when the Eye of Toldun, the fake prophet of a phony goddess called Appissa (actually a powerful half-breed [[yuan-ti]] [[psion]] magically held in stasis), used a potion given to him by his goddess to drug and rape a woman named Dillura Ogfenhauer, Benada&#039;s mother despised her daughter from the moment she was born. Only Benada&#039;s uncle, Dillura&#039;s 12-year-old brother Ekkim, cared for her, and he raised her throughout her life, even taking her off with him to be his squire when he went to war after discovering her nature as a [[psion]]icist [[weresnake]]. Even when they returned, however, Dillura wanted nothing to do with her bastard daughter.&lt;br /&gt;
&lt;br /&gt;
Finally, the enraged Benada sought to confront her mother one evening, only to track her to the Shrine of the Eye. When she saw Dillura embracing the Eye, she realized that this man was her father. Filled with hatred, she grabbed a bone knife and fatally stabbed her mother, before psionically torturing her father to death. As she turned to leave, she found herself confronted by her uncle Ekkim, who had seen everything. Realizing she couldn&#039;t let him live now, a weeping Benada killed the only person to ever show her love, transporting Vin&#039;Ejal to the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
Benada&#039;s curse seems to be an insatiable hunger that only human flesh can sate; she only gives in to its demands once per month, however, as she fears depleting her domain&#039;s population. If she wishes to close the domain, the waters around Vin&#039;Ejal decrease in temperature to the point that would-be swimmers will freeze solid, whilst hail begins savagely pelting down from above.&lt;br /&gt;
&lt;br /&gt;
===Baroness Ilsabet Obour===&lt;br /&gt;
Darklord of Kislova. This female human [[alchemist]] was born the youngest daughter and favored child of Baron Janosk Obour of Kislova, and remained loyal and obedient to him even as he descended into brutal tyranny and made a failed attempt to conquer a neighboring barony, only to be crushed, captured and executed. Before he died, Janosk commanded each of his three children to take steps to both preserve their family and avenge the loss of their power.&lt;br /&gt;
&lt;br /&gt;
Of the three, Ilsabet was the most loyal to her father, honing her alchemical skills and delving into dark alchemical practices, focusing on hideous poisons and the creation of alchemical undead. She crippled and maimed many prisoners who had dared to rebel against her father&#039;s rule before his conquest by Baron Peto, created a unique strain of alchemical vampires, fatally poisoned her elder siblings for perceived disloyalty to their father&#039;s dying wishes, and finally married Baron Peto herself and bore him a son in order to gain the opportunity to poison him with a paralytic venom. It was only as she administered what she intended to be the final, fatal dose, killing her mentor (and true love) to do so, that the Mists finally claimed her.&lt;br /&gt;
&lt;br /&gt;
Ilsabet currently suffers two curses. Her most direct darklord-related curse is that her desire for power and revenge are thwarted; though her husband, Baron Peto, remains incurably paralyzed, he also remains unkillable - no matter what she does, he always returns to life. As a result, she remains forever his regent, rather than the true Baroness of Kislova, which she regards as unacceptable; she yearns to resume the interrupted reign of her own family. Secondly, Ilsabet has become a vampire-like creature that feeds on pain, and must have one person killed every day in order to survive.&lt;br /&gt;
&lt;br /&gt;
Unlike many Darklords, Ilsabet has no particular powers of supernatural survival. If you can beat an 11th level [[wizard]] protected by her guard of alchemical vampires, you can kill her.&lt;br /&gt;
&lt;br /&gt;
When Ilsabet closes the borders, a poisonous green mist surrounds Kislova, inflicting irresistable damage per round until the would-be escapee returns to Kislova.&lt;br /&gt;
&lt;br /&gt;
===Bethany Stone===&lt;br /&gt;
Darklord of Stonewall. A sad, broken, bitter woman, Bethany was born the daughter of a family of puritans, self-righteous and obsessed with sin. When her father discovered the child Bethany, a cheerful, whimsical young girl, had dreams of leaving the family home to become a dollmaker, he destroyed the dolls she had painstakingly constructed over years of work and beat her within an inch of her life. Later, when she came of age, he arranged her marriage to a man of high standing.&lt;br /&gt;
&lt;br /&gt;
After long years of often-lonely marriage, pregnant with her sixth child, Bethany&#039;s father and husband were caught in a terrible accident, with the former dying and the latter being left in a coma. That was hardship enough, but as she cared for her husband, Bethany discovered his diary, in which he revealed he had only wed her to cover up his &amp;quot;sinful&amp;quot; nature as a homosexual. Enraged, Bethany began tampering with her husband&#039;s medicine to ensure he remained comatose, and then launched her own moral crusade, something aided by the fact she established her charismatic but broken-willed son Clarence as the town&#039;s minister.&lt;br /&gt;
&lt;br /&gt;
When the Salem Witch trials broke out, Bethany eagerly spread their madness to Stonewall. But the tenth victim was the friend of Bethany&#039;s youngest daughter, Katherine, who unearthed evidence that this was really a way for Bethany to resolve a land-dispute between their families in the Stone&#039;s favor. When Katherine tried to intervene, she called out her mother for the cold, twisted monster that she was. Bethany promptly stabbed Katherine in the heart, and that was when the Mists took the town.&lt;br /&gt;
&lt;br /&gt;
Bethany Stone is now a [[harpy]], although she has limited shapeshifting abilities that let her masquerade as a human. Her curse is that she will be forever doomed to lose her children before they are fully ready, whether by death, betrayal or abandonment. Though she doesn&#039;t know it yet, as part of this curse, she will become spontaneously pregnant and give birth to a human child every 5 years. Both of her arms are permanently blood-red from the elbow down, although she considers it a sign of her righteousness and so doesn&#039;t hide it.&lt;br /&gt;
&lt;br /&gt;
The borders of Stonewall are permanently closed; unless the departee has the approval of either Bethany or Clarence to leave, they will be struck by lightning bolts until they turn back. It&#039;s unknown if lightning immunity will nullify this border, but it&#039;s not explicitly countered.&lt;br /&gt;
&lt;br /&gt;
Nothing explicitly says that Bethany cannot just be killed in a fight (and, frankly, Stonewall is described as the kind of place where wiping out everybody is actually the heroic thing to do), but she &#039;&#039;does&#039;&#039; have an explicit method of redemption. If the party can find one of the dolls she made as a child, as one survived her father&#039;s wrath, and present it to her, she will break down in tears. If consoled and successfully reminded of her long-lost dreams, the rest of the town will break down weeping with her, and then Stonewall will slide out of the Mists and back to the prime material. On the other hand, if they fail, then she&#039;ll destroy the doll herself and become even more fanatical.&lt;br /&gt;
&lt;br /&gt;
===Caleb Wicks===&lt;br /&gt;
Darklord of Wayward on the Bone Sands. Even at the age of 10, Caleb was a fearless, stubborn, trouble-making brat. The only thing able to scare him into obedience were stories of a local boogeyman: Black Hat the Swordslinger.&lt;br /&gt;
&lt;br /&gt;
Caleb&#039;s transformation from mere brat to full-blown Darklord came when his family were hired by the lord of the distant Hangingshire, which required a long trek that passed through a desert region known as the Bone Sands. During this leg of the journey, Caleb&#039;s family were seperated from the caravan and veered their wagon over a tall, steep dune as a result of a sudden sandstorm. The wagon was destroyed, their horses killed, and Caleb&#039;s elder brother Horatio was severely injured. Though they initially settled in to wait for the caravan to send a rescue party after them, their food swiftly ran out and they realized they would have to try and walk out of the desert on foot... a journey that Horatio couldn&#039;t make.&lt;br /&gt;
&lt;br /&gt;
The senior Wicks came to a grim realization: Horatio wasn&#039;t going to live much longer anyway, so when he died, the family would eat his body for sustenane before making their trek towards safety. They were content to wait... but Caleb found out about their plans, and taunted his brother with this fact; when Horatio began to scream and cry, Caleb panicked and stabbed him to death with a cooking knife. Caleb&#039;s parents were horrified, but ultimately decided there was nothing left to do. They ate their dead son, and then broke camp the next morning.&lt;br /&gt;
&lt;br /&gt;
As they were traveling, Caleb found himself separated from his family by another sandstorm, wandering on his own for days before he stumbled across a small town called &amp;quot;Wayward&amp;quot;. Mad with hunger, he murdered the first townsman who tried to offer him help, devouring as much of the man&#039;s flesh as he could before fleeing into the night. The next morning, he revealed himself to the horrified townsfolk and claimed that he had witnessed Black Hat kill and eat the man. Unable to believe a youngster like Caleb could be responsible for so monstrous a crime, the townsfolk believed him, and opened their homes to the young cannibal.&lt;br /&gt;
&lt;br /&gt;
Caleb became a beloved fixture of the community... and then, the neighboring [[gnome]] community of Rumbleton was destroyed in an earthquake that crushed the subterranean village like an egg. They begged Wayward for shelter whilst they tried to rebuild, and the humans took them in. But rebuilding a new gnomish settlement wasn&#039;t easy, as Rumbleton had already been built in what was considered the most stable, accessible ground for miles around. With little choice, the gnomes began to put down roots in Wayward.&lt;br /&gt;
&lt;br /&gt;
Which was a problem: Wayward already had troubles supporting its own population before the gnomes came in, and now things were worse than ever. The population increase led to a famine, known as &amp;quot;The Lean Times&amp;quot; by the locals, and tensions began to grow between humans and gnomes... tensions only fanned by Caleb, who began advocating the humans of Wayward should eat the baby gnomes born after the refugees settled in their village. Whilst initially this proposal was rejected, the gnomes took affront when they learned of its proposal at all, and relations only continued to deteriorate... especially because Caleb was continuing to egg things on, pushing his cannibalistic plan in secret.&lt;br /&gt;
&lt;br /&gt;
Finally, it all came to a head; on the first night of the full moon, the Waywarders, driven mad with hunger, descended on the gnome shantytown and abducted as many gnomish children as they could, cannibalizing them in a disgusting, bloody orgy. Over the next two days they massacred the surviving gnomes and ate them as well, then they ate the few Waywarders who had protested &amp;quot;The Feast&amp;quot;, as it was dubbed. And on that final full moon night, as the cannibal villagers slept off their full bellies, Wayward on the Bone Sands was pulled into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Caleb and the other villagers are now [[quevari]]. They spend most of their time in an enchanted slumber, only waking when visitors come to town. Like all quevari, they are peaceful and innocent-seeming during the day, but revert to bloodthirsty cannibals at night, as the first three nights after outsiders arrive are all full moons - after those three nights, they fall back into slumber until disturbed again. It&#039;s unclear what happens if a survivor somehow avoids being killed on that third night. &lt;br /&gt;
&lt;br /&gt;
Wayward itself has a couple of curses. Firstly, there are no children here; all of their youths were left behind when the village was pulled into the Misty Realms, and none of the women ever fall pregnant, save when Caleb is killed (we&#039;ll get to that). Secondly, all food and drink in the domain is inherently inedible - even foods brought in from outside instantly spoil, although the look and smell perfectly fine. Finally, none of the villagers will ever age beyond the day they were when they committed their sins.&lt;br /&gt;
&lt;br /&gt;
Caleb himself is a 5th level [[quevari]] [[thief]] who wields an enchanted knife +3 of bleeding. He can Charm Person 1/day by speaking to them, and still carries the Triangle of the Feast - the triangular dinner bell he played before the cannibalism of the gnomes. This can function as a Chime of Hunger that only affects non-Waywarders 3/day, and can also summon 2d6 Waywarders to his aid at will. The other quevari only openly recognize him as their lord and master during the night, but still are fiercely protective of him during the day. He can potentially be driven away in fear by forcefully invoking Black Hat - this requires something like disguising yourself &#039;&#039;as&#039;&#039; the boogeyman or telling a Black Hat story, simply saying the name won&#039;t scare him.&lt;br /&gt;
&lt;br /&gt;
If killed, one of the Wayward women will find herself pregnant within a week, and give birth to Caleb&#039;s reincarnation a month later. Caleb will resume his true form as an elven year old a month after being born. The only way to kill Caleb for good is to wipe out the entire town of Wayward, which frankly you should be wanting to do anyway.&lt;br /&gt;
&lt;br /&gt;
Caleb can close the borders by summoning tornadoes that lash all around the domain&#039;s periphery, kicking up lethal sandstorms and making it impossible to flee.&lt;br /&gt;
&lt;br /&gt;
===Cassandre Desesprits===&lt;br /&gt;
Darklord of Miseria. Born to a humble farmer&#039;s family, Cassandre was gifted with the ability to see and communicate with the spirits of the dead, which also made her a very effective seer. When this was revealed to her village, she became an immediate celebrity, and this situation - never permitted time to herself or any true friends, but also showered in displays of good will and thanks - twisted her heart. She became completely self-centered, egotistical and immoral, regarding all others as nothing more than things to use for her own amusement and gratification.&lt;br /&gt;
&lt;br /&gt;
When a war broke out amongst the local villages over the ability to use her seer powers, Cassandre exploited this to become a veritable queen, feeding just the right predictions to all factions to keep the war dragging on perpetually for over two years, wallowing in opulence whilst others bled, died and starved over her. Inevitably, the war drew to its climax, with both factions preparing to launch a decisive blow with a super-spell; Cassandre manipulated them into both acting at the exact same time, figuring that this would cause the spells to negate each other and stalemate, thus preserving the war and her power. Instead, they magnified each other, resulting in the annihilation of the warring armies and Cassandre being literally blown into Miseria.&lt;br /&gt;
&lt;br /&gt;
Cassandre&#039;s curse is, fundamentally, that she will never again enjoy the lifestyle she once enjoyed. Although surrounded by people who genuinely like and care for her rather than her gifts, she pines for the days when people doted upon her every wish and resents being forced to work for a living as a barmaid. Her [[diviner]] powers have dwindled and become almost useless, but her spiritual powers have expanded; she now commands incorporeal [[undead]] with the proficiency of a master [[necromancer]], and her life is supplement with the years drained by her [[ghost]]ly minions. None of her schemes to regain her &amp;quot;royal&amp;quot; status will ever work, and so she seems doomed to an eternity as a beloved but otherwise unremarkable barmaid.&lt;br /&gt;
&lt;br /&gt;
When she closes the borders, Miseria is surrounded by thick red fog that causes those who try to leave to age and eventually crumble to dust, whereupon they become ghosts under her command.&lt;br /&gt;
&lt;br /&gt;
If slain, Cassandre becomes a ghost herself, but then resurrects 2d4 days later. Only if she is confronted in ghost form by an exorcist of the local deity Saint-Ambroise who can denounce her for her crimes in life will she be banished from the world of the living forever.&lt;br /&gt;
&lt;br /&gt;
===Coyote===&lt;br /&gt;
Darklord of Yatehcaa. Once, this animal god aided the First Man in protecting his American Aboriginal-flavored world from powerful monsters. But his greed, malice and cruelty led to him committing many dark acts, and so the gods declared him unfit to remain amongst their ranks. First Man took back Coyote&#039;s cloak of stars, condemning him to stay forever on the world and be vulnerable to the monsters he had once battled. But Coyote showed no regret, no compassion, no willingness to learn from his mistakes or to try and make amends, and so he found himself trapped in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Ever since, he has continued his old ways, playing cruel, malicious tricks on the people of Yatehcaa, all the while trying to distract himself from how afraid he is that some day, he might be caught and killed by &amp;quot;The Dark Watchers&amp;quot;, the antediluvian monsters whom he once battled alongside First Man.&lt;br /&gt;
&lt;br /&gt;
Technically, nothing protects Coyote from death, but between his lack of shame and utter cowardice combined with his powerful magical abilities, actually killing him in a fight is easier said than done.&lt;br /&gt;
&lt;br /&gt;
===Dr. Dorothy Hemphyll===&lt;br /&gt;
Darklord of Immerabt. This female human alchemist could in many ways be considered a mirror to Dr. Mordenheim of Lamordia. Like him, she was born a scientific prodigy who had neither time nor patience for religions and matters of faith. When she was twelve, Dorothy&#039;s mother died in childbirth giving birth to a son, something Dorothy blamed upon both the local priest - for he had both refused to allow Dorothy to be present at the birth, despite her knowledge of herbs and medicines, for her lack of faith, and proven unable to save Lady Hemphyll&#039;s life with his limited divine magic - and her father, for he had listened to the priest.&lt;br /&gt;
&lt;br /&gt;
This became the cornerstone of Dorothy&#039;s growing loathing for religion, something that grew ever stronger as she aged. She went abroad to study medical sciencies, [[transmuter|transmutation magic]] and [[alchemist|philosophical alchemy]], always seeking to refine her medical skills. She also visited the dark, seedy corners of society: brothels, dog-fighting arenas, drug-fueled parties and other such realms that further convinced her of the absence of divine intervention.&lt;br /&gt;
&lt;br /&gt;
The kicker was when she met and fell in love with another medical student of noble ancestry; Hermann Leawly. Despite her feelings, she refused to marry him, for that would require submitting to a religious ceremony she wanted nothing to do with. But he bent under the pressure from his traditional family and returned to their home, something that enraged Dorothy, who now derided him as a weakling.&lt;br /&gt;
&lt;br /&gt;
After a long, bloody war, a terrible plague gripped her homeland, and Dorothy came up with an idea for a new method to care for the terminally ill. She purchased an abandoned penitentiary on a small rocky island and converted it into a sickbay, hiring the best healers she could find (so long as they weren&#039;t divine spellcasters). One of those she hired was Hermann. She became ever-more obsessive, pushing her followers brutally, and gaining the first attention of the [[Dark Powers]]. When she perfected her prototype life support mechanisms and began abducting the terminally ill from her hospice to install them in the devices, trapping them at the brink of life and death in a state of constant, unrelenting pain, they grew anticipatory. But it wasn&#039;t until she got drunk at a party celebrating her newly produced plague vaccine, and revealed to Hermann her monstrous experiments, injecting him with concentrated plague serum and deliberately waiting for him to reach the still-incurable terminal stage of the disease before strapping him into one of her hideous living death machines that they seized her and transformed goal island into Immerabt.&lt;br /&gt;
&lt;br /&gt;
Dorothy&#039;s curse is three-fold, and could be a considered a blend of Mordenheim&#039;s and Azalin&#039;s. Though she is well-aware of the fact that the local industries of Immerabt are poisoning the population, her attempts to plan and execute social projects to counter the pollution invariably fail due to being rejected or ignored. Secondly, she is kept so busy working her daily job that she cannot devote the time to furthering her understandings of magic and alchemy, preventing her from attaining the greater power she needs to pursue her goal of the ultimate curatives. Finally, she is unable to invent a vaccine to cure those suffering from the terminal effects of the plague, which means she cannot cure Hermann, who remains bound and suffering in his life-support in the depths of her sanitarium.&lt;br /&gt;
&lt;br /&gt;
Unlike many darklords, Dorothy has no inherent abilities that make her unkillable, although her disease-bearing touch and biomechanical golem guards make her a force to be reckoned with in combat. She can regenerate, but she&#039;s vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
If she wishes to close the borders of Immerabt, violent storms with strong winds and heavy rain surround the archipelago, whilst the waters boil with mutated [[shark]]s and other aquatic predators.&lt;br /&gt;
&lt;br /&gt;
===Elizabeth Michelle Cole III===&lt;br /&gt;
Darklord of Hibernate. This female human [[vampire]] was born to the noble family of the Coles in the land of Hybernaya on Boram&#039;ith. Despite her aristocratic lineage, she did not believe in the inherent superiority of her bloodline, and fell in love with a peasant boy, whom her parents had executed on trumped-up charges. This engendered a deep hatred for her parents in Elizabeth&#039;s heart, and at the age of 28, she left home to &amp;quot;think about things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In her wanderings, she met and fell in love with a man named Alexander Berzinski, a [[vampire]] who converted her into one as well. They traveled together for seven years before parting, whereupon Elizaeth returned home, murdered her parents, and ruled  their lands with an iron first for a decade.&lt;br /&gt;
&lt;br /&gt;
During this time, she became a high priestess of [[Thanatos]], and attempted to lure a prophesied warrior known as &amp;quot;The Son of the Black Moon&amp;quot; into Thanatos&#039; service. A task she delighted in, for she fell in love with him when she met him - a one-sided love, for he was devoted to his [[half-elf]] girlfriend. When he died escaping from his contract with the dark god, Elizabeth had him resurrected and attempted to lure him through a portal to the [[Lower Planes]], only to find herself alone in Darkon. Here, she fell afoul of the Kargat and fled to the Sea of Sorrows, only to find herself bound to the newly formed isle of Hibernate when she set foot there.&lt;br /&gt;
&lt;br /&gt;
She has risen to power as the madame of the most well-respected brothel in Hibernate, leading a force of twenty eight call girls, all of whom she has turned into [[vampire]]s. Her curse is that she yearns to find the Son of the Black Moon and claim him for herself, but he has never materialized in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Elizabeth is unaffected by Hibernatian holy symbols, due to the combined facts that they represent a non-existant god and the lack of true faith endemic in Hibernate&#039;s people, but can be slain by a pine wood stake, or paralyzed with any other kind of stake. If Elizabeth is killed, one of her vampire prostitutes will fall into a month-long coma, during which she will physically and mentally be subsumed and transformed into a new incarnation of Elizabeth. It&#039;s unclear how this can be prevented.&lt;br /&gt;
&lt;br /&gt;
When she wishes to close the domain, Hibernate&#039;s borders are choked by a thick fog that is impossible to navigate; those who try only find themselves circling back to Hibernate, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
The [[Undead Sea Scrolls]] 2002 version of Elizabeth emphasizes her fundamental selfishness and cruelty, and also notes that her Undying Soul will allow her to possess any woman in Hibernate should all of her prostitutes be killed.&lt;br /&gt;
&lt;br /&gt;
===Gatwe and Mr. Klein===&lt;br /&gt;
The domain of Nzari is home to two darklords, struggling for dominance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gatwe&#039;&#039;&#039; is the original Darklord; an Mwele man who was forever questioning the traditions of his people even from a youth and who burned to hold power. He apprenticed himself to the tribal shaman, whom he perceived held the true power, but his ambitions remained unchecked. When the most beautiful woman in the village chose to marry a respected hunter, that was the last straw; he forsook all the traditional limits on the shaman and began practicing sorcery. He used curses to sicken and kill those he hated, and goad the tribe into war, slowly building an empire from the scattered tribes of the Mwele. When suspicion began to fall upon him, he murdered his own family to try and throw it off, assuming the form of a leopard to plant a curse-bundle that would kill them all slowly and painfully. When he began to resume his human form, that was when the [[Dark Powers]] struck, trapping him in a twisted [[Broken One|nightmarish conglomerate form]], incapable of wielding his former magic, and launching Nzari into the Misty Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mr. Klein&#039;&#039;&#039; came to Nzari after its appearance in the [[Demiplane of Dread]]. A fanatical devotee of [[Ezra]], he yearned to be a missionary, but found that goal stymied during the initial rush to explore the Sea of Sorrows; the merchants who controlled the expedition wanted profits, not proselytizing. Only when Nzari was discovered, with its savage cannibal tribes and vast wealth of ivory, did Mr. Klein finally find his desire within his grasp. He founded the Dementlieur Exploration Company, and led its first expedition to Nzari. The Mwele naturally resisted this foreign invasion, but Klein had the zeal of a fanatic and pressed on, resorting to ever-more brutal tactics as months of battle and disease took its toll on his followers. Eventually, he caught the attention of Gatwe, but managed to fight the feared &amp;quot;leopard-devil&amp;quot; off - an act that won him inroads amongst the Mwele. His followers swelled in numbers, and he seemed to make real progress in &amp;quot;civilizing&amp;quot; Nzari... until he realized that his followers were not worshipping Ezra, but Klein himself, and that those he conquered were merely paying lip service to his commands. Furious, he resorted to to ever-more draconian methods to &amp;quot;stamp out the heathenism&amp;quot;, but succeeded only in pushing the Mwele to rebel. Klein counter-attacked viciously with his own forces, and responded by flaying every last one of them alive before he had them beheaded, their bodies cast into the river, and their heads impaled on stakes around his house.&lt;br /&gt;
&lt;br /&gt;
In the face of such brutality, the Dark Powers aren&#039;t sure &#039;&#039;which&#039;&#039; of the two better deserves the title of Darklord.&lt;br /&gt;
&lt;br /&gt;
Gatwe&#039;s curse is simple: he is forever cut off from the adoration and power he changes. No Mwele will have anything to do with one so obviously marked as a sorcerer, and he cannot change or disguise his form regardless of what artifice he tries. Mr. Klein, on the other hand, is cursed that when he sleeps, he sees the world through Gatwe&#039;s eyes, experiencing the broken one&#039;s life as he lives it. Both, ironically, share the curse of wanting to change the Mwele culture, but being completely incapable of doing so.&lt;br /&gt;
&lt;br /&gt;
The two Darklords &#039;&#039;despise&#039;&#039; each other. Gatwe has become convinced that if he can kill Klein, his full powers will be restored to him. Klein, on the other hand, believes that Gatwe is a literal demon, a symbol of the savagery hidden in humanity&#039;s heart, and that only by &amp;quot;civilizing&amp;quot; the Mwele will the nightmarish dream-visions cease.&lt;br /&gt;
&lt;br /&gt;
Unusually for co-darklords, they can both close Nzari&#039;s borders; Gatwe surrounds the domain an impenetrable thicket of vegetation, whilst those trying to flee against Klein&#039;s wishes find themselves lost in thick fog and eventually attacked by an endless hail of arrows.&lt;br /&gt;
&lt;br /&gt;
Both darklords also have their own unique forms of immortality. If Gatwe is killed, one of the leopards of Nzari will become his reincarnation a day later. Klein, on the other hand, is simply impervious to all attacks not dealt with an ivory weapon (a &#039;&#039;blessed&#039;&#039; ivory weapon deals double damage!) and will not return if slain.&lt;br /&gt;
&lt;br /&gt;
===Geren Horstadt===&lt;br /&gt;
Darklord of Seradan.  Born the favored son of a minor noble family, Geren was a bullying braggart in private, but a charming and idolized peer in public. All that changed when, at the age of 17, he was struck by a strange wasting disease that crippled him irreversibly; he lost use of his legs, his muscles withered, and all his senses faded. Though his family bankrupted themselves to try and cure him, nothing worked. He spent fifteen years in his own personal hell, watching and envying those with normal lives, and resenting his family despite the love and care they still showered him with.&lt;br /&gt;
&lt;br /&gt;
His true descent into damnation came when one of his brothers brought down a trunk full of books from the attack, and Geren learned one of his great-grandfathers had been a powerful [[wizard]] - one with considerable experience in summoning beings from the [[Lower Planes]]. When his family refused to hire a wizard to tutor Geren in magic, he decided to try summoning a [[fiend]] on his own. He called forth a [[yugoloth]], who was so surprised by the venomous manner in which Geren pleaded his case that he offered Geren a trade: the souls of Geren&#039;s families in exchange for the ability to &amp;quot;help Geren feel what others feel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It was a bargain Geren made without hesitation. He hired an [[assassin]] to kill every last member of his family, other than his mother. In exchange, the yugoloth gifted him with the ability to possess others, which allowed him to vicariously experience life as a normal person again. He slowly began to rebuild the family&#039;s fortunes by using possessed thralls to commit acts of murder and theft... then the townsfolk began to suspect his mother was involved, and she in turn wondered if Geren was responsible. When she confronted him, however, Geren petuantly seized control of her mind and made her kill herself. But some of the townsfolk had just arrived to question her again, and they discovered her slumping over the infamous and now-hated cripple. Realizing that Geren had been responsible, they beat him with clubs and then dragged him into the streets, where the mob lynched him; hanging him from a tree and beating him to death as they burned his family&#039;s home and himself. &lt;br /&gt;
&lt;br /&gt;
Such was Geren&#039;s rage at this fate that he returned from the grave as a powerful haunt - a [[Ravenloft]] strain of [[ghost]]. With his possession abilities enhanced, he used them to massacre the entire population of the village... which was when the Mists rolled in and claimed him for Seradan.&lt;br /&gt;
&lt;br /&gt;
Geren&#039;s darklord status brings with it a cocktail of curses. The standard Darklord curse of being unable to leave his domain chafes him particularly, being that he yearns to explore and experience the world. Making matters worse is that he is now trapped in a realm of dullards, so docile, unimaginative and unfeeling that possessing them is little better than staying a ghost. For further insult, Geren can now only possess hosts for short periods of time, or else they die of a supernaturally induced fever, forcing him to largely avoid using his possession abilities.&lt;br /&gt;
&lt;br /&gt;
Geren always reforms one week after being destroyed. Only if he is allowed to kill Wilhelm Braugh, the only survivor of Geren&#039;s hometown and the inspector who gave him over to the mob, will he cease to exist, having decided that there is nothing left to live for. If he closes the borders, supernatural exhaustion claims any who try to leave the domain, sapping their strength until they are left helpless.&lt;br /&gt;
&lt;br /&gt;
===Jarl Gravstein Hansen===&lt;br /&gt;
Darklord of the Northlands. This male human was born to the Gand tribe, son of the man who had founded the trade guild known as the Key, which was bringing much-needed prosperity to the realm. He railed against the tradition by which the Gand and Kosti tribes alternated ownership of the capital city of Miklaheim every five years, and was determined to keep ownership of the city for himself.&lt;br /&gt;
&lt;br /&gt;
To do so, he launched a brutal campaign against the Gand tribe, taxing his own people into famine and ruin to do so. When they were devastated, he turned his back on the traditional religion of the seidmen, secretly siphoning away funds from the church who thought he was supporting them. Finally, he began taxing the trade guild to borderline ruin itself. Through his short-sighted greed and selfishness, the realm was drawn into the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
Secretly, Gravstein yearns to be respected and loved, but he cannot attain it - only if he returns all the land of the Gand to them will this curse be broken, which mechanically manifests as an automatic failure on any Charisma check other than Intimidation. He doesn&#039;t have any magical powers to preserve his life, but whoever takes up the mantle of leadership should he die will be cursed in the same manner.&lt;br /&gt;
&lt;br /&gt;
Closing the borders results in a vast army of warrior spirits descending from the heavens and physically blocking passage.&lt;br /&gt;
&lt;br /&gt;
===The Barons Gustav===&lt;br /&gt;
Darklords of Gustavstan.&lt;br /&gt;
&lt;br /&gt;
Baron Gustav the Elder is a male human ghost who once ruled a small kingdom in his homeland. Though he had intended to pass his holdings on to his younger brother Klaus, the younger sibling had no interest in ruling, so the elderly Gustav took a wife and fathered a son, Gustav the Younger. Then, when his son was fifteen, Gustav the Elder stepped on a snake in his garden and was fatally bitten.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger (male human [[Fighter]]) was inconsolable, his mind fracturing under the sudden death of his beloved father. In his grief, he refused to take up the throne, forcing his uncle Klaus to become Baron in his place - as well as to wed Ingrid, Gustav the Elder&#039;s widow and Gustav the Younger&#039;s mother, to secure the Younger&#039;s inheritance. Unfortunately, this gesture was misunderstood by &#039;&#039;both&#039;&#039; Gustavs; the Younger began to despise his uncle and mother for their apparent disloyalty, whilst the Elder&#039;s restless spirit also became incensed at Klaus&#039;s apparent betrayal. He seized upon the idea of exploiting his son&#039;s fractured mind to both weaponize him against Klaus and to make him vulnerable, so the Elder could live again by stealing his son&#039;s body.&lt;br /&gt;
&lt;br /&gt;
This domain is basically [[grimdark]] Hamlet, in case it&#039;s not obvious already.&lt;br /&gt;
&lt;br /&gt;
So Gustav the Elder manifests to his son, lies that he was murdered by Klaus, and convinces his half-crazed son that Klaus wants to steal the throne for himself. Klaus the Younger swallows this bullshit hook, line and sinker, and pretending to be even madder than he actually was, he began preparing to kill his uncle and his mother both - ignoring that Gustav the Elder wanted Ingrid spared, having figured that once he stole his son&#039;s body, [[/d/|he could reclaim her as his wife]].&lt;br /&gt;
&lt;br /&gt;
This led to Gustav the Younger murdering the father of Elaine, the woman he loved, and driving her so insane that she ended up committing suicide by throwing herself off the battlements of the castle - which didn&#039;t do Gustav Junior&#039;s sanity any great shakes. Instead, it provoked him into finally battling his uncle, killing Klaus and his mother in the process. Which was when Gustav the Eldler showed up and, horrified at his wife&#039;s death, he revealed the truth about how he&#039;d played his son for a fool. Enraged, the son attacked his father&#039;s ghost, and that was when Gustavstan was snatched up by the mists.&lt;br /&gt;
&lt;br /&gt;
Gustav the Younger now burns with the urge to hunt his father&#039;s spirit down and destroy him, a task not helped by his paranoia. Every night, he is haunted by the angry ghosts of Elaine and Klaus, who spend the night cursing him out for their murders.&lt;br /&gt;
&lt;br /&gt;
Gustav the Elder now spends his days haunting the local insane asylum, where Ingrid - who actually survived her son&#039;s attack, but was left a raving madwoman - is now kept. At night, he strives to manipulate others into killing his son.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be permanently destroyed by violence; they regenerate and revive from destruction. Only by killing Ingrid will their resurrective regeneration cease... but doing this will cause the killer to immediately suffer a failed [[Powers Check]], whilst those who watch get to roll one. &lt;br /&gt;
&lt;br /&gt;
===Hakaan na Uruk===&lt;br /&gt;
Darklord of Saarkaath. This male [[half-orc]] was born to an unknown human slave and her orcish master in the [[orc]] stronghold known as the Dark Fork Holding. When Hakaan was young, the Holding was put to the torch by a [[paladin]] order called the Storm Templars; whilst the orcish women and children fled, Hakaan was left behind, and rescued by a paladin named Leith Kelbar. As Hakaan favored his human heritage in appearance, Leith took the child in and informally adopted him.&lt;br /&gt;
&lt;br /&gt;
Officially, Hakaan was just Leith&#039;s &amp;quot;dog robber&amp;quot;, a menial worker, but Leith showed the boy an undemonstrative but very real affection and even trained him in weapon&#039;s use and other page skills. This in turn engendered a hero&#039;s worship attitude in the young half-orc.When Hakaan entered puberty and his orcish heritage became more appropriate, the other knights of the Storm Templars began encouraging Leith to abandon the half-orc and take a human servant instead. The stubborn and idiosyncratic paladin flatly refused them, and instead made Hakaan his squire at the age of 14. The half-orc&#039;s respect for his adoptive father only increased at this decision, and he began to dream of becoming a full-fledged Storm Templar himself, determined to prove his worth despite his heritage.&lt;br /&gt;
&lt;br /&gt;
The orc/human war was still raging at this point, and soon after becoming Leith&#039;s squire, Hakaan saw his father killed during a climatic battle at Shadow Mountain. Leith&#039;s dying wish was for Hakaann to take his [[Holy Avenger]] and his armor back to the Storm Templars. The half-orc fought heroically and made the 400 mile trip back to the central temple of the Storm Templars. To his dismay, he found himself coldly received and sharply censured for daring to carry Leiber&#039;s weapons and armor as a mere squire; many of the Templars even pushed for him to be expelled from the order entirely. But his actions and skills did win him the support of a few key members of the order, and so a compromise was offered: Hakaan could &amp;quot;prove himself&amp;quot; by beginning his squire&#039;s training over from the beginning, with vague promises of a future &amp;quot;consideration&amp;quot; for full knighthood.&lt;br /&gt;
&lt;br /&gt;
The young half-orc was outraged and indignant, feeling he had proved his worth through his skills already. He left the order and sought membership in another elite martial unit... however, none would take a half-orc. Only a mercenary force allowed him membership, and whilst initially distressed by their monetary emphasis and neutral (at best) morality, he soon adjusted. In fact, by the time he was 30, he was the Captain-General of his own mercenary army! But he never forgot the way that the Storm Templars and the other elite forces of the human military had rejected him, and a bitter enmity grew in his heart. Things finally came to a boil when the human kingdom declared war on the southern [[hobgoblin]]s; not only was Hakaan&#039;s army hired to work alongside an offensive led by the Storm Templars, but despite his vital role, he was not invited to the meetings held by the various generals of the royal army and the order.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. Hakaan began secretly communicating with the hobgoblin armies, and through his treachery the human forces suffered reverse after reverse. At the final climatic battle, the humans&#039; last gamble, Hakaan deliberately &amp;quot;misunderstood&amp;quot; a signal to reinforce the Storm Templars and fell back, allowing his former order to be annihilated and delivering a crushing defeat to the forces of humanity. He promptly surrendered to the hobgoblins and offered them the services of his forces; those mercenaries who refused to follow him were promised safe passage to the lines, but instead were betrayed and given over to the &amp;quot;correction officers&amp;quot; of the hobgoblin forces.&lt;br /&gt;
&lt;br /&gt;
Fighting at the side of the hobgoblins, Hakaan&#039;s forces swelled with the addition of several hundred orcish conscripts, all eager to serve &amp;quot;under one of their own&amp;quot;. Howerver, he soon fell out with the hobgoblins and tried to betray them as well, but they were better prepared than the human forces and Hakaan found himself forced to flee with less than a thousand surviving troops into the mountains, pursued the whole way by [[hobgoblin]]s, [[goblin]]s and [[worg]]s.&lt;br /&gt;
&lt;br /&gt;
He escaped by fleeing into a thick mountain fog, only to emerge in a strange mountainous region completely alien to him and his followers, and magically prevented from finding their way back to more familiar ground. Discovering a massive complex of tunnels and caverns within the mountains, at the encouragement of his orcish followers, Hakaan settled into the caves and began operating like a typical orc warchief, sending his forces out to raid the surface villages for supplies, slaves and concubines; many of those slaves or their ill-favored human-looking halfbreed children subsequently escaped to the surface, and thus the domain of Saarkaath was born.&lt;br /&gt;
&lt;br /&gt;
A hundred years have passed, but Hakaan&#039;s aging has been slowed, and so he only appears to be fifty... of course, even a very-well preserved fifty is still a pretty significant age for a half-orc! In mockery of Hakaan&#039;s life-long loathing of his orcish heritage only to willingly stoop to the worst behaviors associated with orcdom, his orcish traits have been exaggerated over the years, and so he now not only looks like a pureblooded [[orc]], but he suffers even worse sensitivity to sunlight than a true orc would - combined with his curse-spawned intense agoraphobia, and Hakaan can no longer bring himself to visit the surface. Hakaan attempts to hide from his self-loathing by celebrating the orcishness of his people, surrounding himself with those who most strongly favor their orc heritage and punishing the least orcy-looking denizens of Saarkath, but truthfully it still rankles him. Combined with his inability to leave Saarkaath to take revenge on his ancient human and hobgoblin foes, and his &amp;quot;kingdom&amp;quot; is a glorified prison whose bars he can never deny.&lt;br /&gt;
&lt;br /&gt;
Hakaan is amongst the most vulnerable of all darklords; aside from the hitpoints of being a 12th level [[fighter]] as well as owning a +2 greatsword and a Ring of Regeneration, he has no magical protections of any sort to preserve his life. If you can kill him, he&#039;ll stay dead. Amongst his more unusual abilities, he can fly into a berserker rage similar to a [[barbarian]], and detect [[paladin]]s with perfect accuracy.&lt;br /&gt;
&lt;br /&gt;
When Hakaan closes Saarkaath&#039;s borders, a forest of magical spears and swords appears at the border; those who try to force through will suffer 1d10 damage per round, which can only be restored by magical healing - and, of course, those who try to fly over will instead just drop straight onto them.&lt;br /&gt;
&lt;br /&gt;
===Henry Arlington===&lt;br /&gt;
Darklord of Arlington Farm. Henry Arlington was a farmer who obsessed about success. Inheriting his farm after the tragic death of his parents in a house fire, he killed his own elder brothers in a duel to secure his inheritance. He proved to be a demanding, overbearing farmer, and obsessed with successful crops; when an unexpected New Year&#039;s late frost resulted in damage to a significant portion of the crops, Henry flew into a rage, even though he had more than enough funds to weather this less-than-perfect year. In his rage, he murdered one of his farmhands, concealing the crime by cutting up his body and hiding it amongst the scarecrows on the property. That year, the farm bloomed with a record-breaking bounty.&lt;br /&gt;
&lt;br /&gt;
The next year saw a similar pattern: the crops failed early in the year, but when Henry killed (in this case a stray dog), they suddenly reversed fortune and flourished. Henry became convinced that his farm would reward him with bounty only in exchange for blood sacrifices, and he began a yearly ritual of murdering some human victim and stuffing their dismembered body into the scarecrows. Over a decade of this grisly work, he soon had no farmhands left to sacrifice, and so instead he slaughtered his entire family for the sake of his farm.&lt;br /&gt;
&lt;br /&gt;
That was the last straw. The grisly, corpse-stuffed scarecrows came to life and burned down all his crops, then dragged Henry out into the field and mutilated him, turning him into a fleshy scarecrow like themselves. That was when the Mists swallowed the farm.&lt;br /&gt;
&lt;br /&gt;
In the present, Henry still tends to his farm as an animate corpse [[scarecrow]], only to find his labors undone whatever he achieves. In addition, every harvest moon, he finds himself human once more - and subsequently butchered by his vengeful scarecrow &amp;quot;workers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Henry can close the border for up to an hour at a time by summoning a vast murder of crows that attack whoever tries to leave. After an hour, however, Henry is exhausted and must rest for 3 rounds before he can resummon the swarm. If slain, Henry remains dead until the next full moon or blue moon, whereupon he will possess one of the scarecrows in his domain and return to life. Theoretically, he can be destroyed forever by destroying all of the scarecrows.&lt;br /&gt;
&lt;br /&gt;
===Hercules===&lt;br /&gt;
Darklord of Olympus. Born the son of the High Priest of [[Zeus]] in a theocratic nation ruled over by a collective of seven temples to the Greek Gods - Zeus, [[Athena]], [[Aphrodite]], [[Hermes]], [[Ares]], [[Apollo]] and [[Hades]], the man now known only as Hercules earned great fame in his youth by speaking up against the brutal repression of the priest-lords and championing the rights of the oppressed commoners. Although originally he sought peace, the overwhelming corruption opposing him led him first to delving into the murky depths of politics, and finally into leading a full-blown revolution.&lt;br /&gt;
&lt;br /&gt;
This angered the realm&#039;s rulers, the conclave of High Priests known as the Council of Seven, who came up with three plans to ruin Hercules. The High Priest of Zeus sent his son cursed gauntlets that would drive him into bloodthirsty rages under false pretence of truce. The High Priestess of Athena sought to summon a daemonic entity that would grant the Council magical powers that would allow them to crush the rebels and prove themselves the true &amp;quot;Voices of the Gods&amp;quot;. Finally, the High Priestess of Aphrodite arranged for one of her serving girls to be sent to seduce Hercules, with the ultimate plan of disgracing him by tempting him into committing the blasphemous act of making love in the holy ground of the temple of Zeus.&lt;br /&gt;
&lt;br /&gt;
They couldn&#039;t have expected that Dejanira, the girl chosen by the Voice of Aphrodite, would fall in love with Hercules and reveal the ploy to him. Any more than she could have expected for him to revile her as a traitorous seductress, but hide his loathing and use her to deliver a strike against the Council as they performed the summoning ritual. At the height of battle and ritual both, Hercules turned on Dejanira and stabbed her to death before throwing her into the center of the Council, then beating his father to death as he was paralyzed by the sudden influx of magical energies from the rite.&lt;br /&gt;
&lt;br /&gt;
The Seven Voices of the Gods were transformed into quasi-daemons in their own right, and Hercules became the Darklord of the realm now called simply &amp;quot;Olympus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hercules is cursed both with the erratic and dangerous rages from his braces, and in that he is haunted by the terrifying spectre of Dejanira, who still loves him even in death. Worse still, his reputation continually sours due to his berserk rages.&lt;br /&gt;
&lt;br /&gt;
The only way to kill Hercules for good is to force him, the six &amp;quot;Living Gods&amp;quot; of Olympus and the Forsaken One (the half-daemonic ghost of the High Priest of Zeus) to meet in the abandoned temple of Zeus and perform the fiend summoning ritual again. Only if Hercules allows himself to be sacrificed as part of the ritual will his curse be ended - which will also strip the Living Gods of their powers and make them mortal as well.&lt;br /&gt;
&lt;br /&gt;
If Hercules wishes to seal the borders of Olympus, a titanic lightning storm envelops the domain, striking down any who attempt to escape.&lt;br /&gt;
&lt;br /&gt;
===Heresa Heri, The Vulture King===&lt;br /&gt;
Darklord of Tsuu-Y-Teke. Long ago, Heresa Heri was one of the great animal lords, powerful spirits subordinate to the greater animal gods, but he betrayed his master&#039;s wishes after being named ruler over the skies: when given the ability to create permanent light from enchanted crystals, rather than sharing this light with the world, he selfishly kept them for himself, turning them into a shining feathered headdress. But his treachery was uncovered by a human hero-shaman named Kanaciwe, who captured Heresa Heri and tore out the golden and silver feathers, turning them into the sun, moon and stars. But the appearance of the sun dazed Kanaciwe, allowing Heresa Heri to break free of the shaman&#039;s grip and kill him.&lt;br /&gt;
&lt;br /&gt;
This act enraged his rival, the newly empowered Haloe-Tsuu (Sun Puma), who cursed Heresa Heri; never again would he be allowed to face the sunlight, or else it would destroy him. Though the Vulture King fled into the deepest cave, he was mortally wounded, and summoned his underlings to ceremonially preserve his body and spirit. As he died, he cursed all those who had robbed him of &amp;quot;his&amp;quot; treasure, from the humans whose shaman had taken his headdress of shining light to the skies themselves for being home to the sun and moon. Thus was the domain of Tsuu-Y-Teke born.&lt;br /&gt;
&lt;br /&gt;
In appearance, the Vulture King is a white-feathered giant vulture with a dark red bonnet of dried blood on his head, sickly yellow eyes that glow in the dark, and a jagged, uneven beak that gives him the appearance of fanged teeth. He is an [[undead]] creature with powers similar to those of a [[mummy]], althoug he looks like a living bird.&lt;br /&gt;
&lt;br /&gt;
As Darklord, Heresa Heri is trapped in his cavern lair except during True Night, the one period of darkness that comes to Tsuu-Y-Teke once per month. He has become obsessed with the idea that if he can amass a sufficient number of gems, he can reimprison the light and restore the endless Night that the world once knew... but he knows that to do so, he needs the &#039;&#039;exact&#039;&#039; number of gems as there are stars in the sky, and he no longer remembers how many that is!&lt;br /&gt;
&lt;br /&gt;
In combat, Heresa Heri is a powerhouse and all but impossible to destroy without the use of sunlight or powerful magical light. Even then, if destroyed, his spirit will possess any giant vulture within a 13 mile radius, which will transform into the Vulture King 1 week later.&lt;br /&gt;
&lt;br /&gt;
When the Vulture King seeks to seal Tsuu-Y-Teke, then impenetrable magical darkness gathers on the borders; those who try to escape instead get lost in the utter blackness and stumble right back out into the domain.&lt;br /&gt;
&lt;br /&gt;
===Commander Hernando Mouriros===&lt;br /&gt;
Darklord of Mictlan. Born into poverty, Hernando Mouriros was the son of a simple laborer; a brutal drunkard who savagely beat his wife and children. Hernando&#039;s mother died birthing Hernando&#039;s younger sister when he was ten, and six months later, his father took another wife, which pushed the embittered youth over the edge. Only the city guard&#039;s intervention kept Hernando from being beaten to death by his father, and he repaid their mercy by throwing himself into their ranks.&lt;br /&gt;
&lt;br /&gt;
Despite his background, Hernando&#039;s rise was meteoric, and he soon graduated from the city guard to the Imperial Army, and from there worked his way up the ranks to captain. When the Holy Empire launched its great crusade, Hernando flung himself into the slaughter, eager to showcase his loyalty and win wealth and power for himself. He became renowned for his uncompromising nature, devious tactics, draconian authority over his men, and utter lack of mercy towards the &amp;quot;pagans&amp;quot; he battled.&lt;br /&gt;
&lt;br /&gt;
After ten years of crusading, he was called back to the Empire and charged with leading the first expedition to conquer the newly discovered jungle realms beyond the Sierra Acora mountains. Hernando was honored - and the discovery of the distinctly [[Aztec]]-like native cultures, with their bloody [[theocracy]], only fueled his desire to succeed. When the first natives they met offered them peaceful greetings and a tribute of gold and gems, Hernando took the offerings and then launched an attack anyway, slaughtering the natives down to the last child - the act that finally earned him his position as Darklord.&lt;br /&gt;
&lt;br /&gt;
The curse of Hernando Mouriros is similar to Vlad Drakov&#039;s: he yearns to conquer Mictlan and bring it to heel, but he is handicapped from doing so. Not only are his forces outnumbered and demoralized, but the agonizing immortality that allows them to defeat superior numbers carries its own curse; one soldier randomly dies permanently whenever Mouriros&#039; forces conquer a city, and so their numbers shrink as he gains closer to achieving his goal. Whilst he doesn&#039;t lose his own forces if an allied force of natives conquers a city, the natives have no real respect for Hernando and constantly betray him for no reason he can determine. His own self-discipline and authoritarian control, once his greatest strengths, have become crippling weaknesses; he can&#039;t adapt to the ever-shifting chaos of life in Mictlan. The random nightmares he has of being a hapless child at his brutish father&#039;s nonexistent mercy merely adds insult to injury.&lt;br /&gt;
&lt;br /&gt;
A rarity amongst Darklords, Hernando &#039;&#039;isn&#039;t&#039;&#039; protected from death, unlike his men. But, if he were to be killed, then his body would burst into enchanted, inextinguishable flames that would ignite anything they touch (although these secondary fires could be extingiuished normally). It&#039;s unclear how long Hernando&#039;s corpse would burn for, but the wildfires it would cause would almost certainly lay waste to vast swaths of Mictlan in the process.&lt;br /&gt;
&lt;br /&gt;
If Hernando dies, the most likely candidate to replace him as Darklord is the cruel, unhinged high priest of [[Huitzilopochtli]], Cuxi Yapanaque.&lt;br /&gt;
&lt;br /&gt;
===Isabel de Sargas===&lt;br /&gt;
Darlord of San Bartolome. From her earliest days, Isabel de Sargas was a natural charmer, able to get anything she wanted... until the day she met a [[monk]] named Fernando in Porta Coeli. He refused to bend to her charms, and had no desire for anything she could offer him; all he cared about was attaining self-perfection, so that his soul could become an Njelx - the local term for [[angel]]s. Intrigue at his defiance soon grew into an all-consuming obsession; Isabel became convinced that she was in love with Fernando, and determined to make him reciprocate.&lt;br /&gt;
&lt;br /&gt;
Finally, she decided that the only way to make Fernando come to her was to become an Njelx herself. Soon after, the dark Njelx Ezimel began to whisper in her dreams, offering to make her dream come true; Isabel resisted at first, but ultimately succumbed. Months later, the ritual was cast and Isabel became a beautiful winged woman; under the light of the moon, she flew to Fernando&#039;s room and told him that she had been an Njelx all along, one sent to test him and determine if his soul was worthy of similar ascension. She claimed he had passed this test, and also won her love, and so they would be together forever in Coeli. Fernando was delighted, and finally yielded to her embrace...&lt;br /&gt;
&lt;br /&gt;
And that was when the sun rose. A strange feeling of lightness, of somehow being detached from her body, came over Isabel, and she saw horror in Fernando&#039;s eyes. Looking about, her eyes fell on a mirror, where she saw the truth; she was no Njelx, but a bat-winged horror, with razor-clawed fingers and the legs of some monstrous flying beast - she had become a [[harpy]]. And she wasn&#039;t tenderly embracing Fernando, but instead ripping him apart with her bare hands.&lt;br /&gt;
&lt;br /&gt;
As she was snatched back to reality, the mists swallowed her and brought her to the demiplane of dread.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, Isabel has hated the churce of San Bartolome. Though she can assume the semblance of her old form, the illusion doesn&#039;t last for long and can be forcibly dispelled by the light of both sunrise and sunset - she knows that if her true form were revealed, she would be hunted as a monster. As such, she can no longer exploit her charms to enthrall men, and has been forced into a bitter, self-loathing life as a social recluse. She likes to creep about the city at night and attack couples out of her rage and jealousy. By day, she opoerates a small fishing boat, desperately hoping to accrue the finds to try and overthrow the reigning theocracy, a task she will never complete.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isabel, when she completed her dark pact, her soul was physically removed and now lies hidden somewhere in Nove Circulae, the realm of Ezimel and his fellow fallen Njelx. Unless her soul is returned to her, rendering her mortal, Isabel is unkillable; when slain, she returns to life within a tenday.&lt;br /&gt;
&lt;br /&gt;
If Isabel chooses to close her domain&#039;s borders, then a great storm lashes the seas surrounding the island, rendering it impossible to sail or fly through.&lt;br /&gt;
&lt;br /&gt;
===Jack Karn===&lt;br /&gt;
Darklord of Farelle. Originally, the entity now called Jack Karn was a jackal from the Wildlands who hated that his people were content to be scavengers rather than hunters, a fact that saw them labeled as cowards by the beasts of the Wildlands. He convinced other Wildlands jackals to follow him, and began to incite conflict between the other animals of the Wildlands; when the two groups were fighting, he and his followers would attack their dens and drag away their children as food. This filled The Jackal Who Would Not Be A Coward with great pride - and ever-greater bloodlust. But eventually his tricks were discovered, and the vengeful animals turned upon the jackals of the Wildlands, slaughtering them and driving the survivors into the swamp of King Crocodile. When one of the elder jackals denounced him for bringing ruin upon their race, the murderous jackal attacked this elder - but was instead driven away by the other survivors, who savaged him with their fangs.&lt;br /&gt;
&lt;br /&gt;
The murderous jackal escaped, pausing only to watch as his few surviving packmates were devoured to the last by King Crocodile, and then trotted off into the mists, vowing to find a new pack and teach them his vicious ways. Instead, he found himself in a strange land; a snow-bound conifer forest, where he fell afoul of a common leg trap. He would have died, had not the original Jack Karn, a kindly human tinker, stumbled across him.&lt;br /&gt;
&lt;br /&gt;
Jack Karn, a peaceful soul who loved nature, instantly felt sympathy for the jackal, and tried to help him. The murderous jackal repaid his efforts by trying to kill him, failing only because of his wounded leg. Undaunted, Jack beat the jackal senseless with a length of iron, then used this as an opportunity to chain the jackal up, muzzle him, and tend his wounds. For weeks, he took the jackal along his cart, trying to befriend the creature and convince him that, together, they could help battle man&#039;s despoilment of nature. The jackal would not listen, full of bloodlust and egotism, and instead made himself a veritable devil; though Jack showed the jackal nothing but kindness and patience no matter how frustrated he grew, the jackal cursed him endlessly and terrorized the people who came to Jack&#039;s cart for their tinker needs.&lt;br /&gt;
&lt;br /&gt;
Starving, Jack&#039;s patience finally gave out as he accepted that he alone could not hope to redeem the murderous jackal. So he set out in search of [[Vistani]], reasoning that they would be both willing and able to keep the jackal alive but prevent it from harming others. He soon stumbled across a clan of the Naiat tasque, who accepted the jackal for their menagerie and invited Jack to spend the night at their fire, impressed by his patience and kindness. As they supped, however, the jackal used his magical abilities to compel the Vistani&#039;s dogs to free him, and then began attacking the clan&#039;s children. However, the startled Vistani swiftly regained the upper hand, and the jackal was about to flee... when he caught Jack&#039;s scent.&lt;br /&gt;
&lt;br /&gt;
Unwilling to temper his bloodlust with sense, the jackal attacked the tinker and fatally mauled him, giving the Vistani the chance to catch him. As he lay dying, the original Jack uttered a dying curse, condemning the jackal for his arrogance and declaring that he would become the thing that both the jackal and Jack despised most before that same thing would destroy the jackal. The Vistani&#039;s raunie stepped forth and added her own mystical might to the curse, guaranteeing it would take root, and commanded her people to release the jackal to suffer this curse.&lt;br /&gt;
&lt;br /&gt;
Fleeing into the mists, the jackal became a [[jackalwere]], trapped almost permanently in human form - which the people of Farelle recognize as &amp;quot;Jack Farn&amp;quot;. He can only resume jackal form for a few minutes at a time before he is ultimately compelled to return to human form; he can take hybrid form for ten times the duration of jackal form, but he finds this form a hideous abomination and refuses to use it unless compelled to do so. A secondary curse is that he cannot harm humans or even human-like monsters unless they attack him in anger first; so long as they are not the aggressors, he suffers crippling nausea should he try to raise a hand against them. Further compounding his curse, whilst he has total control over all canines in Farelle, they are all ordinary animals, not the intelligent animals of the Wildlands, so he finds himself as effectively the only &amp;quot;thinking&amp;quot; animal amongst a bunch of idiots.&lt;br /&gt;
&lt;br /&gt;
The Jackal Who Would Not Be A Coward cannot close the borders in a conventional manner, but instead commands the canines of the realm to swarm to Farelle&#039;s edges and attack whoever tries to escape. Theoretically, nothing prevents you from fighting or magicing your way through them. Also, these closed borders only keep people &#039;&#039;in&#039;&#039;; to the jackal&#039;s rage, they ignore people entering the domain, no matter how viciously he punishes them for doing so.&lt;br /&gt;
&lt;br /&gt;
The curse of the original Jack Karn keeps his namesake from knowing true death; if slain, he revives a week later. However, Farelle is doomed to experience an ultimate ecological collapse, having changed from a bountiful wilderness with a few scattered hunter-gatherer tribes to a widely agricultural community centered around two massive villages of an Early Medieval level or higher in only 250 years. When the swelling tides of rampant humanity finally cause a total ecological upset of Farell, only then will the cursed jackal die, the victim of a species he has spent the last few centuries belittling.&lt;br /&gt;
&lt;br /&gt;
Given &amp;quot;Jack Karn&#039;s&amp;quot; curse, it&#039;s actually best not to attack him. If he is attacked, and thus given the ability to respond in kind, the he is immune to all weapons that do not represent &amp;quot;civilized man&amp;quot; - unarmed strikes, natural weapons, clubs, arrows and any other &amp;quot;Savage&amp;quot; cultural tier weapon do nothing to him, whilst those that appear from Bronze Age or higher cultural tiers are fully effective.&lt;br /&gt;
&lt;br /&gt;
===Captain Jacobi Robertsonn===&lt;br /&gt;
Darklord of Whal. Born a fisherman&#039;s son on an unnamed world, Jacobi grew up in seas that were plentiful with a father who loved him and loved his life on the sea. Then, when Jacobi was young, he and his father were caught in a terrible storm whilst fishing, during which the youth spotted a giant whale - a &#039;&#039;leviathan&#039;&#039; - playing in the rough surf. Play that ended with the breaching whale crashing right on top of the small fishing boat; Jacobi awoke washed ashore, scarred, surrounded by debris, and with his father missing.&lt;br /&gt;
&lt;br /&gt;
Years later, Jacobi was commanding a trading galleon called the Sailor&#039;s Blessing with his beloved only son Abram when the ship was caught in a tropical storm. On the fourth day, the ship hit something in the water and began to sink, and during the scramble to escape, Abram was swept over the side and vanished. Spotting a leviathan in the storm, Jacobi blamed his son&#039;s apparent death on the creature, and in fact convinced himself it was the same whale that had killed his father. &lt;br /&gt;
&lt;br /&gt;
Returning to port, he purchased a new ship, the Retribution, and became a whaler, venting his wrath on whales indiscriminately for the next decade. He was beginning to lose all hope of ever attaining vengeance when he finally encountered the biggest whale he&#039;d ever seen - what he was sure was the leviathan that had killed his father and son. He personally led the hunt and harpooned the beast, only for it turn and smash his boat to pieces. Driven by rage, the wounded Jacobi hauled himself onto the beast by climbing the rope of the embedded harpoon; even as the surviving crew fled, he stabbed the whale over and over again, all the while cursing it, himself and his crew with all his soul... until everything went black.&lt;br /&gt;
&lt;br /&gt;
Then he awoke and found himself on a strange, yet vaguely familiar, island; the land of Whal. A place of whalers who, to his surprise, deferred to him with their problems. He has since figured out he rules Whal, but is cursed to never leave it.&lt;br /&gt;
&lt;br /&gt;
As a Darklord, Jacobi&#039;s curse is that he has become a rare oceanic [[therianthrope]]: a [[wereorca]]. He has distinctly mixed feelings about this form; he  acknowledges the appropriateness of it, but he loathes being associated with a whale. He&#039;s also been cursed to suffer from intense sea-sickness if he ever sets foot upon a water-borne vessel, so whilst he does enjoy the freedom offered by his alterante form, the fact he can only hunt as an orca means he misses the thrill of commanding his own ship. Whilst normally he has control over this changes, he is forced to assume orca form on the days of his father&#039;s and son&#039;s deaths, days that are also marked by intense storms.&lt;br /&gt;
&lt;br /&gt;
Perhaps his true curse, however, is that despite his obsession with killing the leviathan he blames for ruining his life, the creature never appears in the waters off of Whal.&lt;br /&gt;
&lt;br /&gt;
When Jacobi closes his borders, the sea parts down to the sea floor, creating a 300ft wide chasm between the two bodies of water. Flight is, of course, impossible. Nothing explicitly prevents you from walking across the chasm and then using water-breathing magic to escape through the water on the other side, though.&lt;br /&gt;
&lt;br /&gt;
Jacobi has no life-preserving powers outside of his immunity to any weapon that isn&#039;t +1 or made from whalebone. He is a 16th level [[Avenger]], however, which combined with the aquatic capabilities of his form makes him more dangerous than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Jinx===&lt;br /&gt;
Darklord of the Lost Wizard&#039;s Tower. This male black cat was once the [[familiar]] of a [[transmuter]] named Margaret Landsdale, a caring and heroic individual, but a slightly neglectful owner, and also too hubristic for her own good. Jinx&#039;s journey into damnation began when she decided to use the cat as the test subject for an experiment in increasing the intelligence of animals.&lt;br /&gt;
&lt;br /&gt;
It worked... but it also made Jinx smart enough to realize just how much more there was to Margaret&#039;s life than him. He became convinced that she had chosen him as her test subject because she simply didn&#039;t &#039;&#039;care&#039;&#039; if he lived or died, developing a burning resentment for it. Worse, he became mentally human enough to become convinced that he was in love with Margaret, and to be consumed with jealousy that she had other interests in her life.&lt;br /&gt;
&lt;br /&gt;
When the region where they lived was attacked by [[barbarian]]s, Jinx went out of his way to assist Margaret, hoping to prove his worth in the hopes that she would come to reciprocate his jealous, obsessive love. She did not. Instead, she fell in love with a young warrior under her command. When she announced their upcoming marriage, he devised and enacted a plan to lead the man Margaret had fallen for to his death in battle. With no spellcasters in the region powerful enough to revive the fallen, Jinx was sure that this would be the end of his &amp;quot;competition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To Jinx&#039;s fury, the death of her betrothed only filled Margaret with rage and suicidal grief. She prepared a super-powerful alchemical explosive, and made a personal assault on the horde&#039;s camp. Blind with fury, she waded through the ranks of the enemy, surviving many attacks only because Jinx fought like a hellcat to save her - to the familiar&#039;s growing rage as he realized she didn&#039;t even notice her efforts. Finally, Margaret planted the explosive, only to be attacked by the horde&#039;s leader. Though she defeated him, she was badly hurt in the process, leaving her helpless in the face of the coming explosion.&lt;br /&gt;
&lt;br /&gt;
Jinx tried to pull her to safety, but was too weak to do so. Margaret told him to flee to safety, and expressed her happiness that in dying, she would meet her beloved fiancee in the afterlife. At that, the cat flew into a rage and revealed how &#039;&#039;he&#039;&#039; had arranged the warrior&#039;s death, blaming his actions on Margaret&#039;s decision to give him the curse of reason. Finally, he vowed that Margaret would neither see Jinx&#039;s death nor her beloved, raking her eyes with his claws and then fleeing his master, whose screams of pain were swiftly cut off by the explosion.&lt;br /&gt;
&lt;br /&gt;
Unrepentant, yet fearful, Jinx fled all the way back to the tower where he and Margaret once lived, only to find it mysteriously deserted. He has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Jinx waits endlessly now for people to visit the lost tower, hoping to claim a new master. His first preference is a female [[wizard]], then a female [[sorcerer]], then a female [[bard]] or any other arcane spellcasting clas, and then finally a male arcanist. He will do whatever he can to first persuade them to accept his presence, and then separate his chosen master from their former companions. His curse, of course, is that he will always destroy any relationship he establishes - if nothing else, he will end up killing the would-be master when they fail to meet his standards for loving and doting upon him. He prefers to use his retained spells ability, which allows him to cast Flesh to Stone one per day, to &amp;quot;immortalize&amp;quot; failed masters by petrifying them.&lt;br /&gt;
&lt;br /&gt;
Jinx has no specific powers keeping him alive, so if you can kill the little beast, he&#039;s done for. He can&#039;t even close the borders properly, but instead just summons the Mists; those who flee will find themselves emerging from the mist elsewhere in the [[Demiplane of Dread]].&lt;br /&gt;
&lt;br /&gt;
===Warden Jonar Tamh===&lt;br /&gt;
Darklord of Karss. This [[Harmonium]]-sworn male [[aasimar]] [[Fighter]] joined the Harmonium at a young age, and very quickly moved up the ranks, attaining the position of Mover One at the age of 25. When he was selected to lead the experimental Great Prison of Ortho, a reformation-focused alternative to the [[Mercykiller]]-run prison of [[Sigil]], he saw it as a great honor... until it became apparent that the majority of the cynical Sigil-originated prisoners were unwilling to cooperate with the project.&lt;br /&gt;
&lt;br /&gt;
Fearful for his reputation, Jonar Tamh resorted to increasingly brutal and draconian punishments, covering up the ongoing breakdown from his superiors and replacing subordinates who dared to question him. Growing convinced that some force - the [[Mercykiller]]s, the [[Revolutionary League]], or the agents of evil - was sabotaging the Great Prison, he descended ever-deeper into brutality. Finally, his best friend, the deputy warden Zet Keffen, tried to convince Jonar to return to the Great Prison&#039;s original premise; when Jonar refused, he declared he would bring this matter to the Factol of the Harmonium.&lt;br /&gt;
&lt;br /&gt;
Jonar panicked and killed Zet right then and there, covering it up by blaming the murder on two particularly troublesome prisoners and executing them for it.&lt;br /&gt;
&lt;br /&gt;
But Jonar couldn&#039;t cover it up forever. Hearing that his superiors were on their way to investigate the prison, and also that there were plans for a mass uprisiong, Jonar gathered 28 of the most outspoken and problematic inmates and hanged them all, one by one. As the last expired, a great hurricane arose from nowhere, forcing the Harmonium guards indoors. When the storm ended, the Great Prison now sat on the barren island of Karss.&lt;br /&gt;
&lt;br /&gt;
Jonar Tamh suffers two major curses. Firstly, although he now has the ability to mentally control large numbers of people at once, he experiences all of the pain and misery of those he is controlling. Secondly, the vengeful spirit of Zet has become bound to Jonar&#039;s sword; if Jonar inflicts 12 or more damage with it against a single foe, Zet gains the abilities of a rank 2 ghost for one hour, allowing him to attack his former best friend.&lt;br /&gt;
&lt;br /&gt;
The aasimar darklord cannot close the borders of Karss.&lt;br /&gt;
&lt;br /&gt;
===Kasselheim Blightlyng===&lt;br /&gt;
Darklord of Vulnara. This [[gnome]] [[vampire]] had the misfortune to be born a gnome with no sense of humor. Whilst other gnomes were happily running round, playing stupid pranks and making silly illusions, Kasselheim was stuck fuming over how non-gnomish races didn&#039;t treat them with the slightest respect, all whilst the other gnomes reacted to his pleas for them to just try and be a little more serious by pranking him worse than ever. Eventually, he became a [[Transmuter]], bitterly thumbing his nose at a centuries old family radition, and withdrew to the deepest depths of their underground home. Then a few years later, a great flood washed through the gnome community and drove them up onto the surface, and the survivors counted Kasselheim as one of the dead.&lt;br /&gt;
&lt;br /&gt;
They didn&#039;t know that Kasselheim had severely blinded and deafened himself in an alchemical explosion during his period of isolation. Nor could they know that many of those presumed dead in the flood were actually kidnapped by Kasselheim, who began experimenting in dark magic to steal their senses for himself, ultimately transforming them into warped monsters called &amp;quot;tactyles&amp;quot;. But when they finally began moving back into the tunnels years later, they found out.&lt;br /&gt;
&lt;br /&gt;
They formed a great war party with the aid of [elf]], [[dwarf]] and [[human]] adventurers from communities who had also suffered Kasselheim&#039;s depredations, and tracked him down to his underground fortress... only to be all but wiped out. Even though former friends (well, &#039;&#039;they&#039;&#039; considered themselves to be his friends, at least) and family were amongst the party, Kasselheim killed or captured them all. The last survivor was one of his sisters, a [[cleric]] of the gnome gods who threw herself to her death over a cliff whilst cursing him. An earthquake, and Kasselheim was knocked unconscious, rising to discover he had become a unique form of gnomish [[vampire]].&lt;br /&gt;
&lt;br /&gt;
Kasselheim&#039;s curse is that he must &#039;&#039;constantly&#039;&#039; feed; his stolen senses of sight, hearing, scent and taste dwindle rapidly after feeding, until all that he has left is enough of a sense of touch to register pain. However, because of how fast his senses fade, and the isolated nature of his lair, he is effectively confined to a small part of his domain, and thus must go long, terrible intervals between feedings.&lt;br /&gt;
&lt;br /&gt;
Killing Kasselheim can be done in two ways. First, if he is exposed to sunlight, he becomes incorporeal; if he is kept from fleeing back to his lair for two hours whilst in this form, he dissipates into nothing. Secondly, one can complete a complicated ritual, slightly altered from the traditional gnomish vampire. To achieve his permanent destruction, Kasselheim must first be immobilized by staking him with a silver spike through the heart. Then his hands must be cut off and boiled in a volcanic hot spring for 24 hours, after which his eyes must be gouged out and replaced with precious gems (100gp value minimum for each eye). Finally, his inert body must be carried to some place where it can be exposed to direct sunlight for an hour - but this will revive him in his incorporeal form, so the would-be vampire killer will need to use some method to trap him in the light for the full hour.&lt;br /&gt;
&lt;br /&gt;
===The Lady of Ravens===&lt;br /&gt;
The Darklord of the Isle of Ravens occupies a strange and nebulous position between being a canonical darklord and a netbook darklord. Whilst she was first mentioned in the official [[splatbook]] &amp;quot;Domains of Dread&amp;quot;, the last [[TSR]]-produced iteration of the [[Ravenloft]] corebook released to revise the setting in the wake of the [[Grim Harvest]], all of her actual lore expansions have been through [[netbook]]s, starting with the [[Books of S|Book of Sacrifices]] - canon simply mentions she existed and left it at that.&lt;br /&gt;
&lt;br /&gt;
According to the Book of Sacrifices, the future Lady of Ravens was born the only child of a noble family who inhabited a massive, decaying castle in a remote corner of their world, scion to a once-great line fallen into steep degeneration through isolation and inbreeding. Her mother died before she could speak, and her father might as well have been dead, spending all his time either deep in a narcotic-induced stupor or drifting through his castle in the same vapid indifference as the ancestral ghosts. With servants who were forbidden by social codes to casually speak to her, she grew up alone and largely in silence, so isolated that she took the fairytales, myths and legends in her castle library to be unvarnished truth. Naturally aloof and disdainful, her circumstances merely shaped her belief that all others were beneath her, strengthening social awkwardness into full-blown narcissism and borderline solipsism.&lt;br /&gt;
&lt;br /&gt;
The only friends she had, for the other children of the castle disliked her and avoided her when they could, were the ravens who inhabited the 400ft tall Tower of Flint, a spire constructed entirely of flint that was the central structure of the castle. Like all her family, the girl could talk to birds, and she fixated upon them as the only other &amp;quot;real&amp;quot; things in her life, spending much of her time telling them stories from the castle&#039;s library and hearing their stories in turn.&lt;br /&gt;
&lt;br /&gt;
As she aged, the girl developed [[Sorcerer (Dungeons &amp;amp; Dragons)|innate magical powers]] to summon, control, transform, create and destroy, which only furthered her budding solipsism. She became convinced that she deserved to have anything she desired, and that she should always be the best at anything she cared for. At the age of eleven, she used the ravens to murder a serving girl by causing her to fall from a high parapet as she was engaging in one of the climbing games so popular amongst the children of the castle, all because she&#039;d overheard the girl&#039;s beauty being compared favorably to her own. This was but the first of several &amp;quot;accidents&amp;quot; to bedevil the servants, and it soon became understood that any criticism of its future mistress was best kept to one&#039;s self, which only heightened her isolation.&lt;br /&gt;
&lt;br /&gt;
In her late teens, the girl&#039;s father died and she retired to the Tower of Flints, rarely emerging. But one day, on one of her rare excursions into the rest of the castle, she saw one of the serving boys, who had grown into the most desirable man of her generation in the castle - handsome, graceful, cheerful and well-spoken. She fell instantly in love, and began to leave the Tower more frequently, hoping to catch glimpses of him and sometimes covertly following him. Naturally, she never once gave thought to the idea that he might not reciprocate her feelings. Soon afterwards, the outside world finally came to the castle in the form of a draft; the heiress&#039;s &amp;quot;lover&amp;quot; was amongst the young men who were taken away to fight in a foreign war, and so she spent two years pining for his return, tormenting herself with dreams. When he came home safe and sound, she was ecstatic, refusing to eat or sleep for three days prior to his arrival.&lt;br /&gt;
&lt;br /&gt;
...Naturally, she was less than thrilled when the first thing he did upon his return to the castle was seek out one of the serving girls and carry her off to a secluded spot, where they exchanged vows of undying love and discussed their plans to wed.&lt;br /&gt;
&lt;br /&gt;
Enraged, the narcissistic sorceress fled to the Tower of Flints and whipped up the ravens into a murderous frenzy before setting them upon the young lovers. She watched them die a horrible death at the beaks and claws of her avian friends, then retreated into the tower&#039;s depths to weep over how she had been &amp;quot;betrayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When she emerged days later, she found the entire castle gone! She now occupied the lone Tower of Flints, which sat upon a lonely island. She could no longer speak to the ravens, although she could now see through their eyes and speak through their mouths, and strangest of all... she couldn&#039;t remember her name or the name of her family.&lt;br /&gt;
&lt;br /&gt;
Ever since then, the Lady of Ravens has been left in total isolation. She desperately wants to regain her friendship with the ravens, but can&#039;t do so; she is convinced that the cause is because she doesn&#039;t remember her name, and so she often sends &amp;quot;agents&amp;quot; (people who dared to land on her island) to search for her name. As a result of these unwilling emissaries, typically magically compelled to obey her, she has amassed quite a library of tomes, parchments and papers on the Demiplane of Dread, especially its folklore and its noble families. Regarding all other beings as nothing more than tools or nuisances, depending on the context, she is more alone than she has ever been in her life.&lt;br /&gt;
&lt;br /&gt;
Those who dare to face the Lady of Ravens are in for a massive struggle. She&#039;s an 18th level [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorceress]], but she can also polymorph anybody she can see into a raven 1/day, and turn people into ravens with her touch. When she wishes to close the borders, her ravens flock out over the sea and attack anyone who tries to pass, which causes an irresistable 5d4 damage per round unless you turn back. If slain, she remains dead for 1 week, during which time her minions are uncontrolled and her borders unclosable, before a random raven will transform into her. Theoretically, you could kill her for good by wiping out all of the ravens on the island, as fans have theorized is the case with Harkon Lukas.&lt;br /&gt;
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===General Martin Jose Maconda===&lt;br /&gt;
Darklord of Maconda. This charismatic male human was, from his earliest days, both adept at manipulating others with his natural charm and good looks, prone to surprising moments of generosity, and feared for his grudge-holding, horrifying fits of temper, and trait for cold-blooded manipulation. It came a great surprise to him when he discovered that there were people he could not dominate at will - and worse still, his mixed heritage would forever prevent him from joining the upepr echelon of Manzanillan society.&lt;br /&gt;
&lt;br /&gt;
Thus, out of a mixture of pride and genuine interest, he became involved in the growing revolutionary movement, and ultimately he became the leader of the guerilla forces fighting against the brutal suppressionist forces of Don Santiago de Quijada y Alvarez. When Maconda&#039;s beloved wife Isabel died in her childbed as a result of of Don Santiago&#039;s cruelty, Maconda went in search of the fearsome Warlok of the Peak, determined to have the power to triumph over his enemies.&lt;br /&gt;
&lt;br /&gt;
And he returned with that power. Only to find, to Maconda&#039;s fury, that Don Santiago had died of fever in his sickbed mere hours before the last Royalist troops were defeated. Enraged, he ordered the Royalists massacred, cutting down a priest who dared argue against this behavior, and once the bloodshed was over, he left Resistencia for the mainland of Libertad, vowing never to return - a vow the [[Dark Powers]] were happy to fulfill for him.&lt;br /&gt;
&lt;br /&gt;
A year later, he became the president of the Republic, and he soon established himself as a brutal tyrant as bad as the royalists he had overthrown.&lt;br /&gt;
&lt;br /&gt;
The Warlock of the Peak transformed Maconda into a powerful [[wereanaconda]], and despite the many powers his state gives him, Maconda loathes this form, in part because he believes Isabel would be disgusted by it, and also in part because he is compellede to transform into a giant anaconda and feed on human flesh on the night of the new moon. Unusually, he cannot create other wereanacondas with his biter, but those who drink or touch his blood, even if they are spattered with it in combat, risk being turn into either were-fer-de-lanes or were-bushmasters, species of [[weresnake]] (treat as Neutral Evil [[werecobra]]s) native to Libertad and compelled to be loyal to him.&lt;br /&gt;
&lt;br /&gt;
Maconda&#039;s curse is that he desperately yearns to be loved and adored, but his insistence upon doing so by repressing and removing all opposition or dissent merely stokes the hatred and fear of those he rules over.&lt;br /&gt;
&lt;br /&gt;
He can be wounded by weapons made of silver or the wood of the caobo tree, and is sickened by both the smell and taste of guavas. If defeated in battle, Maconda doesn&#039;t die but instead assumes anaconda form and slithers off into the jungle, unable to regain his human form until the next new moon. There is no known way to permanently destroy him.&lt;br /&gt;
&lt;br /&gt;
Maconda can close the domain borders of his island by causing the jungles and seas to become engulfed in massive swarms of lethally poisonous snakes.&lt;br /&gt;
&lt;br /&gt;
===Arcapatos Miguel Agustin===&lt;br /&gt;
Darklord of Igid Rabi-i. Born to nobility, Miguel harbored a fascination with the exotic and the unique from his earliest day, and his ascendence into the hierachy of the Matherion priesthood of the holy empire was, personally, motivated primarily by the chance to ever expand his collection of exotic goods.&lt;br /&gt;
&lt;br /&gt;
The ultimate birth of Igid Rabi-I began when a native fishing family called the Bacani discovered a strange cloth floating in the ocean, bearing a design that they instantly recognized as their people&#039;s now-outlawed elder goddess Angarab, the Great Mother Goddess. They took this relic into their home and began to worship it. News of their discovery inevitably reached Arcapatos Agustin&#039;s ears; when he came to look upon the relic, however, he was convinced that it was in fact a depiction of his own Matherion in a lesser-known aspect; the Holy Mother. Religious zeal, glory hunger and collector&#039;s lust all awoke in Miguel&#039;s heart, and he immediately tried to buy the cloth from the Bacani. But they wouldn&#039;t sell at any price.&lt;br /&gt;
&lt;br /&gt;
Enraged, the Arcapatos returned to his post in Tagudin and summoned his Council, who agreed that such an obvious sacred relic must be the property of the Matherion church, and so bargaining was undertaken. But after weeks of steadfast refusal, with the Bacani vowing they would rather die than give up the sacred cloth, the Arcapatos&#039; rage grew too great to contain any longer. Whilst publically presenting himself as patient and uinderstanding, he vowed that he would have the relic, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
Soon after, as a typhoon approached one night, a band of seven [[assassin]]-priests crept into the Bacani house. Minutes later, the entire family was dead, down to the smallest child. No sooner had they breathed their last than Arcapatos Agustin began ringing the great bells of the Vestibulo, sounding the call for worship. This was greatly confusing to all the peoples of Igid Rabi-i, both natives and migrant Turonites alike; it was the middle of the &#039;&#039;night&#039;&#039;, for Matherion&#039;s sake, &#039;&#039;and&#039;&#039; there was a typhoon blowing in as well! But obediently they came to the church, and watched as a band of seven priests triumphantly barged through the Vestibulo&#039;s main entrance and approached the triumphant Arcapatos Agustin, bearing with them the sacred cloth. As the realization sank in for the people that the Arcapatos would do anything to get what he wanted, Miguel began the ritual of celebration. &lt;br /&gt;
&lt;br /&gt;
The typhoon surged for three days. When it was over, Igid Rabi-I was now part of the Demiplane of Dread. The sun, moon and stars had all dimmed, and monsters began to creep from the shadows. And in his personal collection, Miguel saw the Cloth of Matherion vanish in a cloud of frankincense smoke, and silently vowed that he would never rest until it was recovered.&lt;br /&gt;
&lt;br /&gt;
Arcapatos Augistin has ceased to age since that fatal night, but rarely leaves the Vestibulo, instead forever focusing on chasing down rumors of the Cloth of Matherion&#039;s re-emergence amongst the people of Igid Rabi-i. Though his assassins constantly hunt it down, it magically disappears from their grasp whenever they obtain it, no matter how bloodily they do so.&lt;br /&gt;
&lt;br /&gt;
In combat, Miguel is one of the rare darklords with no special life-preserving powers. He&#039;s a 14th level [[Cleric]] who broadcasts a 20ft aura of fear, he&#039;s immune to all Charm spells, and his touch and weapon attacks can both render victims insensate for 2 rounds if they fail a save vs. poison, but aside from that, if you can kill him, he&#039;ll stay dead.&lt;br /&gt;
&lt;br /&gt;
Like [[Strahd von Zarovich]], Augustin has borders around both his capital city of Tagudin and around Igid Rabi-i itself. If he wishes to seal the former, the city is blanketed in an aura of fear that compels everyone to flee inside and stay there until he relents. If he wishes to seal the latter, a dense wall of frankinense smoke envelops the domain; anyone who tries to breach it instead falls unconscious a turn later, and then reawakens back inside Igid Rabi-i.&lt;br /&gt;
&lt;br /&gt;
===Miles Havelocke===&lt;br /&gt;
Darklord of the Eternal Torture. Born in a coastal city, Miles was pressganged at the age of 15, which ruined his life; he suffered from incurable seasickness, for which his fellows tormented him mercilessly and the bullying captain only made it worse by assigning him to the worst tasks possible for somebody with his condition, ordering him severely beaten when, inevitably, he threw up. With no aptitude for mathematics, Miles couldn&#039;t master the art of navigation, and so couldn&#039;t hope to progress to the higher ranks of the navy.&lt;br /&gt;
&lt;br /&gt;
Twenty years of this treatment turned Miles into a bitter, miserable bully who loathed the sea and used what little authority he could get to exact vengeance upon those few below him on the ship&#039;s pecking order. Why he never simply fled during his first shore leave, nobody knows.&lt;br /&gt;
&lt;br /&gt;
Eventually, Miles&#039; captain was chosen to make a voyage into the uncharted western ocean, to Miles&#039; dismay. But when the captain continued in pressing on in pursuit of ever-richer islands to the west, it led to the ship becoming lost in the waters and supplies running low. Miles seized this opportunity for revenge and began spreading rumors about the ship&#039;s officers hoarding food for themselves, ultimately leading a successful mutiny. When his ineptitude at seamanship led to them being becalmed, he led his mutineers to cannibalize the captured officers, gleefully rubbing their faces in their past abuse of him and coming to relish human flesh.&lt;br /&gt;
&lt;br /&gt;
And then, as this supply of food began to run low, they finally spotted land... but, as they rowed frantcially to reach it, the Mists arose and swallowed the ship. When they cleared, the mutineers found themselves in the middle of a sea in the [[Demiplane of Dread]]. Overwhelmed by misery, they sat down and waited for death... and then, a fortnight later, they arose as [[ghoul]]s under the command of Miles Havelock, a Ghoul Lord, and began searching for food and land.&lt;br /&gt;
&lt;br /&gt;
Miles Havelock suffers multiple curses. Firstly, he can never reach land, no matter how desperately he tries - at best, he can get a brief glimpse of the coast before the Mists immediately rise and teleport his ship elsewhere. Secondly, his seasickness has not only survived undeath, but intensified; he is &#039;&#039;&#039;perpetually&#039;&#039;&#039; seasick and also starving hungry, and these twin pains are why he has rechristened his ship &amp;quot;The Eternal Torture&amp;quot;. If destroyed, his essence will inhabit the body of a living prisoner in the ship&#039;s hold and consume them from the inside out; the only way to end his curse is to kill him, rescue all of the prisoners, and sink the Eternal Torture, then make for land at full speed.&lt;br /&gt;
&lt;br /&gt;
===Rafe Ungard===&lt;br /&gt;
Darklord of Callista. This male [[Half-Vistani]] [[Bard]] used his natural charm (and a complexion that allowed him to hide his hated Vistani blood) to swindle innocent women into marriage scams, start feuds amongst noble families for his own amusement, and delve into increasingly cruel and lethal manipulation. The backstory of poor Susannah Joson from [[Children of the Night]]: [[Ghost]]s is but one example of his misdeeds. When a party of [[adventurer]]s tried to bring him to justice, he continually slipped away, leaving the bodies of victims in his wake to torment them, and ultimately murdered his pursuers by burning down the inn they were staying in as they slept, which is when the Mists took him.&lt;br /&gt;
&lt;br /&gt;
Rafe now possesses a strange form of immortality; he will &#039;&#039;always&#039;&#039; die once per day, no matter what steps he takes to try and avoid it, only to spontaneously return to life the next day. There is no known method to stop him from returning.&lt;br /&gt;
&lt;br /&gt;
When he closes the domain, Callista&#039;s borders become a ring of boiling geysers that will kill anyone who passes through them, and which extend as high into the sky as needed to reach anyone trying to fly through.&lt;br /&gt;
&lt;br /&gt;
===Don Santiago de Quijada y Alvarez===&lt;br /&gt;
Darklord of Resistencia. Born the son of a once-great noble family in the Holy Republic of Aragona, Santiago&#039;s family had fallen in stature to such a degree that the impoverished patricians had mortaged their lands to the hilt and lived a life barely above that of their peasant tenats. They scrimped and saved to send Santiago to court, but the Don of Quijada found himself a laughing stock, regarded as little better than a jumped up hayseed peasant. This only fueled a lifelong hatred for those lacking in noble blood.&lt;br /&gt;
&lt;br /&gt;
Desperate to try and reclaim the respect he had been taught from birth his family name deserved, Santiago bought a commission in the army. He proved little better here than he had in the court; poor of health, average at best with the sword, and no genius in the command of men or the intricacies of tactics and strategy. His only saving grace was his thoroughness and dedication... but even this went sour, breeding in him an obsession with discipline, cleanliness and presentation, and a love of punishment so extreme that even the Aragonan army considered him a draconian tyrant. &lt;br /&gt;
&lt;br /&gt;
Though Santiago managed to win a few fairly creditable actions early in his career, his faults quickly stole away what his successes had won him, sending him into a self-inflicted downward spiral of ever-worsening behavior and failures as a result. He was appointed as the governor a rebellious backwater province, and only made things worse as he extended the same tyrannical, brutal law he held over his military forces to the population.&lt;br /&gt;
&lt;br /&gt;
Then he was offered the chance to take up governship in a minor overseas colony called Neuva Aragona, which was also currently rebelling. Despite recognizing that this was intended to be a sentence of exile, Santiago accepted, dreaming of reversing his fortunes. Instead, he proved the absolute &#039;&#039;worst&#039;&#039; choice for the role; a born-and-bred monarchist with no sympathy for the lot of the peasants, he ignored the legitimate grievances of the rebels and remained fundamentally convinced that the isle of Manzanilla - renamed &amp;quot;Resistencia&amp;quot; by the rebels - was home to a silent majority of good, loyal followers of the kings. Ignoring all opportunities efor a diplomatic solution, he launched into his trademark brutality, which only fueled the rebellious sentiment of the natives.&lt;br /&gt;
&lt;br /&gt;
Among his many atrocities, he took captive the pregnant wife of the rebel leader Martin Jose Maconda, one Isabel de Maconda. Simultaneously smitten with her and repulsed by her loyalty to the rebel&#039;s cause, he alternatively cajoled her and brutalized her, culminating in his ordering that she would be permitted no midwife when she went into labor. The birth went bad, and both mother and child died.&lt;br /&gt;
&lt;br /&gt;
All his atrocities were for nothing, ineptitude and his habit of overworking his never-great health led to him dying in his sickbed, on the very day the last of his depleted forced were overwhelmed and Neuva Aragona formally seceded independence. But even as he died, he cursed that the rebels must be defeated at any cost.&lt;br /&gt;
&lt;br /&gt;
Santiago now exists as a ghost, cursed to forever mentally relieve every battle he lost on Resistencia and see with perfect clarity how he could have won. And, of course, he&#039;s also cursed that no matter how he schemes and plots, on those rare moments he tears himself away from his biter memories and dreams of glory to actually try and do something, his plans to re-conquer Manzanilla are doomed to fail.&lt;br /&gt;
&lt;br /&gt;
If defeated in battle, Santiago reforms in his burial chamber below Castillo Ascension, although he remains trapped there until the next full moon. The only way he can be destroyed is if his personal sword is stolen from this chamber and used to deliver the death blow in combat.&lt;br /&gt;
&lt;br /&gt;
When he closes the borders, the sea surrounding Resistencia takes on an eerie, unnatural calm; sailing ships cannot move, and rowers will find that they simply can&#039;t get more than a half-mile away from the coast.&lt;br /&gt;
&lt;br /&gt;
===Sean Mako &amp;amp; Alice/Alison Marjory===&lt;br /&gt;
Darklords of Carcharodon Isle. Sort of a combination of Ladyhawke and the Little Mermaid. Over a century ago, a male human fisherman named Sean Marko lived in the village of Mistlington. One day, he discovered an injured [[merfolk|mermaid]] washed up on the isle&#039;s northwest shore, unconscious and bleeding from several wounds, including a severed left hand. Unable to turn away from someone in need, he brought her to his home and nursed her back to health. The mermaid, whose name translated into Common as &amp;quot;Alice&amp;quot;, explained that she was the only survivor of a tribe that had been slaughtered by [[sahuagin]].&lt;br /&gt;
&lt;br /&gt;
The two fell in love, much to the displeasure of the locals; the fishermen thought Sean was foolish for pining over a mermaid, and their wives were jealous of Alice&#039;s beauty, leading to them slandering her and Sean&#039;s relationship as &amp;quot;unnatural&amp;quot;. Ultimately, a bunch of the village&#039;s men took it upon themselves to &amp;quot;repatriate&amp;quot; Alice; they came to Sean&#039;s house in the night, bludgeoned him unconscious, and carried Alice away. When Sean regained consciousness, he rowed desperately to catch up to them, but by the time he did so, they&#039;d thrown the still-bound mermaid overboard.&lt;br /&gt;
&lt;br /&gt;
Enraged, Sean snatched up a boathook and attacked the men who had assaulted him and the woman he loved, butchering them. When the carnage was over, he dove into the water after Alice, and then begged the full moon above for a fins and a tail so he might never be separated from his love.&lt;br /&gt;
&lt;br /&gt;
Naturally, the [[Dark Powers]] chose to be dicks about granting this wish...&lt;br /&gt;
&lt;br /&gt;
Both Sean and the revived Alice, now a human calling herself Alison Marjory, have become maledictive [[therianthrope]]s. &lt;br /&gt;
&lt;br /&gt;
Sean is a giant [[wereshark]] who spends most of the month as an intelligent megalodon, unaware that he &#039;&#039;can&#039;&#039; transform and remembering nothing of his human life; only during the nights of the full moon and those nights directly before and after it does he return to his human form... which remembers everything he did as a giant killer shark. Because of his curse-spawned ignorance, the only way that shark!Sean can transform is if he is magically compelled to do so, such as by an Amulet of the Beast. He spends his days asleep and his nights hunting for food.&lt;br /&gt;
&lt;br /&gt;
In contrast, Alison is a [[seawolf]] who spends most of the month as a human, but assumes her seawolf form on the nights before, during and after the full moon - the same nights when Sean regains his humanity. Like Sean, as a seawolf, she is completely ignorant of her human life. She keeps to herself, for the people of the isle still distrust and dislike her, gladly telling the nastiest stories they can think of about her to anyone who&#039;ll listen.&lt;br /&gt;
&lt;br /&gt;
Neither darklord can be slain permanently through violence; they fully heal and return to life 1 round after being defeated. They also can&#039;t close the domain&#039;s borders, although since the only local vessels are small fishing boats that are no match for a giant shark or a massive seafaring wolf, they don&#039;t need to do much more than patrol the borders themselves.&lt;br /&gt;
&lt;br /&gt;
Curing them simply requires breaking the curse by getting them to touch as humans, but doing so is tough; aside from the fact that they alternate human and monster forms, neither is aware of the fact that the other survives. Whichever of them is in beast form also refuses to get within 10 feet of the other one. They also won&#039;t willingly get within 5 feet of an Amulet of the Beast. So players are going to have to get creative to break their curse.&lt;br /&gt;
&lt;br /&gt;
===Serenissa D&#039;Aubliet===&lt;br /&gt;
Darklord of Romagna. Serenissa (female human spectre) was born an orphan; her father, a miller&#039;s son, was killed soon after her conception, and her peasant girl mother died in birthing her. She was taken in the local lord to serve as companion to his two daughters, but their initial friendship soured as they came of age and Serenissa realized the social gap between them. At the age of twelve, she was sent to the family of a neighboring lord to become a nursemaid to that lord&#039;s newly born twin children; Serenissa doted upon the children, and happily threw herself into their care.&lt;br /&gt;
&lt;br /&gt;
However, she also became increasingly obsessed with fanciful daydreams about her origins, fixating on the belief that she was actually of noble birth and that her parents were both alive and desperately seeking her. She loved to tell these stories to her two charges... until the eve of their fourth birthdays, when, at the top of the Eagle&#039;s Tower, the two young children scolded her for lying and corrected her that she was nothing more than the bastard daughter of a simpleton and a millerboy, both of whom had died. Mad with rage, especially when the twins revealed that everyone in the castle claimed that this was so, she pushed them off of the tower to their deaths.&lt;br /&gt;
&lt;br /&gt;
Her skill at lying allowed her to escape being blamed for what she described as a terrible accident. For two weeks she festered on the idea that people were &amp;quot;slandering her&amp;quot; behind her back, and finally, two months after the day she had murdered the twins, she set a fire in the Great Hall that night, killing everyone in the castle.&lt;br /&gt;
&lt;br /&gt;
Slinking away from the carnage, she made her way to the barony of Romagna, where she seduced her way into both a respectable position as lady&#039;s maid to the younger sister of Baron Etain and into the arms of Baron Etain himself. After several months of dalliance, he gifted her with a gemstone brooch... and then announced his upcoming marriage to the Lady Fialle, daughter of a neighboring lord, the very next day.&lt;br /&gt;
&lt;br /&gt;
This pushed Serenissa over the edge and soon thereafter, she drew Baron Etain to a high tower, where she grabbed him and leapt off the edge, intending that they die together so she would not live alone.&lt;br /&gt;
&lt;br /&gt;
But this time, with the interference of the [[Dark Powers]], her scheme failed. Serenissa hit the ground and was killed on impact, but her body cushioned Etain&#039;s fall, and so he lived. The madwoman&#039;s spirit rose from its grave as a ghost, trapped in an endless time loop; Romagna experiences only a single year, constantly recycling itself. It starts one week before the equinox Spring Festival, when Fialle arrives in Romagna for her upcoming wedding to Baron Etain. That week is spent in feasts and celebrations, capped off by a three-day non-stop revelry for the weding proper. Then, six months later, Fialle conceives Etain&#039;s child. And then, one week before the first anniversary of the wedding, time looks back and it is the week before the Spring Festival again.&lt;br /&gt;
&lt;br /&gt;
Furthering Serenissa&#039;s torment, she is completely incapable of physically interacting with the people of Romagna, although she can manipulate their emotions despite the fact they cannot see, hear or touch her. She uses her emotional control to turn them into her agents of retribution, although she can&#039;t turn them against Etain or Fialle. This ability is defined vaguely, because she herself hasn&#039;t really studied her full capabilities with it.&lt;br /&gt;
&lt;br /&gt;
Only visitors to Romagna are in true danger from Serenissa, because she is fully visible and audible to them, although still intangible. She invariably attempts to seduce the handsome male visitors to the domain, luring them away if they prove receptive to try and embrace them - doing so, however, results in her draining 1 level per 2 rounds, causing them to disintegrate... but if they break free, she attacks.&lt;br /&gt;
&lt;br /&gt;
Serenissa is vulnerable to holy water, +2 or stronger magic weapons, and functional weapons made of gold. She is impervious to holy symbols, but can be turned with symbols of true love and matrimony - for example, the wedding rings of people who are actually married. If destroyed, she can reform at Etain and Fialle&#039;s wedding. Exactly ho to destroy her permanently is left vague, with her entry in the Book of Sorrows concluding with this paragraph:&lt;br /&gt;
::&#039;&#039;Weapons forged from symbols of love (such as rings, charms, wooden wands, or ceremonial ropes used to bind a man and woman together at their wedding) may have greater effect, rendering her helpless or immobile. Her final death is likely to involve elements of her first experience; rejection, a long fall, and/or a noble lover. Heroes should beware, though—the dark powers may look with interest upon anyone who willingly transforms a symbol of love into a weapon of war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sir Trevor Godwyn &amp;quot;The Mirror Man&amp;quot;===&lt;br /&gt;
Darklord of Vultharesk. There are many crimes that can earn one the unwanted title of Darklord. The ranks of the tormented &amp;quot;rulers&amp;quot; of the [[Demiplane of Dread]] include murderers of all stripes, countless variations of cannibals and torturers and sadists, and more than a few implicit rapists. But Sir Godwyn belongs to a particularly small but repugnant group: the [[SJW|authoritarian moral guardians]].&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn was born on a realm far removed from the Mists, to what was basically a pastiche of the Victorian British Empire; a highly technological advanced nation that began a far-reaching campaign of imperialist expansion, justifying its efforts all the while as being &amp;quot;for the sake of the heathens&amp;quot; - in their propaganda, their efforts were to bring civilization and &amp;quot;proper&amp;quot; behavior to the unfortunates beyond their boundaries, by any means necessary.&lt;br /&gt;
&lt;br /&gt;
The damnation of Sir Godwyn began when he and his entire extended family were sent to a small mountain town called Vultharesk, which lay upon the very fringes of the empire&#039;s territory at the time. A true believer in the &amp;quot;noble cause&amp;quot;, Sir Godwyn was assigned as the town&#039;s military governor and took to his role with brutal dictatorship, demanding execution for not only the traditional capital offenses, but all manner of moral offenses, from adultery and worship of the proscribed non-Imperial deities down to lying. Ten years, Sir Godwyn held court, determined to civilize the people of Vultharesk even if it meant killing them all himself. And then he met Olyana Volienska: a beautiful native woman.&lt;br /&gt;
&lt;br /&gt;
Despite the fact they were both married, Sir Godwyn lusted after Olyana, and within weeks he succumbed to temptation and began an illicit affair with her - one that Olyana went along with in hopes of using this to seduce a better life for herself and her family. After only a handful of trysts, however, her husband suspected her of cheating on him, and managed to find her out. He didn&#039;t discover who Olyana&#039;s lover was, but he found enough to prove her guilt, and he dragged her to Sir Godwyn&#039;s court, demanding the &amp;quot;lord&#039;s justice&amp;quot;. Terrified that his hypocrisy might be revealed, Trevor Godwyn agreed immediately, and executed her on the spot.&lt;br /&gt;
&lt;br /&gt;
That evening, however, when Sir Godwyn glanced up at his mirror from his washbasin, he saw not his own reflection, but the shocked, accusing visage of Olyana. For months, every reflective surface in Sir Godwyn&#039;s view depicted Olyana&#039;s face, although only to him, and the haunting drove him increasingly mad. He became more vicious and brutal a ruler than ever before, executing dozens for imaginary transgressions and slaughtering Olyana&#039;s entire family in an effort to end the curse. Naturally, it failed.&lt;br /&gt;
&lt;br /&gt;
Six months after Olyana&#039;s execution, damnation finally claimed Trevor Godwyn. On an unusually foggy summer&#039;s eve, as mists poured in from the mountain&#039;s peak and smothered Vultharesk, Trevor snapped and demanded his wife come to his room and look into the mirror. But when she told him that she saw nothing but their reflections, as she had done a hundred times before, Trevor grabbed her and began ramming her face into the glass over and over again, shattering the mirror and fatally cutting her to pieces on the jagged glass, all the while screaming at her to open her eyes and &#039;&#039;look&#039;&#039;. And then, once he had smashed the mirror to pieces and dropped his wife&#039;s corpse on the floor, he realized that Olyana still stood in the now empty, jagged shard-lined framed. He had time for one final scream as she reached out, grabbed him by the throat, and pulled him into the mirror.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Trevor Godwyn has become the curse of Vultharesk. The citizens do not remember he once ruled over them, and his living relatives do not believe the &amp;quot;Mirror Man&amp;quot; is anything other than a phantom cooked up by their superstitious followers; they cannot see his face when it appears in the reflective surfaces of their domain, and he is either unable or unwilling to haunt them the way he does everybody else.&lt;br /&gt;
&lt;br /&gt;
Sir Godwyn is now condemned to a life as a phantom inside of a hazy, mist-shrouded netherworld, only able to perceive the mortal world by peering through reflective surfaces, forever haunted by Olyana&#039;s sobs. To try and distract himself, he flits from reflection to reflection, looking for any who might dare to commit even the most mild of immoral acts. He punishes these individuals by afflicting them with a curse of misfortune for so long as they remain in Vultharesk - and if they ever get near a reflective surface large enough, Trevor Godwyn can step forth into the material world and attempt to banish them into the mirror world forever.&lt;br /&gt;
&lt;br /&gt;
When manifesting, Sir Trevor Godwyn is a unique kind of spectral undead. He appears as a tall man dressed in a black, high-collared and longtailed frock coat trimmed in silver, with matching leather boots and pants of midnight blue. His hair, hovering on the border between blond and white, is pulled back tightly into a tail; his eyes are an utterly empty shade of icy blue. Though traces of the handsome man he once was can still be seen in his sharp features, his face now appears to be that of a man dead by starvation; skin is pulled tight over his skull, as though most of the muscle and flesh were sucked out from beneath it. Unless he actively wills it into some other expression, the tightness of his skin constantly pulls his mouth into a rictus grin.&lt;br /&gt;
&lt;br /&gt;
Once he manifests, Sir Godwyn can be slain, but he can only be harmed by weapons that aren&#039;t reflective - anything made of metal will have no effect on him unless it has been dyed, blackened or otherwise made unreflective. There is no known means of killing him permanently; he will reform at the next full moon. One possibility might be exposing his history to the people of Vultharesk, robbing him of his twisted position as enforcer of morality.&lt;br /&gt;
&lt;br /&gt;
Fortunately for those who have angered Godwyn, he can only close Vultharesk&#039;s borders during the 12 hours he is permitted to remain in the material world after banishing a rule-breaker. When he does close the borders, they flood with mist, and any who try to flee the village instead find themselves spat back out at their initial entry point.&lt;br /&gt;
&lt;br /&gt;
===Urdogen &amp;quot;The Red&amp;quot;===&lt;br /&gt;
Darklord of The Raging Tears. Male Human Spectre. In life, Urdogen (who first appeared in the [[Forgotten Realms]] splat &amp;quot;Pirates of the Fallen Stars&amp;quot;) was basically Faerun&#039;s version of Blackbeard - if Blackbeard was a redhead. He terrorized the Inner Sea so badly that the nations of that region united to defeat his fleet, whereupon Urdogen fled and found himself spirited away by the Mists into the Sea of Sorrows... where he promptly hit a hidden reef and sank his ship, drowning.&lt;br /&gt;
&lt;br /&gt;
Ever since then, Urdogen&#039;s ghostly vessel has sailed all the seas of the Misty Realm, cursed to never be able to come within sight of land and only able to rise from his watery grave during the nocturnal hours. Further stymying his desperate desire to reclaim his former reputation as a fearsome pirate lord, any who encounter Urdogen and live to tell the tale are cursed to forget his name.&lt;br /&gt;
&lt;br /&gt;
To put an end to Urdogen, the ruin of the Raging Tears must be hauled up from the seafloor and carried inland, where it must then be burned completely to ash in a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Urdogen&#039;s ghostly ship is actually able to return to the Inner Sea of Faerun on moonless, foggy nights in his homeworld, although he must return to the Misty Realms upon dawn.&lt;br /&gt;
&lt;br /&gt;
If Urdogen chooses to close the borders of his traveling domain, the waters around his ship become rough and infested with a feeding frenzy of sharks; those who try to fly away will instead find themselves sinking into the water.&lt;br /&gt;
&lt;br /&gt;
==5e Darklords==&lt;br /&gt;
As part of its general overhaul of the [[Demiplane of Dread]], 5th edition added a significant number of new darklords - some to replace former darklords, others ruling over brand new domains. Darklords who simply got retconned backstories and other traits have those details added to their entries above. Quite a few of these characters don&#039;t have much info on them due to being only mentioned in the &amp;quot;Other Domains of Dread&amp;quot; section of the book, most of which only have a single paragraph dedicated to their domain and darklord.&lt;br /&gt;
&lt;br /&gt;
One trait common to most 5e darklords is that the personalized domain border closures of the past are largely gone; there might be cosmetic tweaks or some extra mechanical effects, but in general most 5e Domains of Dread all function the same when a person tries to escape through a closed border.&lt;br /&gt;
&lt;br /&gt;
===Chakuna===&lt;br /&gt;
The replacement Darklord of Valachan, and one of the few 5e darklords to explicitly continue on in some fashion from the setting as it existed before. A female [[werepanther]], Chakuna belongs to a tribe of [[werecat]]s (specifically panthers and ocelots) called the Oselo, whom were hunted to the brink of extinction by Baron Urik von Kharkov, as he had come to fixate upon them as the most intriguing and challenging quarry. (Nevermind that Urik was originally &amp;quot;Blacula Strahd&amp;quot; with no real interest in &amp;quot;hunting the most dangerous game&amp;quot;.) To save her people, she went to the literal heart of the domain and performed an unholy rite, cutting out her own heart and offering it to the land as sacrifice in exchange for the power to defeat Urik. Long story short, it worked; she ripped out his heart, tore him to pieces, and buried his still-living and curse-spewing head in the ruins of his castle before building her own treetop hunting lodge atop the ruins. Which is actually kind of badass. But now the jungle has become hungrier than ever, and she must regularly sacrifice human hearts to the land to keep the plants and animals from slaughtering all the Valachani (shades of the Wildlands, there), which she obtains through the &amp;quot;Trials of the Heart&amp;quot; - ceremonially hunting down designated victims with the aid of trained [[Displacer Beast]]s. She won&#039;t touch a fellow Oselo, but everybody else is fair game.&lt;br /&gt;
&lt;br /&gt;
Chakuna can only be killed if her heart is found in the secret grove where she performed her dark rite and destroyed, but unless somebody assumes her mantle in the process, then the jungle will be free to kill everyone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-033.chakuna.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flimira Vhage===&lt;br /&gt;
Currently very little is known about Flimira Vhage other than that their domain is the office of a detective agency which is actually is an extension of their own broken mind.&lt;br /&gt;
&lt;br /&gt;
===Jacqueline Renier===&lt;br /&gt;
While this character is really just a reimagining of Jaqueline Renier, her marginally different name means she&#039;s technically a new character and gets her own section here. Plus, besides being a wererat, she has almost nothing in common with the original Jaqueline anyway.&lt;br /&gt;
&lt;br /&gt;
A century ago, Richemulot was a prosperous nation with a growing middle class. As the commoners began to gain more wealth and power, it caused the influence of the nobility to wane, a fact that Jacqueline Renier did not like. As her family seemed oblivious to the threat this posed, she began to look allies and heard of the True­blood Council, a secret society of Richemulot’s eldest and most esteemed families. She spent a fortune finding a way to attain membership to the council, but discovered they were not actually nobles, but wererats. That same night, she was inducted into their ranks.&lt;br /&gt;
&lt;br /&gt;
Renier swiftly accepted her new life as a wererat, her scorn for commoners expanding to include all non-wererats. Her first major act consisted of conferring the gift of lycanthropy upon her family. Only her twin, Louise, resisted, for which Jacqueline disfigured her and cast her out. Within the sewers of Pont-a-Museau, the wererats concocted a roiling pestilence known as the Gnawing Plague, which swept through the population. The disease wiped out the nation&#039;s rulers and all other nobles save for the Reniers, and eventually Jacqueline stood as the highest-born noble in the land, and the nation’s de facto leader.&lt;br /&gt;
&lt;br /&gt;
Though the people begged her to help them, she let them all die, deeming them unworthy due to their poverty and low birth. As the last human soul expired in Pont-a-Museau, the Mists rose, drawing Richemulot into the Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
Her curse is that despite all of the atrocities she committed to cling to power and influence, she is never able to really enjoy the benefits of her status. She has pretty much no free time since she needs to constantly keep working to managing her country and concoct new plagues to keep the people from getting uppity, and even if she had the time to enjoy any luxuries, most of the people who would be able to provide her with them have all died from the plague.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-029.jacqueline-renier.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inheritors of Darkon===&lt;br /&gt;
Similar to what happened during [[Grim Harvest]], Darkon currently has multiple Darklords while Azalin is missing. Specifically, there&#039;s only three of them this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Baron&amp;quot; Alcio Metus&#039;&#039;&#039; is a female vampire, and the sister of Baron Metus - the vampire who got [[Van Richten]] started on his monster-killing path. Having risen to rule the criminal underworld of the Jagged Coast region, driving out her former Kargat masters in the process, Alcio burns with the desire for revenge against Van Richten for killing her brother. Not helping is that she&#039;s occupied Van Richten&#039;s ancestral home of Richten House and found that Van Richten&#039;s wife Ingrid still lingers as a [[ghost]] - but one who refuses to help Alcio in her quest for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardinna Artazas&#039;&#039;&#039;, the thrice-reincarnated leader of an elfin mystery cult in Nevuchar Springs, has damned her soul in the name of good: desperate to preserve Darkon, she has striven to revive the spirit of Darcalus Rex, the king who reigned over Darkon prior to the coming of Azalin. Unfortunately, all she has called forth is a necrichor, and she must constantly weigh her belief that what she is doing serves &amp;quot;the greater good&amp;quot; against the very real demands that the undead tyrant makes for ever-greater magical reagents and sacrifices.&lt;br /&gt;
&lt;br /&gt;
Finally, &#039;&#039;&#039;Madame Talisveri Eris&#039;&#039;&#039; is an elderly but vibrant and intelligent aristocrat who accidentally made herself permanently invisible whilst seeking to make herself look younger. She uses her invisibility to her advantage, having created an array of different identities that she assumes through costumes and cosmetics. She&#039;s currently built up a cult amongst the younger members of Il Aluk&#039;s nobility, offering them an elixir on the night of the new moon that makes them invisible until dawn and then sending them out to commit crimes and mayhem that advance her cause.&lt;br /&gt;
&lt;br /&gt;
Because none of them are true darklords yet, none of them have specific curses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-011.alcid.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Isolde &amp;amp; Nepenthe===&lt;br /&gt;
Like the original Isolde, the 5e Isolde is an [[eladrin]] [[paladin]], though this one was an [[adventurer]] who battled [[dragon]]s and [[demon]]s that threatened the [[Feywild]]. This unknowingly led her into the machinations of Zybilna, an evil [[archfey]] who had lost a number of [[fiend]]ish allies to Isolde and her companions. Zybilna called upon her remaining pacts to arrange for a powerful [[incubus]] called &amp;quot;The Caller&amp;quot; (5e&#039;s retconned version of the Gentleman Caller) to corrupt and slaughter Isolde&#039;s companions; once that was done, the archfey stepped in and exploited Isolde&#039;s vulnerable state to become her &amp;quot;new best friend&amp;quot;. She arranged for Isolde to become the guardian of a traveling fey carnival that also concealed a portal to Zybilna&#039;s realm... then, when Isolde began to tire of this role and their relationship grew strained, she secretly warped Isolde&#039;s mind with magic to ensure that Isolde would always prioritize the needs of the Carnival over her own wants. Even so, this wasn&#039;t enough to keep Isolde bound to Zybilna&#039;s reins. When Isolde encountered a traveling carnival from the [[Shadowfell]] managed by [[shadar-kai]], she made a pact with its twin managers to trade ownership of their carnivals, but only until next the two carnivals met. The shadar-kai agreed, and gave her the magical sword Nepenthe as symbol of her new status as owner and champion - but that wasn&#039;t enough for Zybilna. She used her magic to erase Isolde&#039;s memories of all things relating to Zybilna, and also sent fey creatures to forever follow and harass Isolde&#039;s new carnival.&lt;br /&gt;
&lt;br /&gt;
To make things worse, Nepenthe was a cursed blade; an intelligent Holy Avenger used to execute thousands of criminals, not all of whom were actually guilty, the blade had developed a deep craving for bloodshed in the name of justice. In Isolde, it found an easily manipulated host; it awoke her memories of the Caller, and stoked her desire for retribution. In many ways, it could be considered the &amp;quot;true&amp;quot; darklord of the Carnival, especially given how Isolde constantly struggles to resist its naked, insatiable need to kill.&lt;br /&gt;
&lt;br /&gt;
Isolde&#039;s curse, then, is to wrestle with both the imperatives of Zybilna and those of Nepenthe; she craves vengeance, but finds herself forever stymied by her need to tend to the ever-growing Carnival&#039;s need, as well as fearing that she may one day encounter the Carnival&#039;s true owners and be forced to relinquish it back to them. Explicitly, she could be saved if Nepenthe was taken from her, but its grip on her mind means she would refuse to abandon it.&lt;br /&gt;
&lt;br /&gt;
===Klorr===&lt;br /&gt;
Darklord of Klorr. We know nothing about this darklord, but the name is taken from a character who appeared in the original Red Box; a clockwork-obsessed [[planeswalker]] [[mage]] who was infuriated that he couldn&#039;t synchronize and control his heart the way he could his clockwork creations. He made assorted dark bargains and ultimately came to rest in the [[Demiplane of Dread]], where he produced four cursed timepieces: the Water Clock of Klorr, the Moondial of Klorr, the Hourglass of Klorr, and his final work: the Timepiece of Klorr. This cursed pocketwatch gave Klorr extended life and increased arcane power, but required him to regularly charge it with murder, an impulse he succumbed to. It ultimately killed him when he failed to sacrifice a life to it on time.&lt;br /&gt;
&lt;br /&gt;
The Timepiece of Klorr is given mechanical stats in the &amp;quot;Forbidden Lore&amp;quot; boxed set. Klorr&#039;s other works are statted in &amp;quot;Forged of Darknes&amp;quot;:&lt;br /&gt;
* The Water Clock lets the user transform into a water [[elemental]], but might kill them in the process and also might leave them permanently trapped in elemental form.&lt;br /&gt;
* The Moondial grants powers based on the phase of the moon, but slowly transforms the user into a light-averse monster.&lt;br /&gt;
* The Hourglass can grant the user Improved Haste for 1 hour, but will age them 1d10 years and might also leave them under the effects of Slow for 24 hours after being used.&lt;br /&gt;
&lt;br /&gt;
===The Last Passenger===&lt;br /&gt;
Darklord of The Mourning Rail.  Nothing is known about this Darklord other than they were a VIP that delayed a train escaping from The Mourning, and threw out a bunch of passengers to make room for their self and their retinue, dooming the train, and they are now an undead being of some kind trapped on the train with the rest of the undead passengers.&lt;br /&gt;
&lt;br /&gt;
===Myar Hiregaard===&lt;br /&gt;
Mentioned only in passing as the Darklord of the revised Nova Vaasa, she&#039;s basically a female Genghis Khan with a dash of Jekyll &amp;amp; Hyde; she was originally a female chieftain who united the nomadic plains-dwelling tribes of Nova Vaasa into a single culture, but she proved to be a terrible peacetime leader because she craved bloodshed and excitement. She tried to stave off her boredom with, quote, &amp;quot;brutal games&amp;quot; for a time, but ultimately she couldn&#039;t resist the thrill of war: she began fostering disputes amongst her vassal tribes so she had an excuse to lead her forces to crush both sides. This eventually got her claimed by the mists, and now she switches between two personas and possibly two bodies: as Mya Hiregaard, she rules with &amp;quot;strict fairness&amp;quot;, but when she gets too bloodlusty, she transforms into her alter-ego of Malken and &amp;quot;sows discord across the plains&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
...Whatever else you may think of it, at least it&#039;s more justified than Tristren &amp;quot;My dad got cursed and died, so I inherited his curse and became a Darklord without ever having to do anything to actually earn it&amp;quot; Hiregaard.&lt;br /&gt;
&lt;br /&gt;
===Pietra van Riese===&lt;br /&gt;
A gender-swapped version of Pieter van Riese and the darklord of the Sea of Sorrows. Not much is known about her due to being in the &amp;quot;Other Domains of Dread&amp;quot; section, and therefore only getting one paragraph to herself. She was a ruthless pirate with a fondness for keelhauling her victims, and now she&#039;s a ruthless &#039;&#039;zombie&#039;&#039; pirate who speaks through the mouths of her undead crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-036.pietra-van-riese.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ramya Vasavadan===&lt;br /&gt;
Darklord of Kalakeri. Ramya was hand-picked by her father, the last ruler of Kalkeri, to succeed him, but when he died, her brother Arijani contested her claim, leading to a brief civil war. Ramya would have killed Arijani then and there, but their sister Reeva counseled mercy, and Ramya conceded, not really wanting to kill her brother anyway. She enjoyed a brief period of unchallenged leadership, bringing a golden age to Kalakeri, but all the while Reeva was working behind her back to build up support for Arijani, culminating in her freeing Arijani and launching a second civil war. Enraged, Ramya suppressed the rebellion with brutal methods, executing captured rebel ranas and executing them in horrifically inventive methods that only made the people distrust her more and furthered the fighting. At the second war&#039;s climax, Arijani and Reeva sued for peace and Ramya agreed... only to be captured by her treacherous siblings and murdered. Before the court strangler garotted her in the central courtyard of her own palace, Ramya cursed her siblings as bloodthirsty beasts.&lt;br /&gt;
&lt;br /&gt;
Once it was done, Arijani and Reeva further disrespected their sister by throwing her body into the ocean... an act that resulted in a terrible monsoon lashing Kalakeri for weeks. And then, when it was done, Ramya rose from her watery grave and marched on her former siblings, followed by an ever-swelling army of undead soldiers made up of all her loyal warriors who had fought and died for her. This time, Ramya showed no mercy, capturing her siblings and having them crushed to death by undead elephants.&lt;br /&gt;
&lt;br /&gt;
...And then they came back as fiends - Arijani as a [[rakshasa]] and Reeva as an [[arcanaloth]] - and the civil war has raged ever since.&lt;br /&gt;
&lt;br /&gt;
This civil war is the primary curse that Ramya experiences, with two secondary elements. Firstly, despite knowing better, Ramya is the sentimental sort, and so &#039;&#039;always&#039;&#039; remains vulnerable to their lies and deceptions, which prevents her from truly ending the war. Secondly, Ramya&#039;s direct control over the domain is tied to her being seated in the Sapphire Throne, the symbol of Kalakeri&#039;s ruler; if the rebels oust her from the Cerulean Citadel, then her dominion diminishes until she can reclaim it. A second curse she labors under is the fact that, despite being shrouded in an illusion of life, Ramya &#039;&#039;knows&#039;&#039; that she&#039;s actually [[undead]], and this is apparent in her reflection, so she bans mirrors from her presence.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-020.maharani-ramya-vasavadan.png&lt;br /&gt;
03-021.arijani-and-reeva.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saidra d&#039;Honaire===&lt;br /&gt;
The future darklord Saidra grew up on a tiny farm, raised by her widower father, who filled her head with stories of her noble bloodline - he claimed to be a duke that had been ousted from his rightful throne by a vicious younger brother. Life was hard, especially as Saidra&#039;s sincere belief in her father&#039;s stories meant she alienated her peers, and only got worse when Saidra&#039;s father married a prosperous merchant woman with two daughters from her previous marriage, all of whom tormented Saidra and forced her to work as their personal servant, ala Cinderella. One day, a nearby duke perished, and when Saidra wondered if it had been her father&#039;s evil little brother, she was forced to confront the cruel truth: her father&#039;s stories had all been a pack of lies, and he was nothing more than a common-born servant who had fled to save his neck after trying to nick silverware from the duke&#039;s kitchen.&lt;br /&gt;
&lt;br /&gt;
Saidra went to her mom&#039;s grave to beg her mother&#039;s spirit for help, which was when a &amp;quot;kind, grandmotherly figure&amp;quot; appeared and granted Saidra her wish, clothing her in a magnificent gown and fine jewelry before conjuring a stately carriage to carry her to the masquerade ball that was being held to celebrate the coronation of the new duke. We don&#039;t know who this figure was, but it&#039;s interesting to note that Saidra&#039;s version of Dementlieu contains a [[hag]] coven who basically love to pretend to be Fairy Godmother figures so they can mess with people. Anyway, off Saidra went to the ball, plotting to kill the new duke and claim his title. When she got there, she swiftly seduced the new duke, so successfully that she began contemplating if it mightn&#039;t be better to wed the duke instead. Things were going smashingly... until the clock chimed midnight and the whole party began dropping dead of a sudden, fast-acting plague, which rather put a downer on things. The kicker, for Saidra, was as she and the duke lay dying in each other&#039;s arms and he confessed that he &#039;&#039;wasn&#039;t&#039;&#039; noble-born, but instead a commoner who had been adopted by the previous duke. In fact, he was actually Saidra&#039;s long-lost brother.&lt;br /&gt;
&lt;br /&gt;
Enraged at this second &amp;quot;betrayal&amp;quot;, Saidra stabbed her brother in the heart with the last of her strength and then tried to stagger away from the corpse, only to collapse dead on the stairs leading into the palace.&lt;br /&gt;
&lt;br /&gt;
And then she woke up as a [[wraith]], the new spectral queen of Dementlieu, a shabby and impoverished town whose populace struggle to fake the appearance of being more important than they truly are, all the while risking Saidra&#039;s deadly wrath: she &#039;&#039;&#039;hates&#039;&#039;&#039; pompous fools who pretend to be what they aren&#039;t, aspire to higher station than they deserve, and fail to maintain the appearance of normalcy.&lt;br /&gt;
&lt;br /&gt;
...Well, yeah, she wouldn&#039;t be a &#039;&#039;darklord&#039;&#039; if she wasn&#039;t at least a little bit of a hypocrite, now would she?&lt;br /&gt;
&lt;br /&gt;
Saidra is a wraith who has the ability to launch free Disintegrates at anyone who reveals themselves to be lying about who they are in her presence - we don&#039;t know much more than that, mechanically. She lives in constant terror of being exposed as a fraud herself, and in fact she can only be killed permanently if she is revealed to be a fraud first. Related to that, she lives in terror that her hated stepmother and stepsisters are still alive somewhere in Dementlieu. Finally, almost tangentially, her status as a wraith means her beloved masquerade balls are a complete waste of time, as she can&#039;t enjoy any of the physical pleasures associated with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
03-013.duchess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sarthak===&lt;br /&gt;
Darklord of the Ashram of Niranjan, Sarthak is an evil bronze dragon who poses as a mystic named Niranjan. He send agents into the Mists bearing his philosophical writings, which promise escape, peace, and enlightenment to any who adopt their teachings. Anyone who comes to his monastery is told that they must divest themselves of worldly goods, which are added to Sarthak’s hidden hoard. Sarthak then helps his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no indication of what his curse might be, since he&#039;s in the &amp;quot;Other Domains of Dread&amp;quot; section of the book and as such only gets a single paragraph to himself.&lt;br /&gt;
&lt;br /&gt;
===Teresa Bleysmith===&lt;br /&gt;
&lt;br /&gt;
===Viktra Mordenheim===&lt;br /&gt;
Basically, she&#039;s Victor Mordenheim but a woman... what, that&#039;s not good enough? Alright...&lt;br /&gt;
&lt;br /&gt;
Viktra Mordenheim was born the daughter of a minor noble family, as well as a natural prodigy in medicine - she taught herself anatomy as a child, and by the time she was a teenager she held a doctorate &#039;&#039;and&#039;&#039; had been appointed as a preeminent researcher at a local university. For all her genius, however, Viktra was arrogant, not to mention completely lacking in empathy, compassion and moral qualms. To her, medicine was just a way to sate her burning curiosity about the secrets of life. Also, she hated magic, regarding it as as &amp;quot;stealing the powers of otherworldly beings and cheating the laws of nature&amp;quot;, and thus inferior to &#039;&#039;&#039;SCIENCE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the best Frankenstein tradition, she grew obsessed with the idea that she could not merely mend the sick, but actively create and even improve upon life. So she began hiring the services of bodysnatchers to provide her with fresh human cadavers for her research. This is how she met Elise; amazingly, the cold, aloof methodical surgeon and the beautiful but reckless and spontaneous body snatcher became infatuated with each other, and the two women&#039;s relationship swiftly changed from professional to personal. When Elise contracted an incurable wasting disease, Mordenheim became obsessed with saving her, and her experiments increased in numbers - she also began having living victims actively kidnapped for her experiments. Through countless murders, resurrections and remurders, Viktra honed her knowledege. Finally, as Elise fell into the deep sleep that marked the final stages of the disease, Viktra poured everything she had learned from a thousand deaths into saving a single life, crafting and installing the Unbreakable Heart: an artificial super-organ.&lt;br /&gt;
&lt;br /&gt;
But just as she was stitching the fabulous device into place, constables burst into her lab, accusing her of being behind the recent string of kidnappings and murders. In the struggle, the lab caught fire and flooded with acrid chemical smoke: Mordenheim&#039;s last vision was of Elise rising from her table, a golden light glowing in her chest where the Unbreakable Heart had been installed.&lt;br /&gt;
&lt;br /&gt;
When Mordenheim came to, she was in a strange, icy realm called &amp;quot;Lamordia&amp;quot;, where she was hailed as the greatest genius ever, but there was no sign of Elise.&lt;br /&gt;
&lt;br /&gt;
Viktra&#039;s torments largely center around Elise and the Unbreakable Heart; she can neither recreate the Heart on her own, but nor can she find Elise to study it again. Secondary to this curse is that she is showered with the love, respect and attention of Lamordia, whose people view her as a luminary savior; to Mordenheim, they are incomprehensible, and she loathes their constant distractions from her work.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DR. VIKTRA MORDENHEIM.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vladeska Drakov===&lt;br /&gt;
In a nameless world, in a land torn between myriad bitterly feuding royal families, the woman named Vladeska Drakov was a skilled fighter and general, a mercenary who came to be known as the Crimson Falcon, the leader of a well-regarded mercenary army called the Falcon&#039;s Talons. Business was profitable, and Vladeska was raking in the loot, with dreams of retiring young, cashing in her wealth and reputation to buy land and a title. Then came the sacking of Veivere, where the Talons accidentally killed a very important figure. So important that the entirety of the aristocracy took up arms against the Talons, determined to kill them all for it. Well, Vladeska had no intention of just rolling over and dying, and she launched a bloody counter-attack that soon turned into a crushing campaign of conquest; her forces swept through the land, replenishing themselves with conscripted peasants and wiping out everyone stupid enough to stand against them. Vladeska made a point of impaling &#039;&#039;everybody&#039;&#039; with even the slightest drop of aristocratic blood that she caught alive. Through years of bloody effort, she became the ruler of an empire that stretched over the former patchwork nation, but as she crushed the last defiant village, the smoke engulfed Vladeska and her most elite warriors.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a new realm, and after swiftly conquering its capital city, Vladeska declared herself Empress of Falkovnia. Which was when she found the downside of her rule... namely, the armies of [[zombie]]s that would attack her new kingdom every month with the rising of the new moon.&lt;br /&gt;
&lt;br /&gt;
Vladeska&#039;s curse, obviously, is the zombie attacks, which press her to her limit as she struggles to throw back the dead and preserve what she has, but it goes deeper than that. Firstly, she suffers a horrible sensation of recognition; every zombie, to her, seems to be the animate corpse of one of her victims or her fallen soldiers, filling her with the gnawing belief that the dead are coming for &#039;&#039;her&#039;&#039; specifically. Secondly, no matter what scheme or ploy she tries, the result is always Phyrric; her people haven&#039;t been wiped out yet, but there&#039;s a big difference between &#039;survival&#039; and &#039;winning&#039;. Finally, she &#039;&#039;&#039;knows&#039;&#039;&#039; that her efforts are doomed - there is &#039;&#039;no way&#039;&#039; to hold Falkovnia against the dead, not with the forces that she has, and the only chance she has for survival is to take her people and flee during the peaceful period after the dead are repulsed for the month. But she&#039;s too stubborn to run, and so she keeps fighting her bloody, futile war.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173757</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173757"/>
		<updated>2021-06-03T16:37:06Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Richemulot 5e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
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The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
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Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
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==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
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==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
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Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
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Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
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Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
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Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
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===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
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The Core is made up of the following Domains.&lt;br /&gt;
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=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
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This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
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=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
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Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
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=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
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Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
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If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
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=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
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Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
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=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
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Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
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=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
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A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
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=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
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Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
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=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
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A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
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=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
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A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
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=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
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A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
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=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
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A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
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=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
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It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
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=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
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Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
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=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
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A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
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=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
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A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
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=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
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This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
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=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
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The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
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=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
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Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
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=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
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A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
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=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
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The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
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[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
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===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
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====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
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This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
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=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Arcanaloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Arctic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173756</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173756"/>
		<updated>2021-06-03T16:34:00Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Lamordia 5e */&lt;/p&gt;
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&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
&lt;br /&gt;
The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
&lt;br /&gt;
[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
&lt;br /&gt;
===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
&lt;br /&gt;
====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
&lt;br /&gt;
This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
&lt;br /&gt;
=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Arcanaloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Arctic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173755</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173755"/>
		<updated>2021-06-03T16:31:44Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Kalakeri */&lt;/p&gt;
&lt;hr /&gt;
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&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
&lt;br /&gt;
The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
&lt;br /&gt;
[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
&lt;br /&gt;
===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
&lt;br /&gt;
====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
&lt;br /&gt;
This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
&lt;br /&gt;
=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Arcanaloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Artic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Yugoloth&amp;diff=572502</id>
		<title>Yugoloth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Yugoloth&amp;diff=572502"/>
		<updated>2021-06-03T16:30:22Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* The Truest Fiends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Yugoloth puppetmaster.png|thumb|right|[[Furries]]: the purest distillation of evil]]&lt;br /&gt;
Also known as &#039;&#039;&#039;[[Daemon#Dungeons_.26_Dragons_and_Pathfinder|daemons]]&#039;&#039;&#039; (no, not [[Daemon#Warhammer|&#039;&#039;those&#039;&#039; Daemons]]), &#039;&#039;&#039;Yugoloths&#039;&#039;&#039; are the [[Alignment#Neutral_Evil|neutral evil]] grid-fill for the [[devils]] and [[demons]] in post-1980 [[Dungeons &amp;amp; Dragons]].&lt;br /&gt;
&lt;br /&gt;
The first published were the Mezzodaemon and Nycadaemon of [[Drow trilogy|D3]], just chillin&#039; in [[Erelhei-Cinlu]] as fiends do; whence they went into the [[Fiend Folio]], and then got more buddies in the second Monster Manual. A decade later, [[2e]] did to daemonkind what it did to the [[Baatezu]] and [[Tanar&#039;ri]] (and [[Demodand|Gehreleth]]), changing the name to some babble (which, as near as anyone can figure, is probably derived from [[H.P. Lovecraft|Lovecraft]]&#039;s not-Pluto, Yuggoth), because it SOUNDED too much like &amp;quot;demon&amp;quot; for [[Lorraine Williams]] to allow in an [[RPG]].&lt;br /&gt;
&lt;br /&gt;
But in this (rare) case That Woman had a point. Their name was always redundant with &amp;quot;demon&amp;quot;; and as spelled out, it conflicts with the ancient Greek word for “spirit” or even &amp;quot;lesser god&amp;quot; - Socrates had a daemon with him, for instance. And the eeevil daemons never enjoyed anything like the popularity as the two major fiendish races on either side, nor were they as well known. Her name-change didn&#039;t help their case, though. We&#039;ll get to some reasons why not.&lt;br /&gt;
&lt;br /&gt;
Originally the Neutral Evil outworlders daemons got allocated to the Gray Waste of [[Hades]], though &#039;&#039;[[Planescape]]&#039;&#039; shifted most of them to [[Gehenna]] because Hades really sucks. In 5e this has actually been retconned into their &#039;&#039;home plane&#039;&#039; for some fucking reason.&lt;br /&gt;
&lt;br /&gt;
Yugoloths embody the platonic idea of Evil itself. Not “evil”, mind you, but capital-e Evil. They lie, cheat, and betray for its own sake, and generally seek to cause as much suffering and hate as possible to everyone. Whereas the demons embody anarchy, and the devils embody tyranny, the yugoloth embody sociopathy. They&#039;re kind of dicks like that. They act as mercenaries (primarily in the [[Blood War]], but they&#039;ll work for anyone who can meet their price, even their polar opposites the [[guardinal|Guardinals]]), constantly switching sides between the factions involved in whatever conflict they were paid to fight in (this can happen multiple times in a single battle). In fact, there are conspiracy theories that &#039;&#039;they&#039;&#039; are the original fiends and/or that they&#039;re the ones who started the Blood War and are playing it to their own end.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;Yugoloth&amp;quot; is still being used in 5th edition, even though &amp;quot;[[Baatezu]],&amp;quot; &amp;quot;[[Tanar&#039;ri]],&amp;quot; and other terms for evil outsiders which 2nd edition had pulled out of Lorraine&#039;s fat ass were dropped. As noted, &amp;quot;daemon&amp;quot; never was a good name for them.&lt;br /&gt;
&lt;br /&gt;
==Why The Yugoloths Are [[FAIL]]==&lt;br /&gt;
As to why the Yugoloths own the Great Wheel&#039;s Wooden Spoon (as Victorians called it), behind Law&#039;s and Chaos&#039;: A philosophical reason might be that &amp;quot;pure&amp;quot; evil without a desire to destroy or dominate doesn&#039;t actually seem likely to do much of anything with real consequences. A narrative-based reason might be that demons and devils are more easily contrasted with each other. A more realistic reason for their low profile is that they&#039;re just really boring, having failed to tap into the predominant [[Mythology#Abrahamic_Mythology (Judaism,_Christianity,_Islam)|Abrahamic mythos]] the way that tanar&#039;ri demons and baatezu devils did. The Archdemons are some of the [[Baphomet|biggest]], [[Orcus|baddest]], and [[Lamashtu|most horrifying]] creatures in the entire setting, while the ruler of the Nine Hells is a [[Creed|strategic mastermind]] who pretends to be The God-Fiend of the Pit, Master of Slavery and Tyranny because that is &#039;&#039;less&#039;&#039; threatening than [[Asmodeus|what he really is]]. Not to mention a wide variety of lesser demons who are iconic, terrifying, and awesome. Despite the fact that in Gygax&#039;s &#039;&#039;Come Endless Darkness&#039;&#039; novel the oinoloth Infestix and the deity [[Nerull]] are the same being, [[Lorraine_Williams|the sociopathic bitch]] had already ousted [[Gygax|D&amp;amp;D founder Gary Gygax]] from [[TSR]] so Nerull-as-Infestix was never included in published game materials; yugoloths have fewer interesting leaders (about which very little is known), just a city that moves around or some shit. Forget these assholes and get back to headbutting pit fiends in [[Baator]]; D&amp;amp;D publishers dropped the ball by not publishing a neutral evil [https://d20npcs.fandom.com/wiki/Bale_Fiend &#039;&#039;bale fiend&#039;&#039;] yugoloth, which would have fit perfectly in [[Planescape]]&#039;s notion that yugoloths were the origin of the other [[Fiend|fiends]].  &lt;br /&gt;
[[Image:Yugoloths.png|400px|thumb|right|Planescape&#039;s cattle call]]&lt;br /&gt;
Yugoloths&#039; heyday was &#039;&#039;Planescape&#039;&#039;, where they met an actual niche as the [[Blood War]]&#039;s profiteers. But here they were battling hags for market-share. And then they lost even that in 3e and beyond. &lt;br /&gt;
&lt;br /&gt;
With [[Planescape]] not getting an official 3.x release, and the Blood War thusly getting a lot less shilling, the yugoloths were mostly forgotten aside from the occasional update in a [[Monster Manual]]. In [[4e]] they lost their whole reason to exist with the almost non-existent Blood War and were instead made a subtype of Demon. The  jackal-like Arcanoloths were even divorced entirely from the Daemon family tree and made an entirely new species of scheming, manipulative evil immortals called [[Raavasta]].&lt;br /&gt;
&lt;br /&gt;
In [[5e]], Yugoloths were created by the Baatezu in order to combat the Tanar&#039;ri. However, the Baatezu lost control of them, and now they&#039;re a mercenary fiend race giving their help wherever the most profit is to be made.&lt;br /&gt;
&lt;br /&gt;
Pathfinder avoided the Yugoloth name for copyright reasons, with their [[Daemon_(Pathfinder)|daemons]] becoming an omnicidal race lead by (a version of) the Four Horsemen of the Apocalypse. But after the &#039;&#039;Legacy of Fire&#039;&#039; [[Adventure Path]] introduced [[Divs]]... why even bother?&lt;br /&gt;
&lt;br /&gt;
Truly the yugoloth is well named, to sum up; putting a daemon in your campaign is like driving to prom in a 1982 Yugo.&lt;br /&gt;
&lt;br /&gt;
==If You Gotta Use &#039;Em==&lt;br /&gt;
Whereas devils are living embodiments of oppressive tyranny and demons living embodiments of mayhem and anarchy, the Yugoloth are living embodiments of opportunistic sociopathy. Whereas the mind of a devil or demon is sufficiently diluted by law or chaos for them to care about a larger cause (multiversal conquest and destruction, respectively), a Yugoloth doesn&#039;t give a crap about anything other than its own well being and agenda. Which, if one thinks about it, should ironically make them far more amiable and cooperative than either demons or devils, since they wouldn&#039;t give two rat&#039;s asses about where their pay is coming from, so long as their price is being met (and woe betide any moron who should try to stiff them).&lt;br /&gt;
&lt;br /&gt;
As for deals: Devils of course prefer rigidly formal contracts with maximized loopholes (on their side of the deal) and Fine Print (on the other side), so it would stand to reason that demons, when they bother to enter such a relationship at all instead of simply killing you, would prefer informal agreements and promises with flexible and non-binging terms. Yugoloth, then, would go with either one or something in between, whichever they&#039;d think would benefit them most at the time. Also, you probably shouldn&#039;t pay them up front, in which case they might just take then money, kill you, and take the rest of your stuff.&lt;br /&gt;
&lt;br /&gt;
In other words, they&#039;re murderhobos but smarter.&lt;br /&gt;
&lt;br /&gt;
===As Player Characters (LOL)===&lt;br /&gt;
It should come as no surprise that the same edition of D&amp;amp;D that made [[neogi]], [[unbodied|flying ghost brains]], [[maug|extraplanar robots]], [[mind flayer]]s, and the [[ixitxachitl]] playable or pseudo-playable also took a shot at making Yugoloths playable. Specifically, the &#039;&#039;Canoloth&#039;&#039;, of all variants, was given a level adjustment in the 2001 [[Manual of the Planes]], although between the adjustment and racial hit dice they&#039;re largely still unplayable.&lt;br /&gt;
&lt;br /&gt;
==The Truest Fiends==&lt;br /&gt;
The Yugoloth maintain a number of strongholds on the Lower Planes. Their biggest one is the Crawling City making its way on the slopes of Gehenna. Here the General of Gehenna, the leader of the Yugoloth, holds his court and plots against the Multiverse itself. Also on Gehenna is the Tower Arcane, where the Arcanoloth record all the deals made with mortals and Outsiders alike. Hades houses Khin-Oin, a massive tower allegendly made from the spine of a deity the Yugoloth killed. Here many of the soldiers of the Yugoloth armies live and train. Finally there is the Tower of Incarnate Pain, which is still under construction in [[Carceri]]. Made from the screaming bodies of petitioners and the skin of a dead god, the Yugoloth intend to use the tower to link their two other towers and obtain considerable power that way. The native inhabitants of Carceri, the [[Demodand|Gehreleth]] do not agree with this and frequently attack the tower to tear it down. Without their attacks the Yugoloth would have been done centuries ago, but because of the actions of the Gehreleth they are far behind schedule. While the fiends are very limited in number and the Yugoloth could easily crush them with a superior force, they do not do this because it would draw too much attention to their secret project.&lt;br /&gt;
&lt;br /&gt;
==The Shapes of Evil==&lt;br /&gt;
===Yugoloth Creations===&lt;br /&gt;
*&#039;&#039;&#039;[[Canoloth]]s&#039;&#039;&#039; eyeless quadrupedal guard dog yugoloth with the tongue &amp;lt;s&amp;gt;you wish your boyfriend had&amp;lt;/s&amp;gt; of a chameleon. the area around them is a no-teleport-zone. Depending on the contract, being caught by a Canoloth either means death or him siting on you until the big man comes to get you.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Canoloth 2e.gif&lt;br /&gt;
Canoloth 3e.png&lt;br /&gt;
Canoloth 4e.jpg&lt;br /&gt;
Canoloth-5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Guardian Yugoloth]]s:&#039;&#039;&#039; Least, Lesser, Greater.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Guardian Yugoloth 1e.jpg&lt;br /&gt;
Guardian daemon MCV2.jpg&lt;br /&gt;
Guardian yugoloth MM 2e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Battleloth]]s:&#039;&#039;&#039; Arrow, Axe, Crossbow, Pick, Spiked Chain, Sword.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battleloth.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lesser Yugoloths===&lt;br /&gt;
*&#039;&#039;&#039;[[Mezzoloth]]&#039;&#039;&#039;:  Mid-ranking bug monsters. Are the proper foot soldiers. Really like money and violence. Most notable for dropping massed Cloudkill spells.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mezzoloth 1e.jpg&lt;br /&gt;
Mezzoloth 2e.gif&lt;br /&gt;
Mezzoloth 3e.jpg&lt;br /&gt;
Mezzoloth 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Dergholoth]]&#039;&#039;&#039; (also spelled Dhergoloth):  Remarkably ridiculous four-armed insectoids in D&amp;amp;D; their heads don&#039;t turn, but their entire torso whirls about wildly. [[Pathfinder]]&#039;s [[Daemon_(Pathfinder)#Derghodaemon|derghodaemons]] however look like nightmares of Ginsu blades that could vivisect you before you could even scream. They love slaughter and will often fumble complicated orders (on purpose).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dergholoth 1e.png&lt;br /&gt;
Dergholoth 2e.png&lt;br /&gt;
Dergholoth 3e.jpg&lt;br /&gt;
Dergholoth 4e.jpg&lt;br /&gt;
Dergholoth 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Piscoloth]]&#039;&#039;&#039;: If [[Cthulhu]] and a lobster had a lovechild, it would be a piscoloth.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Piscoloth 1e.png&lt;br /&gt;
Piscoloth 2e.gif&lt;br /&gt;
Piscoloth 3e.jpg&lt;br /&gt;
Piscoloth 4e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Hydroloth]]&#039;&#039;&#039;: Flying frog monsters.  Take dips into the Styx, which makes their minds both scrambled and unreadable.  Trade in information, ironically.  &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hydroloth 1e.jpg&lt;br /&gt;
Hydroloth 2e.jpg&lt;br /&gt;
Hydroloth 4e.jpg&lt;br /&gt;
Hydroloth 5e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Yagnoloth]]&#039;&#039;&#039;: Goofy-looking lopsided freaks, yagnoloths bear much of the blame for why D&amp;amp;D aficionados typically regard tanar&#039;ri and baatezu as cooler than yugoloths.  Is a lieutenant over other lesser yugoloths, being a mediator for contract signing when it&#039;s not worth an Arcanaloth&#039;s time. When they grease that big arm to the elbow, [[kender]] get nervous.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yagnoloth 1e.png&lt;br /&gt;
Yagnoloth 2e.gif&lt;br /&gt;
Yagnoloth 4e.jpg| 4e redesign to be more Fendish with a weird human arm.&lt;br /&gt;
Yagnoloth 5e.png| 5e returns to [[derp]]y, now with book loincloth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Marraenoloth]]&#039;&#039;&#039; (also spelled Merrenoloth): Boatmen of the Styx.  Loyal to their boats and nothing else.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Merrenoloth 1e.jpg&lt;br /&gt;
Merrenoloth 2e.jpg&lt;br /&gt;
Merrenoloth 5e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Greater Yugoloths===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nycaloth]]&#039;&#039;&#039; : Classically horned and draconian winged fiends.  Headsmen and executioners. They&#039;re large, brutish, and carry vorpal axes. In [[3e|3rd edition D&amp;amp;D]] nycaloths gained the distinction of having four arms. Although Nycaloths&#039; combat abilities are some of the most underhanded among Yugoloths, they can be one of the most loyal Yugoloths if treated well (You will have to bribe them at least quadruple their pay instead of only double to get them to switch sides).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nycaloth 1e.jpg| 1e Demon guy&lt;br /&gt;
Nycadaemon Monster card.jpg| weird clay monster?&lt;br /&gt;
Nycaloth 2e.gif| 2e has him a Dogman&lt;br /&gt;
Nycaloth 3e.jpg| 3e is now a 4 armed gargoyle&lt;br /&gt;
Nycaloth 5e.png| 5e is now a fat gargoyle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arcanaloth]]&#039;&#039;&#039;: Probably the most famous of the yugoloth species [at least among [[furry]] fans], arcanaloths look like anthropomorphic jackals and are known for managing the mercenary contracts that are the lifeblood of the yugolothic personal involvement in the [[Blood War]]. In essence, all contracts to hire yugoloths ultimately get approved by these guys. These guys are perhaps best known because they have two representative characters living in [[Sigil]]; A&#039;kin the Friendly Fiend, a seemingly benevolent (not that anyone buys it) merchant, and [[Shemeshka]] the Marauder, aspiring to be the biggest wheeler-dealer in the Cage, who calls herself &amp;quot;King of the Crosstrade&amp;quot; and is famous as one of the first canonical non-cisgender NPCs -- she calls herself female, but her profile in the Sigil bigwig NPC splat &amp;quot;Uncaged: Faces of Sigil&amp;quot; depicts her with a &#039;&#039;male&#039;&#039; symbol, implying she&#039;s trans. Of course, according to &#039;&#039;Faces of Evil&#039;&#039;, all yugoloths are hermaphrodites (&amp;lt;strike&amp;gt;not that the hypothetical sex of a fiend even matters, since fiends of all varieties &amp;quot;reproduce&amp;quot; by uplifting Maggots, which are the forms evil mortals take upon dying and arriving at any of the lower planes&amp;lt;/strike&amp;gt;. Actually, yugoloths don&#039;t reproduce from maggots/larva. They procreate as mammals do, and when one dies, another mezzoloth is spat out, ensuring their numbers never decrease). By [[4e|4th edition D&amp;amp;D]] the publishers finally realized that [[Furry|jackal furries]] (only some of which even have horns) are just not daemonic enough, and so [[Retcon|retconned]] them to instead be the [[raavasta]] race (with distant yugoloth ancestry).  If D&amp;amp;D publishers had actually put effort into making arcanadaemons, well, daemonic, they all would have had larger-than-merely-token horns, mange-exposed patches of diseased skin, and one or more additional monstrous/daemonic features (such as tentacles). But they didn&#039;t, so now they&#039;re back to being Yugoloth.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Arcanaloth 1e.jpg&lt;br /&gt;
Arcanaloth 2e.png&lt;br /&gt;
Arcanaloth 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ultroloth]]&#039;&#039;&#039;:  Unlike the pit fiends and balors of the devils and demons, respectively, the leaders of the yugoloths are thinking, scheming mages-sneaks that disguise their strength behind melted, emaciated, and shifting forms rather than roar into battle wreathed in flame.  Unfortunately, the fact that ultroloths have zero daemonic features and instead look like &amp;lt;s&amp;gt;weather balloons&amp;lt;/s&amp;gt; sci-fi aliens is much of why Balor demons and pit fiend devils better fascinated [[God|dungeon masters]] and [[murderhobos|players]] alike, whose cultural mythos is primarily [[Mythology#Abrahamic Mythology (Judaism, Christianity, Islam)|Abrahamic]].  Now imagine an ultroloth but with large horns and tentacles; much more daemonic, eh?&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ultroloth 1e.png&lt;br /&gt;
Ultroloth 2e.gif&lt;br /&gt;
Ultroloth 3e.png&lt;br /&gt;
Ultroloth 4e.jpg&lt;br /&gt;
Ultroloth 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Altraloth]]s===&lt;br /&gt;
If they are willing to serve the [[Hag#Night_Hags|Night Hags]] for a specific purpose, a yugoloth can choose to undergo a ritual to become a powerful new being: an altraloth. In a long and painful ritual any yugoloth from mezzoloth to ultraloth can be turned into a new creature of superior power, but to do this they will have to enter a contract with the Night Hags and complete its terms before being freed. Most yugoloth chafe at this because they are not able to betray their new mistresses: hurting them will result in unspeakable pain for the altraloth, and if one of them were to die for any reason the altraloth perishes as well. As such, they are invested to the wellbeing of their masters and will do anything to protect them.&lt;br /&gt;
&lt;br /&gt;
===[[Baernaloths]]===&lt;br /&gt;
Unverified ancient texts claim that baernaloths were the first [[Fiend|fiends]], and the origin of the other fiends. It&#039;s said that every individual powerful being in the Lower planes has a baernoloth hand in their origin, including the [[Obyrith]], who are said to have been lured to this multiverse in the first place by the Baernoloth. Those versions which TSR/WotC have published so far have sucked the papery scrotum of Hades himself. Homebrew versions exist online, though, worthy of these most primordial of fiends. &lt;br /&gt;
&lt;br /&gt;
Notable because as the eldest evils native to the Great Wheel (save perhaps the [[Aboleth]]), they acquire various abilities from various sources over the eons in addition to the ones they already have just from being a baernoloth, and each one has a different set. Some of the more notable ones from the list include one where whatever being that kills them is transformed body and mind over time into the baernoloth they killed, one where they can summon &#039;&#039;any&#039;&#039; other individual fiend in all the lower planes, including a Demon Prince or Archdevil, one where they can spend a week meditating to grant themselves one unique ability, quality, attack, etc. from any other breed of fiend, and the ability to Dominate all evil creatures below CR 12 within 300ft of itself.&lt;br /&gt;
&lt;br /&gt;
Also notable for spending their time doing nothing but tormenting other beings, and they don&#039;t even seem to take any joy in it. Oh they don&#039;t &#039;&#039;regret&#039;&#039; their actions in the slightest, it&#039;s just that in their minds, they exist to torment, and all other beings exist to be tormented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Baernaloth.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Oinoloths]]===&lt;br /&gt;
The prefix &#039;&#039;oino&#039;&#039;- means &amp;quot;one&amp;quot;; the word &#039;&#039;oinoloth&#039;&#039; is a title of the yugoloth ruler of [[Hades]], not a type of yugoloth, though the process of attaining the oinoloth title could conceivably involve a transformation.&lt;br /&gt;
&lt;br /&gt;
...at least originally. now the being with the best claim to being &amp;quot;ruler of all yugoloth&amp;quot; is the General of Gehenna, assumed to be an ultraloth, and now oinoloths are just another type of yugoloth that specializes in disease.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Oinoloth 1e.jpg&lt;br /&gt;
Oinoloth 5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Yugoloth Lords==&lt;br /&gt;
Most active yugoloth lords are altraloths.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Apomps]] the Three-Sided&#039;&#039;&#039; - baernaloth.  Possibly is the creator and lord of the [[Demodand]]s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Anthraxus]] the Decayed&#039;&#039;&#039; - altraloth (and held oinoloth title)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bubonix]]&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Charon]] (a.k.a. Cerlic)&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cholerix]]&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[The General of Gehenna]]&#039;&#039;&#039; - ultroloth (and probably an altraloth)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Helekanalaith]]&#039;&#039;&#039; - arcanaloth&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Infestix]]&#039;&#039;&#039; - [[Gygax]]&#039;s &#039;&#039;Come Endless Darkness&#039;&#039; novel posits that the first oinoloth Infestix and the deity [[Nerull]] were the same being.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mydianchlarus]]&#039;&#039;&#039; - ultroloth (and held oinoloth title)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Taba]]&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Typhus]]&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Xengahra]]&#039;&#039;&#039; - altraloth&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Daemon (Pathfinder)]]&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ultroloth Arcanaloth.webp&lt;br /&gt;
File:Yugoloths by the Styx.jpg&lt;br /&gt;
File:Canoloth Ultroloth.jpg&lt;br /&gt;
File:Zastava-yugo-311-1982-300300.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;br /&gt;
[[Category:FAIL]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173754</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173754"/>
		<updated>2021-06-03T16:27:49Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Kalakeri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
&lt;br /&gt;
The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
&lt;br /&gt;
[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
&lt;br /&gt;
===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
&lt;br /&gt;
====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
&lt;br /&gt;
This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
&lt;br /&gt;
=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Yugoloth|Arcanoloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Artic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8012:1F02:3135:4B39</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173753</id>
		<title>Demiplane of Dread</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiplane_of_Dread&amp;diff=173753"/>
		<updated>2021-06-03T16:18:13Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8012:1F02:3135:4B39: /* Cyre? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;The Demiplane of Dread&#039;&#039;&#039; is a unique [[Demiplane]] - or, perhaps more accurately, a series of interlinked demiplanes - within the [[Great Wheel]] cosmology of [[Dungeons &amp;amp; Dragons]]. This is the actual &amp;quot;world&amp;quot; in which the campaign setting of [[Ravenloft]] is based, and so the name is often used when trying to describe the &amp;quot;Ravenloft world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The precise origins of the Demiplane of Dread are lost to history. Its creators are enigmatic beings known only as &amp;quot;The Dark Powers&amp;quot;, who maintain and defend their creation with mighty magic and jealous zeal. It&#039;s believed they have some kind of mutual non-aggression pact with the various gods of the Great Wheel, but nothing canon is ever defined. It is believed to lie where the [[Ethereal Plane]] meets the [[Plane of Shadow]], but is able to manifest portals absolutely &#039;&#039;everywhere&#039;&#039;, even in places normally restricted to planar portals, such as [[Dark Sun|Athas]] or the [[Phlogiston]]. Such portals usually appear as banks of fog or mist, but will adapt themselves to other sight-obscuring phenomena - and are usually one-way. Getting &#039;&#039;in&#039;&#039; is easy, but getting &#039;&#039;&#039;out&#039;&#039;&#039;? Canonically you won&#039;t be able to leave unless the Dark Powers will it, short of using artifact-level items like the dreaded Rift Spanner which just so happens to be the kind of item that could turn you into a [[Darklord]] just from getting it to work properly.&lt;br /&gt;
&lt;br /&gt;
Aaand then came 3.5 which opened a doorway into the [[World Serpent Inn]], breaking the whole point of this prison plane. Here it&#039;s a failsafe for DMs when their parties reach their 16th birthday and are sick of Goth. Its doorway on the Demiplane&#039;s side of things changes every night. Mind you, even back in AD&amp;amp;D, portals &#039;&#039;&#039;out&#039;&#039;&#039; of the Demiplane of Dread were explicitly a thing and even listed in major [[splatbook]]s like the Domains of Dread - for example, the Isle of Lament in Lamordia houses one such portal, so you can leave just by going there, if you can sneak past Adam.&lt;br /&gt;
&lt;br /&gt;
==Planar Traits==&lt;br /&gt;
The Demiplane of Dread&#039;s creators have molded the reality of this world into a new fashion, forcibly imposing the rules of [[Gothic Horror]] on the setting. There are many ways that this molding manifests, but some of the more overt include the following:&lt;br /&gt;
* [[Necromancer|Necromancy]] spells are empowered and rendered more dangerous; spells like Animate Dead will call up more creatures than the caster may be able to control, whilst spells that instantly kill their victims usually cause such victims to arise spontaneously as the [[undead]] - and often as ones quite pissed off at their killer. Certain non-necromancy, non-instant-kill spells even have a chance of doing this, such as Disintegrate turning a completely disintegrated victim into an incorporeal undead! Using any necromancy spell provokes a powers check unless it&#039;s purely defensive, doesn&#039;t affect undead, and doesn&#039;t manipulate life force; that list of &amp;quot;safe&amp;quot; spells is quite narrow.&lt;br /&gt;
* [[Diviner|Divination]] spells are pretty much worthless; spells that detect moral alignment invariably fail, spells aimed at detecting monstrous species either are unreliable (Detect Undead) or flatly won&#039;t work (using True Seeing to look for natural shapechangers), spells that revolve around mental contact risk driving you mad if you accidentally use them on certain inhuman creatures, and in general you can&#039;t trust the result of divination spells because the normal awareness of when such a spell has failed doesn&#039;t occur in the Demiplane of Dread. Oh, and Scrying type spells create a visible sensory apparatus that can alert your target that you&#039;re scrying on them, which can even serve as a conduit for things like gaze attacks. There&#039;s a practical reason for this; horrific things aren&#039;t quite as scary if you know their true nature too early, and so this element was put in to keep from having the DM tip their hands too soon and ruin the scare. &lt;br /&gt;
* [[Conjurer|Conjuration]] allows entities from other planes to be summoned, but they won&#039;t be able to return home when the spell expires. Obviously, quite a few of them will be &#039;&#039;very&#039;&#039; upset with their summoner because of this. Even before they figure this out, the binding aspects of conjuration spells are weaker in the Demiplane of Dread, giving summoned creatures a chance to escape its bonds the moment it arrives.&lt;br /&gt;
* [[Abjurer|Abjuration]] spells that banish creatures to another plane do not work. Rather, they &#039;&#039;appear&#039;&#039; to work but just toss the target somewhere else within the demiplane.&lt;br /&gt;
* [[Illusionist|Illusion]] spells that manipulate shadows are 20% more powerful, but the caster risks losing control of it when the spell ends, releasing a free-willed [[shadow]].&lt;br /&gt;
* Spells that directly interfere with the fabric of a Domain, such as manipulating weather, can often attract the attention of the resident [[Darklord]], and who might be able to subvert or negate these same spells if they have related powers.&lt;br /&gt;
* Teleportation spells are restricted; each domain is treated like its own separate plane of existence. High-level teleportation spells can overcome this if the border is not closed. Nothing can teleport out of a closed domain or the Demiplane entirely.&lt;br /&gt;
* Curses are empowered, and even non-spellcasters can potentially lay deadly or deforming curses on people if their rage or grief is intense enough to catch the notice of the [[Dark Powers]].&lt;br /&gt;
* The [[Dark Powers]] are watching everybody and seem to enjoy turning people into monsters that reflect their own evil deeds. When a creature performs some evil act, which range from casting necromantic spells to premeditated murder, the Dark Powers [[Powers Check|might notice]] and start the process. The changes are subtle or even helpful at first, allowing the victim to more easily perform his evil acts, which lures the victim into more evil, gaining more attention and transformation, until he is completely transformed into a monster or even a [[darklord]] of his own domain.&lt;br /&gt;
* Intelligent undead, like vampires, can tell if their minds are being read and can choose which thoughts they will project. Depending on the circumstances, this may be a false image passing them off as human or an up-close look at the most evil parts of their minds meant to drive the would-be mind reader insane.&lt;br /&gt;
* 5th edition&#039;s overhaul of the lore drops most  of the above rules but adds some new ones.  If you die in the Demiplane of Dread your soul does not move into the afterlife and is trapped there until it is eventually reincarnated.  People who are resurrected after being dead for over 24 hour discover this and are traumatized by the experience.&lt;br /&gt;
* Also in 5th edition, Darklords can sense when somebody in their domain is trying to cast spells that contact beings on other planes and can make themselves the target of the spell.&lt;br /&gt;
&lt;br /&gt;
==Mapping the Demiplane==&lt;br /&gt;
Geo-physically, the Demiplane of Dread consists of various bubbles of reality, ranging in size from a single room to full-fledged countries, all floating in a sea of ephemeral mist; each of these reality bubbles (called &amp;quot;Domains&amp;quot;) is typically centered around a [[Darklord]], a villain whose evil caught the eyes of the Dark Powers and so they responded by imprisoning them within the Demiplane. 3rd edition&#039;s unpublished [[splatbook]] &amp;quot;[[Van Richten&#039;s Guide]] to the Mists&amp;quot; introduced the concept of &#039;&#039;Oubliettes&#039;&#039;, which are basically prototype or abandoned Domains that don&#039;t contain a Darklord. A Domain may exist on its own (an &amp;quot;Island of Terror&amp;quot;) or be physically coterminous with one or more more other domains, forming what is called a &amp;quot;Cluster&amp;quot;. The largest and oldest Cluster in the Demiplane is called &amp;quot;The Core&amp;quot;, and this is basically Ground Zero for the setting. &lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is a little tricky to describe. If two Domains are coterminous, you can simply walk between them, as if they were normal lands. If you want to get to a Domain that &#039;&#039;isn&#039;t&#039;&#039; coterminous, then you have to just walk into the Mists and hope you&#039;ll end up where you want to go. Certain spots are known to have what are essentially portals that can link different Domains together, in that traveling from these spots (which may require unique triggers before they kick in) will usually end you up in a specific Domain; known as &amp;quot;Mistways&amp;quot;, these portals can be either one way or two way, and vary in reliability (aka, how likely you are to end up at the intended destination instead of fuck-knows-where) from &amp;quot;guaranteed&amp;quot; to &amp;quot;you rolls the dice, you takes your chances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Traveling between Domains is made more complicated by the fact that most [[Darklord]]s have a power called &amp;quot;Closing the Borders,&amp;quot; which causes the borders of their Domain to become enveloped in a barrier of some sort unique to that Darklord that prevents escape in some fashion - some are non-lethal, most will kill you if you try. A rare few can be circumvented by the right esoteric circumstances (for example, [[undead]] or [[construct]]s can safely walk through poisonous borders like that of Barovia, because they&#039;re fundamentally immune to poison), but in general this is the ultimate [[Railroading]] tool the DM has to keep you from just saying &amp;quot;fuck this&amp;quot; and leaving the domain. &lt;br /&gt;
&lt;br /&gt;
Precisely why the Dark Powers collect these [[Darklord]]s is unknown, and theories abound; the Demiplane of Dread has been described as a prison, a gathering place for evil, a grand study into the nature of evil, a unique kind of Hell, or even a Purgatory by various fans.&lt;br /&gt;
&lt;br /&gt;
Another great mystery is the nature of its native population. Some Domains were physically taken from their homeworlds, but most are described as &amp;quot;copies&amp;quot; rather than direct abductions of land. This then leaves players wondering: are the locals actually &amp;quot;real&amp;quot;, or are they merely soulless simulacra - props in the grand theater of Gothic Horror tales that the Dark Powers are conducting? Nothing concrete has ever been given. This isn&#039;t entirely consistent however, with other originals becoming ruins (Like Kalidnay) or vanishing entirely (like Har’Akir).&lt;br /&gt;
&lt;br /&gt;
===The Core===&lt;br /&gt;
As mentioned above, this is the &amp;quot;core&amp;quot; of Ravenloft, the sole normal-style continent where the bulk of the game focuses on. Think of it as something akin to the Sword Coast of the [[Forgotten Realms]], or Ansalon in [[Dragonlance]]. The precise layout has changed over Ravenloft&#039;s life, usually as a result of [[Advancing the Storyline]] - most prominently, it changed massively after the [[Grand Conjunction]], and then changed a little during both the [[Grim Harvest]] and the shift from 2e to 3e.&lt;br /&gt;
&lt;br /&gt;
The Core is made up of the following Domains.&lt;br /&gt;
&lt;br /&gt;
=====Barovia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Blatant Dracula Knockoff&lt;br /&gt;
::[[Darklord]]: [[Strahd von Zarovich]]&lt;br /&gt;
&lt;br /&gt;
This is the oldest domain in Ravenloft, the literal heart of the Demiplane of Dread. It&#039;s ruled by Strahd, and is basically Dracula in D&amp;amp;D. It is also home to the titular [[Castle Ravenloft]], Strahd&#039;s humble abode. This domain has been visited in literally &#039;&#039;every single edition&#039;&#039; of D&amp;amp;D after BECMI; even 4th edition, the only edition without an adaptation of I6 to its titles, has the adventure &amp;quot;Fair Barovia&amp;quot; in [[Dungeon Magazine]] #207, which has the party exploring Barovia and completing assorted side-quests.&lt;br /&gt;
&lt;br /&gt;
=====Borca=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Poisoners, Italy under the Borgia Family&lt;br /&gt;
::[[Darklord]]: Ivana Boritsi&lt;br /&gt;
&lt;br /&gt;
Originally, Borca was ruled by the Darklord Camille Boritsi, and was half its present size, sharing borders with the near-identical domain of Dorvini. Ivana poisoned her mother because her mom seduced her boyfriend, and during the Grand Conjunction, her domain and that of her cousin Ivan Dilisnya merged together due to their great similarities.&lt;br /&gt;
&lt;br /&gt;
=====Darkon=====&lt;br /&gt;
::Cultural Level: Dark Age to Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Plains, Mountains &amp;amp; Swamps&lt;br /&gt;
::Motif: Generic [[Dark Fantasy]] &lt;br /&gt;
::[[Darklord]]: Azalin&lt;br /&gt;
&lt;br /&gt;
Darkon is notable as the most overtly fantastical realm in the Demiplane of Dread, with a relatively huge population of [[demihuman]]s that sees humans going from the usual 90+% population merit to only 75% as well as the greatest amount of local toleration for arcane magic.&lt;br /&gt;
&lt;br /&gt;
If one spends a month in the realm they lose their memories until they leave the domain, thinking they&#039;ve always been from Darkon. Unfortunately, the new state from having lost memories convinces one to never leave unless forced to.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Renaissance France/Victorian England&lt;br /&gt;
::[[Darklord]]: Dominic D&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Though not as overtly modeled on London as the domain of Paridon, Dementlieu definitely taps into the Gothic Urban Horror motif, as is made clear by the way it is home to myriad mystical mind-manipulators and the character Alanik Ray, who is basically Sherlock Holmes if he was an [[elf]]. It&#039;s considered the &amp;quot;cultural heart&amp;quot; of the Core.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Plains&lt;br /&gt;
::Motif: Military Horror, Fascism, Urban Squalor&lt;br /&gt;
::[[Darklord]]: Vlad Drakov&lt;br /&gt;
&lt;br /&gt;
Slap together Nazi Germany and Stalinist Russia, paint it up in the most shit-awful and miserable stereotypes of Dark Ages Europe, and have the place be run by a man who melds Hitler with Vlad the Impaler and is so bloodthirsty they&#039;d both be disgusted by him. Falkovnia is outright called the biggest shithole in the Demiplane of Dread.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Dreary Scotland with a dash of Brak Man Morn&lt;br /&gt;
::[[Darklord]]: Tristen ApBlanc&lt;br /&gt;
&lt;br /&gt;
A vaguely Scottish Celtic themed domain that nobody gives a shit about because there&#039;s nothing in it but killer plants, giant bugs, and [[goblyn]]s. 3e tried to fix this by adding a small population of native humans, but the overall domain is still a monster-infested backwoods, so nobody fucking cares. As for its resident asshole, ApBlanc is a [[vampyre]] by day, and a ghost by night, proving once and for all that the Dark Powers do, indeed, have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
=====Hazlan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Hills, Mountains &amp;amp; Plains&lt;br /&gt;
::Motif: Dark Fantasy meets Yellow Peril&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
Essentially a tiny sliver of [[Thay]] transplanted into the Demiplane of Dread, where a tiny minutia (the Mulan ethnicity) rules over and brutally represses a far vaster majority (the Rashemani). One of only two places so absolutely shit that [[The Lawgiver]] is actually worshipped here.&lt;br /&gt;
&lt;br /&gt;
=====Invidia=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Lethally Impulsive Stupidity&lt;br /&gt;
::[[Darklord]]: Gabrielle Aderre&lt;br /&gt;
&lt;br /&gt;
A land of passionate, hot-blooded and constantly feuding individuals, including mercenary armies, ogres, giants, and wolfweres. The [[Vistani]] are executed on sight here, and as such, its hunter-mercenaries are on the collective shit-list of both Strahd von Zerovich and Ivan Dilisnya.&lt;br /&gt;
&lt;br /&gt;
=====Kartakass=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Wolves in Sheep&#039;s Clothing&lt;br /&gt;
::[[Darklord]]: Meistersinger Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
A rural backwoods inhabited by proud, cocky, music-loving foresters who are quite happy with the way things are, thank you. They are totally oblivious to the population of [[wolfwere]]s hiding amongst them.&lt;br /&gt;
&lt;br /&gt;
=====Keening=====&lt;br /&gt;
::Cultural Level: None (formerly Chivalric)&lt;br /&gt;
::Landscape: Temperate Mountains (Bleached of Life)&lt;br /&gt;
::Motif: Endless Grief&lt;br /&gt;
::[[Darklord]]: Tristessa the Banshee&lt;br /&gt;
&lt;br /&gt;
A cursed and forsaken realm, with a population consisting solely of its mad, grief-stricken [[banshee]] [[darklord]], her court of half-insane [[undead]] [[fey]], and a village of [[skeleton]]s that constantly mime out the actions of their last day.&lt;br /&gt;
&lt;br /&gt;
=====Lamordia=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Mad Science ala Frankenstein&lt;br /&gt;
::[[Darklord]]: Dr. Mordenheim &amp;amp; Adam&lt;br /&gt;
&lt;br /&gt;
A stuffy, tempest-lashed domain that prides itself on its scientific acumen and its staunch rationalistic beliefs, totally denying the fantastical nature of the world around them.&lt;br /&gt;
&lt;br /&gt;
=====Mordent=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Plains &amp;amp; Swamps&lt;br /&gt;
::Motif: Ghost-Haunted Rural Britain/Scotland&lt;br /&gt;
::[[Darklord]]: Lord Wilfred Godefroy&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the setting for every ghost-related Gothic Horror novel ever written. High concentration of both incorporeal undead and mist creatures in a land dotted by small villages sheltering the living. Is also full of ancient ruined manors, decaying coats of arms and dying or dead noble families, furthering that neo-Britain impression by casting it as the decaying remnants of a once-mighty civilization. The false history implies they share a mutual background with Borca, perhaps having originated from the same nameless fantasy world.&lt;br /&gt;
&lt;br /&gt;
=====Necropolis=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Temperate Settled Area&lt;br /&gt;
::Motif: City of the Dead&lt;br /&gt;
::[[Darklord]]: Death&lt;br /&gt;
&lt;br /&gt;
Once a bustling metropolis in Darkon called Il Aluk, the place was destroyed and turned into a city of sapient undead creatures protected behind a mystical veil that kills and reanimates any living humanoids that enter. This was caused by Azalin achieving an epic-level fuck up with his magic. Generally considered the worst domain in the Core because you can&#039;t go in there without being transformed into an [[undead]], which in AD&amp;amp;D came with associated rules that, in the grand tradition of [[Ravenloft]], utterly fucked you over pretty much from the get-go. Its Darklord, &amp;quot;Death&amp;quot;, is an uber-powerful ghost with hyper-lethal abilities that was created from a clone of Azalin and which has gone absolutely insane, believing itself to be the literal spirit of death.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Russia under Peter the Great&lt;br /&gt;
::[[Darklord]]: Sir Tristen Hiregaard/Malken&lt;br /&gt;
&lt;br /&gt;
A horse-filled steppeland dominated by sweeping grassy plains and crushing urban poverty and squalor, presided over by a mixture of corrupt aristocrats and Lawful Good types who view &amp;quot;law&amp;quot; as more important than &amp;quot;good&amp;quot;. This is the &#039;&#039;other&#039;&#039; domain shitty enough to have [[The Lawgiver]] as the state religion, and is such a hellhole that &#039;&#039;Barovians&#039;&#039; look down on its people as backward hicks.&lt;br /&gt;
&lt;br /&gt;
=====Richemulot=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Plains&lt;br /&gt;
::Motif: Wererat Land&lt;br /&gt;
::[[Darklord]]: Jacqueline Renier&lt;br /&gt;
&lt;br /&gt;
A pseudo-French domain distinguished mostly by being the largest breeding ground of wererats in the entire demiplane. The name is literally French for &amp;quot;Rich Mouse&amp;quot;, which pretty much gives the game away from the start if you know the language..&lt;br /&gt;
&lt;br /&gt;
=====The Shadow Rift=====&lt;br /&gt;
::Cultural Level: Unknowable&lt;br /&gt;
::Landscape: Eternally Dark Mysical&lt;br /&gt;
::Motif: Dark Faerie Tales&lt;br /&gt;
::[[Darklord]]: Gwydion the Shadow Fiend&lt;br /&gt;
&lt;br /&gt;
This is the homeland of the [[Shadow Fey]], and as such no mortals know anything about the place. The court is found at the bottom of a chasm filled with mist, protecting it from the sun, as well as erasing anything stupid enough to try penetrating so deeply into said-mist. In classic Faerie fashion, time works differently here, with a fortnight outside equaling a year &#039;&#039;inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Sithicus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Declining [[Elf]] Kingdom&lt;br /&gt;
::[[Darklord]]: Inza Kulchevitch&lt;br /&gt;
&lt;br /&gt;
The only domain in the Core that has a [[demihuman]] majority population, this was formerly the domain of [[Lord Soth]], and is thus loosely based on the [[Dragonlance]] setting. May or may not contain vampire [[kender]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: Grim Faerie Tales Europe meets Salem Witch Trials&lt;br /&gt;
::[[Darklord]]: The Sisters Mindefisk&lt;br /&gt;
&lt;br /&gt;
Hands down one of the most primitive and worthless backwaters in the Core, Tepest&#039;s trio of [[hag]] [[darklord]]s are practically non-entities in their own land, with the focus instead being on how the ignorant superstitious peasantry are falling increasingly under the sway of a self-righteous inquisition of self-proclaimed [[fey]]-hunters and [[witch]]-burners. The sisters &#039;&#039;do&#039;&#039; fan the flames of said-group so they can harvest the bodies of anyone condemned, but mostly stick to hiding in their cottage.&lt;br /&gt;
&lt;br /&gt;
=====Valachan=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Hills&lt;br /&gt;
::Motif: African Savages&lt;br /&gt;
::[[Darklord]]: Baron Urik von Kharkov&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness inhabited by dusky-skinned foresters who take pride in their absolute ignorance when it comes to book-learning or anything not related to the practicalities of forest-work, to the point they even look down upon their own priests. Befittingly, this leaves them too ignorant to realize they are being eaten alive by a hidden population of [[nosferatu]] and [[werepanther]]s.&lt;br /&gt;
&lt;br /&gt;
=====Verbrek=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Werewolf Country&lt;br /&gt;
::[[Darklord]]: Alfred Timothy&lt;br /&gt;
&lt;br /&gt;
The obligatory [[werewolf]] domain, to contrast the Dracula and Frankenstein ones. Everybody here knows the wilderness (as embodied by the werewolves) is at their door, and live accordingly. This domain was originally called &#039;&#039;&#039;Arkandale&#039;&#039;&#039; and was run by Alfred&#039;s father, Nathan, until he lost the Dark Powers&#039; interest by actually making peace with his lot in life and coming to enjoy being a riverboating casino owner, even if it did mean no longer being able to hunt on the land.&lt;br /&gt;
&lt;br /&gt;
[[Quoth the Raven]] #1 offers an alternative take on the domain where Nathan reclaims it after Alfred&#039;s werewolf supremacist cult causes a deadly famine and then civil war amongst the local lycanthropes, which leads to it being renamed Arkandale once more.&lt;br /&gt;
&lt;br /&gt;
===The Seas===&lt;br /&gt;
The Core is surrounded by two seas; the Nocturnal Sea and the Sea of Sorrows, which are technically their own unique Clusters that just so happen to adjoin the Core. Because of this, they&#039;re put in their own specific sections.&lt;br /&gt;
&lt;br /&gt;
====The Sea of Sorrows====&lt;br /&gt;
::[[Darklord]]: Captain Pieter van Riese&lt;br /&gt;
&lt;br /&gt;
This is the Western Sea of the Core, a cold, stormy, mist- (and Mist-)haunted expanse of water populated by various islands, representing the scattered domains of lesser Darklords. Its own &amp;quot;true&amp;quot; Darklord is Captain Pieter van Riese; a [[ghost]] based on the legendary Flying Dutchman who has perhaps the greatest freedom of any Darklord in Ravenloft - he can even leave his ship to go on land and enter other domains! This is because his curse is to &#039;&#039;never&#039;&#039; be able to find his own way, but instead to only be able to take others to where they want to go.&lt;br /&gt;
&lt;br /&gt;
=====Carcharodon Isle=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate Hills&lt;br /&gt;
::Motif: &amp;lt;s&amp;gt;Ladyhawke&amp;lt;/s&amp;gt; Parted Lovers&lt;br /&gt;
::[[Darklord]]: Alison Marjory and Sean Mako&lt;br /&gt;
&lt;br /&gt;
An island cursed with two darklords; a fisherman turned [[wereshark]] and a [[merfolk|mermaid]]-turned-human turned [[seawolf]], whose curses prevent them from ever meeting in their human forms. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Markovia=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: The Island of Dr. Moreau&lt;br /&gt;
::[[Darklord]]: Dr. Markov&lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just the Island of Dr Moreau in D&amp;amp;D. That&#039;s it. Originally part of the Core, but was moved out to the Sea of Sorrows as a result of the [[Grand Conjunction]]. Nothing here except the [[Darklord]], his [[Broken One]] minions, and a small temple of priests dedicated to guarding a powerful evil artifact that would be of great interest to the Darklord.&lt;br /&gt;
&lt;br /&gt;
=====Blaustein=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Bluebeard&lt;br /&gt;
&lt;br /&gt;
A small island consisting of a castle and a single village, whose population are fanatically loyal to the blue-bearded master of the castle above.&lt;br /&gt;
&lt;br /&gt;
=====Demise=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Althea&lt;br /&gt;
&lt;br /&gt;
A rocky island made from a mostly cooled volcano, this is basically a glorified dungeon that serves as the prison of the [[medusa]] Althea. Fans have tried to expand this by adding the ghost of her murdered [[maedar]] husband (arguably a much better candidate for the darklord) and her maedar son, who hates both of his crazy parents and wants off this godsforsaken rock.&lt;br /&gt;
&lt;br /&gt;
=====Dominia=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Insanity and Institutional Abuse&lt;br /&gt;
::[[Darklord]]: Dr. Daclaud Heinfroth&lt;br /&gt;
&lt;br /&gt;
A small island that houses the most famous (if not only) insane asylum in all of the Core. A pity it&#039;s actually a nest of cerebral vampires, ruled over a crazed psychiatrist determined to push the studies of inflicting madness and terror to their absolute limit.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Stezen D&#039;Polarno&lt;br /&gt;
&lt;br /&gt;
A surprisingly grim and colorless place which grows abundant food that, mysteriously, holds no taste when consumed.&lt;br /&gt;
&lt;br /&gt;
====The Nocturnal Sea====&lt;br /&gt;
::[[Darklord]]: Meredoth&lt;br /&gt;
&lt;br /&gt;
The cold and dismal Eastern Sea of the Core, which only emerged from the Mists after the events of the [[Grand Conjunction]], ruled over by Meredoth, an epic-level [[Necromancer]] from Glantri in [[Mystara]]. Although strongly associated with &#039;&#039;Graben Island&#039;&#039;, which is where &amp;quot;his&amp;quot; people live, Meredoth can actually travel the Sea at will, and in fact lairs himself on the wintery isle of &#039;&#039;Todstein&#039;&#039;. Like the Sea of Sorrows, there are plenty of other domains scattered around the Nocturnal Sea ruled over by their own lords.&lt;br /&gt;
&lt;br /&gt;
=====Isle of the Ravens=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: The Lady of Ravens&lt;br /&gt;
&lt;br /&gt;
A deserted island home only to its darklord, an insane but powerful sorceress from a [[Gormentghast]]ian family, and her legions of raven and [[fey]] servants. Whilst it was first mentioned in official media, appearing in brief summary in the writeup of the Nocturnal Sea in the Domains of Dread revised campaign setting, it was fans who fleshed it out; the Isle of the Ravens first received a writeup in the [[Books of S|Book of Sacrifices]], before later being revisited in [[Quoth the Raven]] #13.&lt;br /&gt;
&lt;br /&gt;
=====L&#039;ile de la Tempete=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Captain Alain Monette&lt;br /&gt;
&lt;br /&gt;
A rocky and treacherous island whose lighthouse serves only to lure sailors to their doom upon its shores.&lt;br /&gt;
&lt;br /&gt;
=====Liffe=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Baron Evensong or Assorted Demilords&lt;br /&gt;
&lt;br /&gt;
A surprisingly large and fertile island, with one of the biggest and most welcoming populations of any island-domains in the Nocturnal Sea. Originally ruled by Baron Evensong, although the fanmade Nocturnal Sea Gazetteer downgraded him to one of a cluster of different super-minor darklords.&lt;br /&gt;
&lt;br /&gt;
=====Locknar Cove=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Cold, eroded hills and thick, old growth forest&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
A quiet, humble island of fisherfolk that lies off the combined shorelines of Darkon and Nova Vassa, close to the isle of Liffe. Hidden at its core like a toad in a stone, the ghost of an avaricious pirate who valued wealth beyond his own life guards a vast treasure hoard. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
===The Clusters===&lt;br /&gt;
====The Amber Wastes====&lt;br /&gt;
::Motif: Dark Fantasy [[Egypt]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s Gothic Horror Egypt in D&amp;amp;D. What more is there to say? Its constituent domains are &#039;&#039;Har&#039;Akir&#039;&#039;, &#039;&#039;Sebua&#039;&#039;, and &#039;&#039;Pharazia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir=====&lt;br /&gt;
::Cultural Level: Bronze Age&lt;br /&gt;
::Landscape: Desert and Badlands&lt;br /&gt;
::Motif: Mummy Horror Movies&lt;br /&gt;
::[[Darklord]]: Anhtepot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Har&#039;Akir&#039;&#039; is a tiny little village of Egyptian peasants who live next to a tomb housing the [[darklord]] Ankhtepot, a pharaoh who blasphemed against the gods and was condemned to both eternity as a [[mummy]] and to be trapped in obscurity with only a single village of humble peasants to &amp;quot;lord over&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Sebua=====&lt;br /&gt;
::Cultural Level: Bronze Age Darklord, Stone Age natives&lt;br /&gt;
::Landscape: Desert Wasteland&lt;br /&gt;
::Motif: Mummy Horror meets Ghost Horror&lt;br /&gt;
::[[Darklord]]: Tiyet &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebua&#039;&#039; consists of an abandoned Egyptian manor next to an oasis haunted by both a tribe of feral children, who inhabit the nearby ruins of a fallen city, and the [[darklord]] Tiyet, a unique female [[mummy]] who appears as a gorgeous woman... save for her insatiable hunger for human hearts.&lt;br /&gt;
&lt;br /&gt;
=====Pharazia=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: Deserts, Oases, Rivers&lt;br /&gt;
::Motif: Arabian Nights Horror meets Religious Fundamentalism&lt;br /&gt;
::[[Darklord]]: Diamabel&lt;br /&gt;
&#039;&#039;Pharazia&#039;&#039; is a pseudo-Arabian city-state ruled over by its [[darklord]] Diamabel; a moralistic fanatic who led a campaign of genocidal terror in life, when felled by an arrow he arose as the shining [[angel]] he always wanted to become... only to find he transformed into a hideous [[undead]] version of himself at night.&lt;br /&gt;
&lt;br /&gt;
====The Burning Peaks====&lt;br /&gt;
::Motif: [[Dark Fantasy]]&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of &#039;&#039;Cavitus&#039;&#039;, the realm of [[Vecna]], and &#039;&#039;Tovag&#039;&#039;, the realm of [[Kas]].&lt;br /&gt;
&lt;br /&gt;
=====Cavitus=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Negative Energy-Infused Wasteland&lt;br /&gt;
::Motif: Cartoonish [[Necromancer]]-Ruled Hellhole&lt;br /&gt;
::[[Darklord]]: [[Vecna]]&lt;br /&gt;
&lt;br /&gt;
=====Tovag=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountains, Scrub Pine Forests&lt;br /&gt;
::Motif: [[Vampire]]s, War Horror&lt;br /&gt;
::[[Darklord]]: [[Kas]]&lt;br /&gt;
&lt;br /&gt;
====The Frozen Reaches====&lt;br /&gt;
::Motif: Dark Fantasy Russia&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the frozen wintery hell that everybody imagines that Russia is transplanted into D&amp;amp;D. Its constituent domains are &#039;&#039;Sanguinia&#039;&#039; and &#039;&#039;Vorostokov&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
=====Sanguina=====&lt;br /&gt;
::Cultural Level: Early Medieval&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Prince Ladislav Mircea&lt;br /&gt;
&lt;br /&gt;
Sanguina is an Early Medieval Russian kingdom ruled over by Prince Ladislav Mircea, a self-centered [[alchemist]] who accidentally transformed himself into a [[mutant]] [[vampire]], possibly a [[Vrykolaka]], that feeds on the Four Humours (blood, phlegm, black bile, yellow bile) in an effort to save himself from a deadly plague.&lt;br /&gt;
&lt;br /&gt;
=====Vorostokov=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Boyar Gregor Zolnik&lt;br /&gt;
&lt;br /&gt;
Vorostokov is a frigid Dark Ages wasteland of villages and forests trapped in a perpetual winter, ruled over by the [[Loup du Noir]] Boyar Gregor Zolnik.&lt;br /&gt;
&lt;br /&gt;
====The Shadowlands====&lt;br /&gt;
::Motif: Medieval Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Intimately tied to a single world, the Shadowlands are made up of three domains that all tie to one long story of corruption; &#039;&#039;Avonleigh&#039;&#039;, &#039;&#039;Nidala&#039;&#039;, and &#039;&#039;Shadowborn Manor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Avonleigh=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Morgoroth the Black&lt;br /&gt;
&lt;br /&gt;
Avonleigh is a monster-haunted forest ruled over by the [[darklord]] Morgoroth the Black, a [[planeswalker]] [[wizard]] who traveled to the homeland of the three domains and ended up destroying the not!Arthurian court there through accident. He is now trapped as a ephemeral shade unless the enchanted mirror that trapped him in this state is reassembled in his former mansion home.&lt;br /&gt;
&lt;br /&gt;
=====Shadowborn Manor=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Ebonbane&lt;br /&gt;
&lt;br /&gt;
Shadowborn Manor is a manor other than Morgoroth&#039;s that is the resting place of Ebonbane, a raging fiend trapped in a sword, which is itself trapped in a crystal sarcophagus. Ebonbane is so dangerous that Morgoroth actually uses his magic to assist in keeping the damn thing locked up.&lt;br /&gt;
&lt;br /&gt;
=====Nidala=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Elena Faith-Hold&lt;br /&gt;
&lt;br /&gt;
Nidala is the only actually populated domain, and is ruled over by the self-righteous fanatical fallen [[paladin]] Elena Faith-Hold.&lt;br /&gt;
&lt;br /&gt;
====The Verduous Lands====&lt;br /&gt;
::Motif: Tropical Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
The hot and humid hellholes, full of deadly predators and equally deadly plants. For some reason the moon is never seen here.&lt;br /&gt;
&lt;br /&gt;
=====Saragoss=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Draga Saltbiter&lt;br /&gt;
&lt;br /&gt;
Saragoss is an oceanic domain; a vast entangling sargassum patch full of wrecked ships crawling with [[ghoul]]s and cannibal [[pirate]]s above and [[sahuagin]] and [[shark]]s below, with a self-loathing [[wereshark]] [[pirate]] and [[cleric]] of [[Umberlee]] for a [[darklord]]. &lt;br /&gt;
&lt;br /&gt;
=====The Wildlands=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Tropical Jungles and Swamps&lt;br /&gt;
::Motif: Twisted Animal Fables&lt;br /&gt;
::[[Darklord]]: King Crocodile&lt;br /&gt;
&lt;br /&gt;
The Wildlands are basically [[grimdark]] Jungle Book; a tropical jungle full of asshole talking animals ruled over by the monstrous King Crocodile.&lt;br /&gt;
&lt;br /&gt;
=====Sri Raji=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Rain forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy India / Sri Lanka&lt;br /&gt;
::[[Darklord]]: Maharaja Arijani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly&#039;&#039; an Island of Terror, Sri Raji is a domain in the Verduous Lands cluster ruled by the [[Rakshasa]] Maharaja Arijani. The Verduous Lands cluster does not have a moon with potentially interesting consequences for lycanthropes having some part of the lunar cycle as their trigger condition. Equally, there should be no tides. Most of the human inhabitants of Sri Raji congregate in three cities, each located surprisingly close to the domain border. A fourth city, Mahakala, is less populated and commonly referred to as &amp;quot;accursed&amp;quot;. It&#039;s basically Indiana Jones and the Temple of Doom, but with more [[rakshasa]]s, [[beastfolk]] and giant insects.&lt;br /&gt;
&lt;br /&gt;
====Zherisia====&lt;br /&gt;
::Motif: Urban Dark Fantasy&lt;br /&gt;
&lt;br /&gt;
Differentiating itself from other clusters, Zherisia is composed of the city domain of &#039;&#039;Paridon&#039;&#039; and &#039;&#039;Timor&#039;&#039;, a former Island of Terror now transformed into the sewers underneath Paridon.&lt;br /&gt;
&lt;br /&gt;
=====Paridon=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Urban&lt;br /&gt;
::Motif: Gothic-Era Urban Horror&lt;br /&gt;
::[[Darklord]]:Sodo&lt;br /&gt;
&lt;br /&gt;
Paridon is a sprawling London-esque city infested with a uniquely powerful strain of [[doppelganger]]s, whose [[darklord]] is a many-cursed psychotic doppelganger named Sodo.&lt;br /&gt;
&lt;br /&gt;
=====Timor=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Underground Tunnels&lt;br /&gt;
::Motif: Monsters From Below&lt;br /&gt;
::[[Darklord]]: The Marikith Queen&lt;br /&gt;
&lt;br /&gt;
Timor is a dripping hive of tunnels infested by xenomorph expies called Marikith.&lt;br /&gt;
&lt;br /&gt;
====Republica de Neuva Aragona====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Tropical Jungle Islands&lt;br /&gt;
&lt;br /&gt;
A two-domain cluster made up of neighboring isles in a tropical ocean known to its inhabitants as Mar de Lagrimas (the Sea of Tears), both themed after the Spanish colonies of South America. Unusually, the two domains are historically linked; both were connected to the same history involving the &amp;quot;native&amp;quot; colonists rising up against the rule of the motherland of Aragona and fighting for their indepence, which led to the two primary land-masses - the island of &#039;&#039;&#039;Resistencia&#039;&#039;&#039; and the mainland of &#039;&#039;&#039;Maconda&#039;&#039;&#039; each gaining a [[Darklord]] out of that initial struggle.  It appears in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Resistencia=====&lt;br /&gt;
Resistencia is haunted by the [[ghost]] of Don Santiago de Quijada y Alvarez, the leader of the failed army sent by the motherland to quash the independence revolution.&lt;br /&gt;
&lt;br /&gt;
=====Maconda=====&lt;br /&gt;
Maconda, on the other hand, is led openly and in darkness by the man who led the independence revolution: the [[wereananconda]] President-General Martin Jose Maconda.&lt;br /&gt;
&lt;br /&gt;
====Colonies of the Holy Empire====&lt;br /&gt;
An unusual [[netbook]] cluster in that it&#039;s not technically presented &#039;&#039;as&#039;&#039; a cluster. The Colonies of the Holy Empire are a collective of domains that all draw from the same homeworld, a pastiche of Central/South America and its invasion by the Spanish Conquistadors, which appeared in the [[Books of S]] [[netbook]]s. Despite this shared origin, they are not presented as being geographically linked in the usual way of a cluster. &#039;&#039;Mictlan&#039;&#039; appeared in the Book of Shadows, whilst &#039;&#039;Igid Rabi-i&#039;&#039; and &#039;&#039;Cumbre de Oro&#039;&#039; both appeared in the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Mictlan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Jungle&lt;br /&gt;
::[[Darklord]]: Commander Hernando Mouriros&lt;br /&gt;
&lt;br /&gt;
A pastiche of the [[Aztec]] empire, the invasion of an army from a mysterious Chivalric realm has destabilize the realm and caused it to begin falling apart into civil war. And all the while, the invaders, cursed to never die unless they can conquer all of Mictlan, press on desperately in an attempt to end their long and bloody campaign.&lt;br /&gt;
&lt;br /&gt;
=====Igid Rabi-i=====&lt;br /&gt;
::Cultural Level: Chivalric, Classical or Dark Ages, depending on region&lt;br /&gt;
::[[Darklord]]: Arcapatos Miguel Agustin&lt;br /&gt;
&lt;br /&gt;
A deeply spiritual domain wracked with internal conflict, for its leader is a priest who cares nothing for the realm, and everything for chasing a &amp;quot;holy relic&amp;quot; that evades his every attempt to grasp it.&lt;br /&gt;
&lt;br /&gt;
=====Cumbre de Oro=====&lt;br /&gt;
::Cultural Level: Savage (Iron Age ruins, Medieval Avaricios)&lt;br /&gt;
::[[Darklord]]: Anibal Coronado&lt;br /&gt;
&lt;br /&gt;
A cursed city of vast riches, a pastiche of El Dorado, haunted by the undead remnants of an explorer&#039;s party that gave their lives to find those riches and still refused to stop searching for wealth. This domain is actually a part of the larger Mictlan domain.&lt;br /&gt;
&lt;br /&gt;
===The Islands of Terror===&lt;br /&gt;
=====Arlington Farm=====&lt;br /&gt;
::Cultural Level: Renaissance decayed to Dark Ages&lt;br /&gt;
::Landscape: Single large wheat &amp;amp; corn farm&lt;br /&gt;
::Motif: Killer Scarecrows&lt;br /&gt;
::[[Darklord]]: Henry Arlington&lt;br /&gt;
&lt;br /&gt;
The cursed farm of a farmer so obsessed with the success of his land that he not only killed to acquire it, but he began performing blood rites to ensure its success, murdering people and hiding their bodies in his scarecrows. Eventually, his cursed creations turned on him and turned him into one of them. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur=====&lt;br /&gt;
::Cultural Level: Dark Age&lt;br /&gt;
::Landscape: Temperate hills, plains, and mountains&lt;br /&gt;
::Motif: [[Yog-Sothothery]]&lt;br /&gt;
::[[Darklord]]: The [[Illithid]] God-Brain&lt;br /&gt;
&lt;br /&gt;
Meaning &amp;quot;Blood Trail&amp;quot; in German, it&#039;s a desolate wasteland with nightly, violent electrical storms on the surface. Beneath the surface lie the maddening and sprawling cities of illithids and their tortured and experimented slaves. This is also the home of the infamous Vampiric Mind Flayers, a creature that is technically indestructible in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
=====Callista=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Flooded Islets&lt;br /&gt;
::Motif: Gothic Vienna&lt;br /&gt;
::[[Darklord]]: Rafe Ungard&lt;br /&gt;
&lt;br /&gt;
A once large island that has been reduced to tiny islets by intense flooding, peopled with a passionately chivalric (in the sense of &amp;quot;women are sacred and must be protected&amp;quot;) people who claim to be the &#039;&#039;true&#039;&#039; [[Vistani]], ignorant of the fact that they are actually the cursed reincarnations of the true Vistani seen elsewhere in the Misty Realms. Because only 20% of their children are girls, they are overwhelmingly, patronizingly chivalric, and will sooner die than hurt women. The realm is also home to a large population of [[Paka]], who believe it to be a defiled holy site and hate the Callistans passionately. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Davion=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Shifts&lt;br /&gt;
::Motif: Dueling Psyches&lt;br /&gt;
::[[Darklord]]: Davion the Mad&lt;br /&gt;
&lt;br /&gt;
A twisting realm that was created when a miscast Wish spell merged the mindscapes of the wizard Davion and his three hirelings - the male [[mage]] Ausgustus, the male [[fighter]] Boromar, and the female [[cleric]] of [[Loviatar]] Narana - into a single unit, leaving them struggling for dominion.&lt;br /&gt;
&lt;br /&gt;
=====The Eternal Torture=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Decaying Sailing Ship&lt;br /&gt;
::Motif: [[Ghoul]] Ship&lt;br /&gt;
::[[Darklord]]: Miles Havelocke&lt;br /&gt;
&lt;br /&gt;
The cursed ship of Miles Havelocke, a mutineer who led his crew to commit cannibalism upon the loyal members of the crew. Now a crew of [[ghast]]s, they endlessly search for land, attacking and feeding upon any unlucky ships they encounter as their passage leads them to the Nocturnal Sea, the Sea of Sorrows, and the oceans off all other domains, but never to the land they desperately wish to reach. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Farelle=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Temperate Woodlands&lt;br /&gt;
::Motif: Acceptance of Self&lt;br /&gt;
::[[Darklord]]: Jark Karn, The Jackal Who Would Not Be A Coward&lt;br /&gt;
&lt;br /&gt;
An island splinter of the Wildlands, inhabited by a burgeoning population who are genuinely warm, welcoming and thriving. A pity that this is the manifestation of the darklord&#039;s curse. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;Henna=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Cold and temperate hills, plains, mountains, and deserts &lt;br /&gt;
::Motif: Corrupt [[Theocracy]]&lt;br /&gt;
::[[Darklord]]: Yagno Petrovna&lt;br /&gt;
&lt;br /&gt;
Here a starving population works the fields to produce food to be sacrificed for the god [[Zhakata]]. Unfortunately the god doesn&#039;t exist and priests of the god eat the offerings, while the farmers starve themselves waiting for a god that will never come.&lt;br /&gt;
&lt;br /&gt;
=====The House of Lament=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mansion&lt;br /&gt;
::Motif: Haunted/Evil House&lt;br /&gt;
::[[Darklord]]: The House Itself&lt;br /&gt;
&lt;br /&gt;
The House of Lament is a cursed structure that is simultaneous domain and darklord; a haunted structure that demands the sacrifice of human souls in an effort to quell its inescapable loneliness.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temperate Forest&lt;br /&gt;
::Motif: [[Oriental Adventures|Chinese Ghost Stories]]&lt;br /&gt;
::[[Darklord]]: Tsien Chiang&lt;br /&gt;
&lt;br /&gt;
A tiny Island of Terror inhabited only by its Darklord and her four daughters - the three evil daughters Hate, Spite and Scream, all of whom are variant Con-tinh (evil spirit women), and the benevolent, tormented good daughter Nightingale. Her domain is similar to Forlorn in that it&#039;s basically a glorified dungeon, with literally nothing to do except show up and defeat the Darklord or die trying, except it&#039;s [[Oriental Adventures|Chinese]], not Scottish. Tsien Chiang is a misandrist [[necromancer]] from [[Kara-tur]], based on an &#039;&#039;incredibly&#039;&#039; minor character from the [[Forgotten Realms]] lore. She can also transform into an evil [[Treant]].&lt;br /&gt;
&lt;br /&gt;
=====Immerabt=====&lt;br /&gt;
::Cultural Level: Late Renaissance&lt;br /&gt;
::Landscape: Temperate &amp;amp; Cold Plains, Mountains and Aquatic&lt;br /&gt;
::Motif: When Death Becomes Relief&lt;br /&gt;
::[[Darklord]]: Dr. Dorothy Hemphyll&lt;br /&gt;
&lt;br /&gt;
An incredibly advanced domain whose scientific prowess can challenge that of Lamordia&#039;s, especially in medical sciences. It bulges with life to the point of being overrun with it, and yet death is a mercy that all too few can find, especially under the watchful eye of the Healer&#039;s Guild. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Incitatus=====&lt;br /&gt;
::Cultural Level: Classical reduced to Stone Age&lt;br /&gt;
::Landscape: Desolate, Lifeless City and rural surroundings&lt;br /&gt;
::Motif: Scientific Hubris Brings Apocalypse&lt;br /&gt;
::[[Darklord]]: Ahasveros&lt;br /&gt;
&lt;br /&gt;
The lifeless remains of what was once a great scientific civilization, one that destroyed itself attempting to harness the power of the sea to annihilate an enemy nation with an artificially created tidal wave. Now, all that remains is the reclusive ghostly remains of the scientist who created that tidal wave, and destroyed his own people with it. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Kalidnay=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Desert&lt;br /&gt;
::Motif: [[Dark Sun|Athas]]&lt;br /&gt;
::[[Darklord]]: Thakok-An&lt;br /&gt;
&lt;br /&gt;
The city and lands surrounding Kalidnay in Athas, which are nothing but ruins within [[Dark Sun]]&#039;s setting proper. Its inhabitants actually prefer the Demiplane of Dread to actually living in Athas. Just let that sink in.&lt;br /&gt;
&lt;br /&gt;
=====Karss=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Massive Prison in the middle of nowhere&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Warden Jonar Tamh&lt;br /&gt;
&lt;br /&gt;
Formerly the Great Prison of the [[Harmonium]], an experiment in reformation-focused incarceration launched by the Hardheads on the faction&#039;s homeworld of Ortho, the warden&#039;s descent into cruelty and draconian punishments in defiance of the experiment&#039;s focus led to its being ripped from Ortho and stranded in the Mists. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====Kislova=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Mountainous Grasslands&lt;br /&gt;
::Motif: Futility of Power Behind the Throne&lt;br /&gt;
::[[Darklord]]: Baroness Ilsabet Obour&lt;br /&gt;
&lt;br /&gt;
A domain adapted from the Ravenloft novel &amp;quot;Baroness of Blood&amp;quot;, ruled over by a malevolent [[alchemist]] turned pain-eating monster. Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====The Lost Wizard&#039;s Tower=====&lt;br /&gt;
::Cultural Level: Savage, vestiges of Renaissance&lt;br /&gt;
::Landscape: Temperate Forest &amp;amp; Hills&lt;br /&gt;
::Motif: Obsessive Love&lt;br /&gt;
::[[Darklord]]: [[Jinx]]&lt;br /&gt;
&lt;br /&gt;
Once, there was a cat; a [[familiar]] to a powerful [[alchemist]] and [[transmuter]] named Margaret Landsdale. Then she grew overbold with her experiments and tested a formula on her familiar in order to enhance his intelligence. It worked all too well; now, Jinx could think as well as any human... and get jealous. That jealousy led to her death, and now it leads to the death of any arcane spellcaster whom Jinx tries to take as her replacement. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Miseria=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temperate hills, forests, caves&lt;br /&gt;
::Motif: Ghostly Hauntings&lt;br /&gt;
::[[Darklord]]: Cassandre Desesprits&lt;br /&gt;
&lt;br /&gt;
A rugged and inhospitable land whose people struggle to survive and put food on the tables, all whilst dealing with the vast legions of ghosts that haunt the realm. And nobody suspects that a humble barmaid with a heart full of spite and selfishness is the ultimate cause for their damnation. This netbook canon domain debuted in the 2001 issue of the [[Undead Sea Scrolls]].&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands=====&lt;br /&gt;
::Cultural Level: None&lt;br /&gt;
::Landscape: Ever-Changing&lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Man and his Nightmare Court&lt;br /&gt;
&lt;br /&gt;
A strange realm that exists halfway between the Demiplane of Dread and the [[Plane of Dreams]], ruled over by Darklord-like figures who live to visit mortals with nightmares and ultimately draw them into complete insanity.&lt;br /&gt;
&lt;br /&gt;
=====The Northlands=====&lt;br /&gt;
::Cultural Level: Chivalric declined to Medieval, Early Medieval declined to Dark Ages&lt;br /&gt;
::Landscape: Temperate forests, hills, mountains, plains, swamps&lt;br /&gt;
::Motif: [[Vikings]]&lt;br /&gt;
::[[Darklord]]: Jarl Gravstein Hansen&lt;br /&gt;
&lt;br /&gt;
A land patterned after the ancient Norse lands, where one Jarl&#039;s selfishness is causing the decline of everything his people had worked for. This netbook canon domain debuted in the [[Undead Sea Scrolls]] 2002, and was revisited in its 2003 issue.&lt;br /&gt;
&lt;br /&gt;
=====Nosos=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: Polluted Hellscape&lt;br /&gt;
::Motif: Rampant Pollution, Capitalism Gone Wrong&lt;br /&gt;
::[[Darklord]]: Malus Sceleris&lt;br /&gt;
&lt;br /&gt;
A hellish polluted pit of a domain, where disease runs rampant amidst mountains of filth and sewerage in a sky clouded with fumes, smoke and gas.&lt;br /&gt;
&lt;br /&gt;
=====Nzari=====&lt;br /&gt;
::Cultural Level: Stone Age, Renaissance in Mr. Klein&#039;s camp&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Darkest Africa&lt;br /&gt;
::[[Darklord]]: Gatwe and Mr. Klein.&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the Darkest Africa tropes in general and the novel Heart of Darkness in particular. A land of cannibalistic natives, jungle monsters, and a brutal overlord who thinks of himself as the civilizing force, begging the question: &amp;quot;who is the real savage?&amp;quot; This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2003.&lt;br /&gt;
&lt;br /&gt;
=====Odiare=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate settled area&lt;br /&gt;
::Motif: Twisted Pinocchio&lt;br /&gt;
::[[Darklord]]: Maligno&lt;br /&gt;
&lt;br /&gt;
Island from [[Masque of the Red Death|Gothic Earth&#039;s]] Italy, populated by children and the [[carrionette]]s who killed the adults that used to live here. Naturally, all the kiddos are quite concerned about what&#039;ll happen when they&#039;re old enough to be labeled an adult.&lt;br /&gt;
&lt;br /&gt;
=====Olympus=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Temeprate Forest &amp;amp; Hills, Cold Mountains, Warm Aquatic&lt;br /&gt;
::Motif: Greek Mythology&lt;br /&gt;
::[[Darklord]]: Hercules&lt;br /&gt;
&lt;br /&gt;
A pastiche of mythological Greece, ruled over by a pantheon of Living Gods - fallen heroes who have taken the identities of the Greek Deities as their own. And the once shining hope against those cruel, petty deities is in fact the worst of them all. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====The Raging Tears=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Single Rotting Ship&lt;br /&gt;
::Motif: Ghost Ship&lt;br /&gt;
::[[Darklord]]: Urdogen &amp;quot;The Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cursed vessel of a long-forgotten pirate from [[Forgotten Realms|Faerun]], whose restless soul is condemned to wander the seas forever and never attain the power he once knew as the feared pirate king of the Inner Sea of Faerun. Whilst the ghost ship can be found in any sea in the Demiplane, or even sometimes beyond, its physical remains lie in the Sea of Sorrows, and must be found if one would put Urdogen to his long-cheated fate. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Rokushima Táiyoo=====&lt;br /&gt;
::Cultural Level: Dark Ages&lt;br /&gt;
::Landscape: Archipelago with forests, hills, and mountains&lt;br /&gt;
::Motif: Dark Fantasy Japan&lt;br /&gt;
::[[Darklord]]: Haki Shinpi&lt;br /&gt;
&lt;br /&gt;
Four islands surrounded by a poisonous salt water ocean. Each island&#039;s ruler hates the others, whilst the Darklord (their father) is forced to watch as they tear apart his dreams of unity and peace. It&#039;s also the home of the [[Akikage]] (ghost ninjas), [[Hebi-no-Onna]]s (snake women), and [[Kizoku]] (vampiric womanizers). Despite a Dark Ages cultural level, it&#039;s interested in the gunpowder weapons of Dementlieu and Darkon. Fun fact: the &#039;&#039;Anesthesia&#039;&#039; spell is popular here, as its use allows the dying to face death with a clear mind, and thus die with honor.&lt;br /&gt;
&lt;br /&gt;
Strangely, the capitals of the four warring brothers have the Japanese names of various real world countries: Beikoku (米国, United States of America), Eikoku (英国, England), Chuugoka (corruption of 中国, China), and Roshiya (Literally just Russia said funny). As long as it sounds Japanese! Sadly, that&#039;s more than can be said for the Dark Lord&#039;s name...&lt;br /&gt;
&lt;br /&gt;
=====Romagna=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Mild Plains and Forests&lt;br /&gt;
::Motif: Eternal Love&lt;br /&gt;
::[[Darklord]]: Serenissa D&#039;Aubliet&lt;br /&gt;
&lt;br /&gt;
A peaceful and gentle agricultural domain that seems free of the darkness of other, grimmer realms. But its shadows still linger, in the form of a spectral darklord who, whilst powerless to affect the natives, has no such restrictions against preying on visitors. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====Saarkaath=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Temperate Mountains, Forest&lt;br /&gt;
::Motif: Blood Purity&lt;br /&gt;
::[[Darklord]]: Hakaan na Uruk&lt;br /&gt;
&lt;br /&gt;
A realm of [[half-orc]]s turned inwards into a brutal and pointless butchery, where the inhabitants try to claim &amp;quot;purity&amp;quot; of either [[human]] or [[orc]]ish heritage despite all being mixed race. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====San Bartolome=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Warm, Rugged, Mountainous&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Isabel de Sargas&lt;br /&gt;
&lt;br /&gt;
A theocratic tropical paradise that is obsessed with the need to attain spiritual purification through righteous behavior and serial reincarnation. Netbook canon domain from the Book of Sacrifices.&lt;br /&gt;
&lt;br /&gt;
=====Scaena=====&lt;br /&gt;
::Cultural Level: Renaissance&lt;br /&gt;
::Landscape: The inside of a theater&lt;br /&gt;
::Motif: Mad Artistry&lt;br /&gt;
::[[Darklord]]: Lemot Sediam Juste&lt;br /&gt;
&lt;br /&gt;
The personal theatre of Lemot Sediam Juste, who went insane and murdered his entire cast of actors, then burned down the theatre with himself in it, all because he couldn&#039;t accept that he was only good at writing comedies and he was a fucking terrible author of tragedies. Now it wanders the Misty Realms, luring in victims to serve as cast and audience alike, all ultimately to meet destruction. &lt;br /&gt;
&lt;br /&gt;
=====Seradan=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Temeprate Forests, Hills&lt;br /&gt;
::Motif: [[Stupid Nuetral]]&lt;br /&gt;
::[[Darklord]]: Geren Horstadt&lt;br /&gt;
&lt;br /&gt;
A domain from which all of the metaphorical life has been sapped; a dull and colorless place of dull and colorless people, its inhabitants almostly aggressively average, sluggish and dreamy in their actions. All the better to torment its darklord. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Souragne=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Tropical Swamps&lt;br /&gt;
::Motif: Southern Gothic&lt;br /&gt;
::[[Darklord]]: Anton Misroi&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically the Ravenloft version of the Antebellum South as a whole and New Orleans in particular.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs=====&lt;br /&gt;
::Cultural Level: Middle Ages&lt;br /&gt;
::Landscape: Cold Prairies and Forests&lt;br /&gt;
::Motif: Cowardice and treachery&lt;br /&gt;
::[[Darklord]]: Sir Torrence Bleysmith&lt;br /&gt;
&lt;br /&gt;
A small realm of prairies, overseen by the mad, bitter ghost of the man who caused the downfall of the people who once dwelled here.&lt;br /&gt;
&lt;br /&gt;
=====Stonewall=====&lt;br /&gt;
::Cultural Level: Civalric&lt;br /&gt;
::Landscape: Temperate Forests &amp;amp; Mountains&lt;br /&gt;
::Motif: Puritan Intolerance&lt;br /&gt;
::[[Darklord]]: Bethany Stone&lt;br /&gt;
&lt;br /&gt;
Once a small town near Salem, Massachusetts in the real world - or at least its Gothic Earth analogue, Stonewall has been ripped from its moorings and cast into the myths thanks to the machinations of its darklord; a woman so self-righteous and hateful that she killed her own daughter to carry on her moral crusade. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Tower of the Phantom Lover=====&lt;br /&gt;
::Cultural Level: NA&lt;br /&gt;
::Landscape: Tower over underground labyrinth&lt;br /&gt;
::Motif: Sexual Predation&lt;br /&gt;
::[[Darklord]]: The Phantom Lover&lt;br /&gt;
&lt;br /&gt;
The mysterious hideaway of the malevolent spirit known as the Phantom Lover, who seeks to seduce and then slaughter women pining for lost love.&lt;br /&gt;
&lt;br /&gt;
=====Tsuu-y-Teke=====&lt;br /&gt;
::Cultural Level: Stone Age&lt;br /&gt;
::Landscape: Warm Deserts, Hills &amp;amp; Mountains&lt;br /&gt;
::Motif: Desert Country Native American Mythology&lt;br /&gt;
::[[Darklord]]: Heresa Heri, The Vulture King&lt;br /&gt;
&lt;br /&gt;
A domain inspired by the myths of desert-dwelling Native American cultures. A realm of seemingly eternal day, haunted by a malevolent vulture-spirit who once tried to steal all the lights of day and night for himself. Netbook canon. First appeared in the [[Books of S|Book of Shadows]] for 2e, then was updated to 3e in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vechor=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Warm Forests, Hills &amp;amp; Swamps&lt;br /&gt;
::Motif: Insanity Made Real&lt;br /&gt;
::[[Darklord]]: Easan the Mad&lt;br /&gt;
&lt;br /&gt;
A vaguely India-esque domain ruled over by an insane [[elf]] [[wizard]] who has the power to reshape the surroundings based on his current mad whim.&lt;br /&gt;
&lt;br /&gt;
=====Vin&#039;Ejal=====&lt;br /&gt;
::Cultural Level: Medieval&lt;br /&gt;
::Landscape: Arctic Coastal Mountain&lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Benada Nameless&lt;br /&gt;
&lt;br /&gt;
A frigid island that drifts in an icy sea, whose people struggle to survive in the face of the eternal winter and the packs of [[seawolf|seawolves]] haunting their rich seas, haunted by a most unusual darklord; a [[yuan-ti]]-blooded [[weresnake]]! Netbook canon domain from the Book of Souls.&lt;br /&gt;
&lt;br /&gt;
=====Vulnara=====&lt;br /&gt;
::Cultural Level: Late Chivalric to Renaissance&lt;br /&gt;
::Landscape: Temperate Forests, Hills, Mountains&lt;br /&gt;
::Motif: All-Consuming Bitterness&lt;br /&gt;
::[[Darklord]]: Kasselheim Blightlyng&lt;br /&gt;
&lt;br /&gt;
A realm of unusually somber and technology-focused [[gnome]]s and [[svirfneblin]], shaped by the prejudices of a bitter, self-loathing, humor-hating gnomish [[vampire]] cursed with failing senses and growing madness. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
=====Vultharesk=====&lt;br /&gt;
::Cultural Level: Dark Ages, Renaissance on the Godwyn Estate&lt;br /&gt;
::Landscape: Cold Mountains&lt;br /&gt;
::Motif: Moral Guardianship&lt;br /&gt;
::[[Darklord]]: Sir Trevor Godwyn, &amp;quot;The Mirror Man&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A strict, almost puritanical domain obsessed with the necessities of survival and averse to all things that are not &amp;quot;right&amp;quot; or &amp;quot;proper&amp;quot;. But this attitude is not born out of morals or self-righteousness, but fear, for they are haunted by an ever-present spirit who will punish those that fails to live up to his strict sense of decency. Netbook canon domain from the Book of Shadows.&lt;br /&gt;
&lt;br /&gt;
=====Wayward on the Bone Sands=====&lt;br /&gt;
::Cultural Level: Chivalric&lt;br /&gt;
::Landscape: Barren Desert&lt;br /&gt;
::Motif: Cannibalism, Killer Kids&lt;br /&gt;
::[[Darklord]]: Caleb Wicks&lt;br /&gt;
&lt;br /&gt;
A cursed desert village of former humans turned into [[quevari]] after being seduced into genocide against (and cannibalism of) their [[gnome]] neighbors by the malicious child cannibal Caleb Wicks. Netbook canon domain from the Book of Secrets.&lt;br /&gt;
&lt;br /&gt;
=====Whal=====&lt;br /&gt;
::Cultural Level: Renaisssance&lt;br /&gt;
::Landscape: Cold Forested Hills&lt;br /&gt;
::Motif: Moby Dick&lt;br /&gt;
::[[Darklord]]: Captain Jacobi Robertsonn&lt;br /&gt;
&lt;br /&gt;
A sturdy, practical domain dedicated to the hunting of fish, seals and whales... no mean feat when your land is home to the demiplane&#039;s largest congregation of [[wereorca]]s. Netbook canon domain from the Book of Sorrows.&lt;br /&gt;
&lt;br /&gt;
=====The Winding Road=====&lt;br /&gt;
::Cultural Level: Nonexistent&lt;br /&gt;
::Landscape: Random road&lt;br /&gt;
::Motif: Random Encounter&lt;br /&gt;
::[[Darklord]]: The Headless Horseman&lt;br /&gt;
&lt;br /&gt;
Hands down one of the worst Domains in classical Ravenloft, the Winding Road is a glorified random encounter in which the party is suddenly attacked by the Headless Horseman, a powerful [[undead]] warrior mounted on horseback. Who is he? Well, there&#039;s three stories about where he came from. The first one is that he was an innocent man executed by Drakov&#039;s men. The second one is that he was a man who chopped off his own head rather than be killed by one of Strahd&#039;s men. And the third is that he was a bard who failed to entertain Ivana Boritsi as she bathed, so she chopped off his head and mixed his blood into her bathwater. If you think that none of those sound like a Darklord&#039;s backstory, you&#039;re not wrong. Oh, and you also have to fight the undead severed heads that precede and then follow the Horseman&#039;s run-by attack, which includes several [[medusa]] heads.&lt;br /&gt;
&lt;br /&gt;
=====Yatehcaa=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Mountains, High Desert&lt;br /&gt;
::Motif: Native American Mythology&lt;br /&gt;
::[[Darklord]]: Coyote&lt;br /&gt;
&lt;br /&gt;
A domain based on certain Native American myths, where the people live simple, happy lives, whilst trying to avoid the attentions of the malicious trickster and fallen hero-deity Coyote. This netbook canon domain can be found in the [[Undead Sea Scrolls]] 2002.&lt;br /&gt;
&lt;br /&gt;
==Cyre?==&lt;br /&gt;
In [[Eberron]], the nation of Cyre was destroyed in the Day of Mourning, leaving only the [[Mournland]] behind. That Cyre became a Demiplane of Dread is perhaps the most common theory on the origin of the Mournland within the fandom, as it checks all the boxes for explanations.&lt;br /&gt;
*The Mournland stops at Cyre’s artificial, political, borders and thus had to be caused by some intelligent actor. The Dark Powers certainly count. It also explains why it stops so exactly at the water that the docks were left behind.&lt;br /&gt;
*The Mournland’s border is a wall of “dead-gray mist”. The link is obvious. In 4th Edition, this dead-gray mist supernaturally drains people of hope.&lt;br /&gt;
*The Forge of War states that Dannel ir&#039;Wynarn insistence that the crown of Galifar belonged to her was the only thing keeping the Last War going, making her prime Darklord material.&lt;br /&gt;
*Dark Sun material describes Kalidnay as having been destroyed by &amp;quot;unknown disaster&amp;quot; that left it only &amp;quot;a jumble of ruins&amp;quot;. The ruins in the Mournland are described being &amp;quot;moved&amp;quot;, &amp;quot;rearranged&amp;quot;, &amp;quot;turned 90 degrees&amp;quot;, or &amp;quot;found miles from where war-era maps say they should be&amp;quot;, which certainly can be described as a &amp;quot;jumble&amp;quot;. The one adventure that travels to the ruined city (DSM2) mentions several structures remain intact, and many appear to be ruins purely because they&#039;re centuries old, which fits the multiple Mournland adventures with surviving structures, and several people seem to have died suddenly in a way that their body was intact. (While some of the Mournland&#039;s signature features are absent, all outside descriptions of Kalidnay are centuries after the fact while all descriptions of the Mournland are 0-4 years after its creation.)&lt;br /&gt;
&lt;br /&gt;
None of this will ever be confirmed, and it’s unlikely to be anti-confirmed, as the truth of the Mourning is one of Eberron’s mysteries that exists to have no answer but what the [[Dungeon Master]] gives them. The setting&#039;s creator has however concurred it&#039;s a good option if one wanted some bit of Eberron in Ravenloft.&lt;br /&gt;
&lt;br /&gt;
The theory received a bit of a nod in 5th edition with the reveal of a new Domain of Dread that is a fragment of Cyre that was taken by the mists on the Day of Mourning.&lt;br /&gt;
&lt;br /&gt;
==4th Edition: Islands of Terror==&lt;br /&gt;
In the [[World Axis]], the idea of the Demiplane of Dread being its own independent universe was basically dropped. The idea, however, remained in the form of the &#039;&#039;Domains of Dread&#039;&#039;; regions in the [[Shadowfell]] created in response to great evils in the Material World, essentially mimicking the Islands of Terror format of the Demiplane, but with one major difference: these Domains are still part of the Shadowfell as a whole. As a result, if you can find the rite or secret or whatever it is that grants you passage, then you can flee the Domain through its misty veil and into the wider Shadowfell... which isn&#039;t necessarily that much of an improvement, but hey.&lt;br /&gt;
&lt;br /&gt;
The idea of the Core is complete absent in 4th edition. Perhaps, if [[Ravenloft]] had been revived in this setting, the Core would have instead become more of a cursed but otherwise normal world, similar to and yet separate from the Domains of Dread seen in the Shadowfell. We&#039;ll never know.&lt;br /&gt;
&lt;br /&gt;
The 4e Domains of Dread consist of the following:&lt;br /&gt;
&lt;br /&gt;
=====Sunderheart=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Half-ruined city on a cliff&#039;s edge at the edge of a swampy river dela&lt;br /&gt;
::Motif: Diabolist Grand Guignol&lt;br /&gt;
::[[Darklord]]: Ivania Dreygu and Vorno &amp;quot;The Ghoul&amp;quot; Kahnebor&lt;br /&gt;
&lt;br /&gt;
Originally the [[Bael Turath]] city of Harrack Unarth, Sunderheart&#039;s doom came when it came under the control of the lovers Ivania Dreygu and Vorno Kahnebor, the [[Nentir Vale]] version of Romeo and Juliet... if Romeo and Juliet were debauched hedonistic [[tiefling]]s who engaged in rape, murder and cannibalism and who massacred their entire families so they could be together. Eventually, Vorno became so vile that even Ivania grew sick of him, so she murdered him by feeding him a servant girl whom she had fed with a deadly poison. Then she woke up in Sunderheart with her [[ghoul]]ified [[undead]] lover fused to her back like a monstrous parasitic twin. Now she rules by day over the half of the city still inhabited by the living, and Vorno the Ghoul rules over the undead-haunted ruins at night.&lt;br /&gt;
&lt;br /&gt;
=====Graefmotte=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Dense Pine Forest, Mountains&lt;br /&gt;
::Motif: Starvation&lt;br /&gt;
::[[Darklord]]: Lord Durven Graef&lt;br /&gt;
&lt;br /&gt;
When the [[Yeenoghu]]-worshipping hordes of the White Ruin threatened the empire of Nerath in the [[Nentir Vale]], Lord Graef was the ruler of a minor frontier province who had already lost two of his three children. Desperate to preserve his family legacy, he was determined that his final son, Geoffery Graef, would not answer King Elidyr&#039;s call to take up arms against the horde. When his son disagreed, they fought, and Lord Graef accidentally killed his son by causing him to fall and fatally strike his head. Which was when the [[gnoll]] warbands fell upon Graefmotte. Lord Graef led the fighting over the night, and was near-mortally wounded; disemboweled and with an arm bitten off, nobody expected him to cling to life for a day and a night... never mind for his wounds to fully heal. Ever since then, Graefmotte has been a land cursed, where its people face a slow, withering death by starvation, or a quick, bloody one at the jaws of the maddened gnolls and starvation-spawned [[ghoul]]s that haunt the ever-shifting forest.&lt;br /&gt;
&lt;br /&gt;
=====Monadhan=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: Tropical Rainforest&lt;br /&gt;
::Motif: Treachery&lt;br /&gt;
::[[Darklord]]: Arantor&lt;br /&gt;
&lt;br /&gt;
During the war between [[Bael Turath]] and [[Arkhosia]], the [[Metallic Dragon#Silver Dragon|Silver Dragon]] Arantor and his daughter mrissa were called upon to destroy a remote Turathi military outpost, almost hidden within thick tropical rainforest, whose isolation and surroundings made it virtually unreachable by ground-based forces. But after they hit their target, they realized that their intel had been faulty; this was no military camp, it was a refugee center for Turathi civilians! Father and daughter quarreled over what to do, with Imrissa wanting to return to Arkhosia and take responsibility for their crimes, whilst the glory-hound Arantor insisted they conceal it and protect their reputations. The argument grew so heated that Arantor slew his daughter, and then, stricken by guilt, he massacred the survivors of his first attack before becoming a plague upon the Turathi until his death. Which was when he awoke as a [[dracolich]] in a cavern deep below a twisted reflection of Monadhan, which has now become a gathering point for traitors. The greater the betrayal, and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan - whether by being swallowed by the Mists, or by awakening there alive and whole after dying for their misdeeds. As a result, Monadhan is now an oubliette for treacherous scum from across time and space.&lt;br /&gt;
&lt;br /&gt;
=====The Endless Road=====&lt;br /&gt;
::Cultural Level: Classical&lt;br /&gt;
::Landscape: An endless road winding through forests, hills and plains&lt;br /&gt;
::Motif: You can&#039;t escape your sins&lt;br /&gt;
::[[Darklord]]: Eli van Hassen&lt;br /&gt;
&lt;br /&gt;
The tiny little roadside town of Tranquility was a peaceful place, until the day a four-headed [[hydra]] lurched from the fens and began plaguing the people. When a wandering [[adventurer]] known only as &amp;quot;The Horseman&amp;quot; arrived and slew the beast, the people celebrated. But the town&#039;s ruler, Eli van Hassen, a man forever plagued by resentment and inferiority over his provincial abode, resented the hero&#039;s fame. He forced his daughter to slander the man, accusing him of rape, and whipped the people of Tranquility into a frenzied mob who executed their savior despite his former protests. Now Eli and his daughter inhabit a fortified mansion that sits on the side of a great road, which stretches on to infinity; unless the Road decides to let you go, which it can do to anywhere in the [[Multiverse]], you can walk forever and never leave. Of course, that risks attack by the undead remains of the Headless Horseman, who wants revenge on the van Hassens, but will happily settle for anyone else he can get his hands on.&lt;br /&gt;
&lt;br /&gt;
=====Timbergorge=====&lt;br /&gt;
::Cultural Level: Iron Age&lt;br /&gt;
::Landscape: Dense confider forest&lt;br /&gt;
::Motif: Nature&#039;s Savagery&lt;br /&gt;
::[[Darklord]]: Silvermaw&lt;br /&gt;
&lt;br /&gt;
When a naive [[treant]] allowed [[human]]s to settle in the planeshifting forest that was an [[archfey]]&#039;s garden under his care, he was horrified when they began to create a fire to keep them warm as they slept. But when he attacked in an effort to quench the flames, he burned himself and then set the forest ablaze, leaving it to burn as he focused on slaying the human interlopers. For this, his master cut the garden away and banished it to the [[Shadowfell]]. Here, the tribal humans have become a pack of werewolves, endlessly hunting and being hunted by the mad, wounded treant, who has coated his mouth with molten silver so that he may better rend and bite his foes; hence his name &amp;quot;Silvermaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==5th Edition: The Alternate Continuity==&lt;br /&gt;
In February 2021, it was announced across the internet that the Demiplane of Dread would at last make an official return as a D&amp;amp;D setting for [[Dungeons &amp;amp; Dragons 5th Edition]] in the form of [[Van Richten&#039;s Guide]] to [[Ravenloft]]. But it also openly announced that the 30 domains of dread that would be debuting in the book would include a mixture of brand new domains, classic domains, and revamped/reimagined takes on old domains - something that immediately began raising hackles amongst the Ravenloft fandom, who tend towards the [[grognard]]ier side of the fence. Why did they do this? Was it because the last version of Ravenloft-as-setting was done by [[White Wolf]] and there were legal entanglements preventing [[Wizards of the Coast]] from reusing their inventions? Was it because a lot of Ravenloft classic lore was actually kind of stupid and in desperate need of revamping? Was it because of [[SJW]]s? (probably a little considering some of the weirder changes made) Some combination thereof? The world may never know.&lt;br /&gt;
&lt;br /&gt;
Either way, the 5e version of the Demiplane of Dread thusly has its own unique take on the different Domains, which this section will try to break down for comparison&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
5th edition no longer has the Core although a few Clusters still exist, but are now treated as single domains, and also changes the rules for traveling between domains.  If the borders of a domain are not closed, entering the mists on the borders only takes you to another domain if you get a lucky roll, and usually you will end up back in the domain where you started or just wander the mists going nowhere.  And even if you do get lucky it is up to the DM to decide where to drop you.  You can choose what domain you want to go to and bypass this roll by carrying a mist talisman, which is an item related in some way to that domain or at least that domain&#039;s theme, and each domain has a few possible items you can use as a talisman for it.  If you have the Mist Walker dark gift, you can travel to any domain that you know the name of without a talisman, but at the cost of not being able to stay in one place for too long.&lt;br /&gt;
&lt;br /&gt;
===Detailed Domains===&lt;br /&gt;
These domains have received descriptions a few pages long.&lt;br /&gt;
&lt;br /&gt;
=====Barovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
It&#039;s literally just Barovia as seen in [[Curse of Strahd]].  The only major change is that now the Dark Powers have started to get creative and may have Tatyana reincarnate as someone unexpected to mess with Strahd.&lt;br /&gt;
&lt;br /&gt;
=====Bluetspur 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Alien Horror&lt;br /&gt;
::[[Darklord]]: The God-Brain&lt;br /&gt;
&lt;br /&gt;
Aside from some slight tweaks to the backstory of the God-Brain and a shift in focus to more of an &amp;quot;alien abductions/unspeakable alien experiments&amp;quot; motif, Bluetspur is basically unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Borca 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Outside of the changes to the [[Darklord]]s, there&#039;s nothing new here.&lt;br /&gt;
&lt;br /&gt;
=====[[The Carnival]] 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer a wandering point of light, [[The Carnival]] is now a free-floating island of terror, with the role of [[Darklord]] being shared between Isolde and Nepenthe, a cursed sword she carries. The backstory has also been changed extensively, involving a counterpart to the Carnival run by [[shadar-kai]]. The Carnival is also haunted by the &#039;&#039;Litwick Market&#039;&#039;, a black market of malicious fey with a grudge against the Carnival who invariably show up once the Carnival settles down and start making trouble. Also, the Twisting is no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=====Darkon 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: The end of the world&lt;br /&gt;
::[[Darklord]]: MIA&lt;br /&gt;
&lt;br /&gt;
The first &amp;quot;continuation&amp;quot; domain, Azalin went missing during an event called the Hour of Ascension and now Darkon is falling apart, slowly being dissolved by the Mists.  The domain has become split into four islands.  During the day the mists can be crossed as normal, but during the night anything covered by the mists disappears and the mists swallow a little bit more of the land in tiny steps or in huge floods. As was the case during the original [[Grim Harvest|Shrouded Years]], a number of demilords are trying and failing to hold it together. Collectively known as The Inheritors, they consist of the vampire Alcio Metus (sister to the late Baron Metus), Cardinna Artazas and the Necrichor of Darcalus Rex, and Madame Talisveri Eris.  The only clue about where Azalin went is a strange glowing object called the King&#039;s Tear which appeared floating over Darkon at the same time that he vanished.&lt;br /&gt;
&lt;br /&gt;
=====Dementlieu 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Masquerade and imposter syndrome&lt;br /&gt;
::[[Darklord]]: Saidra d&#039;Honaire&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Dementlieu is now an impoverished city where everybody tries desperately to pretend they are richer and more important than they actually are, lest they be disintegrated by its new [[Darklord]]; Saidra d&#039;Honaire. Also has a Masque of the Red Death thing going on, making it a bit like Sanguinia.&lt;br /&gt;
&lt;br /&gt;
=====Falkovnia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Zombie Apocalypse&lt;br /&gt;
::[[Darklord]]: Vladeska Drakov&lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Falkovnia is no longer the &amp;quot;war horror&amp;quot; domain, but instead a zombie apocalypse domain, where new [[Darklord]] Vladeska Drakov struggles to keep the living alive in the face of monthly sieges by massive armies of the [[Walking Dead]]. Maybe they didn&#039;t want [[/pol/]] fanboying the original Vlad?&lt;br /&gt;
&lt;br /&gt;
=====Har&#039;Akir 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, Har&#039;Akir is now a sprawling, heavily populated land where [[necrocracy|the living bow to a mummified aristocracy]] and Ankhtepot actually wishes for death.&lt;br /&gt;
&lt;br /&gt;
=====Haz&#039;lan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wild magic, environmental destruction, magic-based classism&lt;br /&gt;
::[[Darklord]]: Hazlik&lt;br /&gt;
&lt;br /&gt;
This retconned version of the domain has dropped the Mulans vs. Rashemani racism of the past and is now being devastated by a series of arcane apocalypses. [[Darklord]] Hazlik now suffers a combination of his old curse and Azalin&#039;s curse.&lt;br /&gt;
&lt;br /&gt;
=====I&#039;Cath 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Denial of reality&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Completely rewritten, I&#039;Cath has gone from a glorified [[Oriental Adventures]] [[dungeon]] to a crumbling city where the population is largely trapped in an eternal slumber, forced to constantly work at building and rebuilding a dream-version of I&#039;Cath at the behest of [[Darklord]] Tsien Chiang, who can never be satisfied with what she has. When the inhabitants wake, they must scavenge for food in a city constantly being rebuilt by Tsien Chian&#039;s armies of [[Jiangshi]], who will not harm a sleeper, but will happily tear an awake mortal limb from limb.&lt;br /&gt;
&lt;br /&gt;
=====Kalakeri=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: War-torn nation&lt;br /&gt;
::[[Darklord]]: Ramya Vasavadan&lt;br /&gt;
&lt;br /&gt;
New domain, although it&#039;s intended to take the place of the old domain of Sri Raji, which is mentioned as an alternative name for it. This India-themed domain is locked in an eternal civil war between its [[Darklord]], Ramya Vasavadan, and her two [[fiend]]ish siblings; Arijani the [[Rakshasa]] and Reeva the [[Arcanoloth]].&lt;br /&gt;
&lt;br /&gt;
=====Kartakass 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Show business, predatory business practices, werewolves&lt;br /&gt;
::[[Darklord]]: Harkon Lukas&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the revisions to [[Darklord|Harkon Lukas&#039;]] story and the replacement of [[wolfwere]]s with [[Loup-garou]].&lt;br /&gt;
&lt;br /&gt;
=====Lamordia 5e=====&lt;br /&gt;
::Cultural Level: Steampunk&lt;br /&gt;
::Landscape: Artic&lt;br /&gt;
::Motif: Mad science and biting cold&lt;br /&gt;
::[[Darklord]]: Viktra Mordenheim&lt;br /&gt;
&lt;br /&gt;
Basically unchanged, save for a new emphasis on an arctic climate and the tweaks to its [[Darklord]], replacing Viktor Mordenheim and Adam with Viktra Mordenheim and Elise. The darklord curse has been given a twist, too: Viktra succeeded where Victor would perpetually fail-- but she cannot duplicate her success and the living (golem-like) Elise shuns her.&lt;br /&gt;
&lt;br /&gt;
=====Mordent 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Ghosts and haunted houses&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The only change here is to [[Darklord|Wilfred Godefroy&#039;s]] curse and backstory, which now involves the famous Alchemist&#039;s Apparatus first introduced to [[Ravenloft]] lore in [[I10: Ravenloft II: The House on Gryphon Hill]].&lt;br /&gt;
&lt;br /&gt;
=====Richemulot 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Pandemic, wererats&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Retconned into a plague-stricken nation barely avoiding crumbling into total ruination through the machinations of [[Darklord|Jacqueline Renier]].&lt;br /&gt;
&lt;br /&gt;
=====Tepest 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Wickerman/Midsommar type of stories&lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Sitting somewhere between continuation and retcon, Tepest has lost its anti-fey inquisition and is now focused on its [[Darklord]]; Lorinda Mindefisk, who imprisoned her sisters in a cauldron because they refused to let her have a child.&lt;br /&gt;
&lt;br /&gt;
=====Valachan 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: Jungle&lt;br /&gt;
::Motif: The deadliest game&lt;br /&gt;
::[[Darklord]]: Chakuna&lt;br /&gt;
&lt;br /&gt;
Similarly to Tepest, Valachan is supposed to be a continuation of its former self, although there&#039;s a lot of retcons to the lore. Since [[Darklord|Baron Urik von Kharkov]] was slain by Chakuna, the jungles have turned hungry, rendering the realm a land where everything is out for blood and those appetites are barely kept in check by regular ceremonial blood sacrifices known as the Trial of Hearts.&lt;br /&gt;
&lt;br /&gt;
===Summarized Domains===&lt;br /&gt;
These domains only received a short block of text about them.  Several of them are completely new domains and so are intended to just be ideas for Dungeon Masters to build on.&lt;br /&gt;
&lt;br /&gt;
=====Cyre 1313, The Mourning Rail=====&lt;br /&gt;
::Cultural Level: Dungeonpunk&lt;br /&gt;
::Landscape: A magical train&lt;br /&gt;
::Motif:&lt;br /&gt;
::[[Darklord]]: The Last Passenger&lt;br /&gt;
&lt;br /&gt;
The first ever [[Eberron]] Domain of Dread.  On the day that Cyre was destroyed by the Mourning, a train was about to carry a bunch of refugees who saw the disaster coming out of Cyre, but the train&#039;s departure was delayed by a mysterious VIP who threw hundreds of the train&#039;s passengers out to make room for their self and their retinue and to be sure nobody on the train would learn their identity, and so the train departed too late.  The train was taken into the mists when the Mourning hit where it became a mobile domain constantly running from the Mourning which the passengers think is still chasing them.  The passengers still haven&#039;t noticed that the Mourning already killed them.&lt;br /&gt;
&lt;br /&gt;
=====Forlorn 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Ghastria 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====G&#039;henna 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for a few details about its Darklord&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=====Invidia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Rewritten; Gabrielle Aderre is now the [[Darklord]], constantly dabbling in black magic and conjuring all manner of outsiders to try and ensure that her beloved (and implicitly possessed) son Malocchio will have the best of futures.&lt;br /&gt;
&lt;br /&gt;
=====Keening 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Now has a living population who live in terror of its [[banshee]] [[Darklord]].  They fear the Darklord so much that they have actually destroyed their own sense of hearing to protect themselves.&lt;br /&gt;
&lt;br /&gt;
=====Klorr=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Impending Doom&lt;br /&gt;
::[[Darklord]]: Klorr&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, a series of shattered islands swirling around a blazing giant eye, where one island is obliterated every hour only for another to take its place.&lt;br /&gt;
&lt;br /&gt;
=====Markovia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Flowers for Algernon syndrome, furries&lt;br /&gt;
::[[Darklord]]: Dr. Frantisek Markov&lt;br /&gt;
&lt;br /&gt;
Rewritten into a mixture of Dr. Moreau and Dr. Jekyll.&lt;br /&gt;
&lt;br /&gt;
=====The Nightmare Lands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Nightmares&lt;br /&gt;
::[[Darklord]]: The Nightmare Court&lt;br /&gt;
&lt;br /&gt;
Largely unchanged, save for the new origin of the Nightmare Court as multiple personas birthed from the mind of a powerful but monstrous [[psion]]icist who tries to run from the crimes of her past and deny that they ever existed.&lt;br /&gt;
&lt;br /&gt;
=====Niranjan=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: [[Path of Inspiration]]&lt;br /&gt;
::[[Darklord]]: Sarthak&lt;br /&gt;
&lt;br /&gt;
New domain mentioned in brief, tied to Kalakeri, ruled over by a corrupted [[Metallic Dragon|Brass Dragon]] who poses as a &#039;&#039;sadhu&#039;&#039; to lure victims into sacrificing their worldly goods for his hoard before he consumes their souls and replaces it with an obdient shadow.&lt;br /&gt;
&lt;br /&gt;
=====Nova Vaasa 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: Myar Hiregaard&lt;br /&gt;
&lt;br /&gt;
Rewritten; now less Russian and more Mongolian, with a female [[Darklord]] named Myar Hiregaard who united the warring tribes of her homelands, only to turn them against each other once more when she grew bored with peacetime.&lt;br /&gt;
&lt;br /&gt;
=====Odaire 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged, save for the minor detail that Maligno &#039;&#039;changed&#039;&#039; his name to that from his original, less ridiculous name of &#039;&#039;Figlio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====The Rider&#039;s Bridge=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Yet another reinterpretation of the Headless Horseman, this time as a [[dullahan]] who shows up at important bridges in domain-specific forms and attacks anyone who tries to cross.  Successfully crossing the bridge may transport you to a different domain.&lt;br /&gt;
&lt;br /&gt;
=====Risibilos 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: Parody&lt;br /&gt;
::[[Darklord]]: Doerdon&lt;br /&gt;
&lt;br /&gt;
A super-minor domain originally mentioned in brief as part of the infamously terrible &amp;quot;Book of Crypts&amp;quot; anthology. Rewritten now into a domain-hopping music hall, where the [[Iron Warriors|humorless]] former-king Doerdon is now condemned to an agonizing eternity as an entertainer, with a sentient ventriloquist dummy in the likeness of Strahd von Zarovich as his partner in comedy.&lt;br /&gt;
&lt;br /&gt;
=====Scaena 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
Unchanged from its original lore.&lt;br /&gt;
&lt;br /&gt;
=====Sea of Sorrows 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The Darklord is now Pietra van Rise, a vicious female [[pirate]] turned ghost or sea zombie (it&#039;s not clear which). Mention is also made of Blaustein (now ruled by the ghosts of Bluebeard&#039;s wives), Dominia (the patients are all avatars of Dr. Heinfroth), the Isle of the Ravens (unchanged), and the new domains of The Lighthouse, which features, well, a lighthouse, and Vigilant&#039;s Bluff, where an undead paladin offers refuge so long as you respect his faith.&lt;br /&gt;
&lt;br /&gt;
=====The Shadowlands 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Unchanged.&lt;br /&gt;
&lt;br /&gt;
=====Souragne 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Still Southern Gothic New Orleans, but Anton&#039;s got a new backstory as a sadistic prison warden and has been downgraded in terms of power.&lt;br /&gt;
&lt;br /&gt;
=====Staunton Bluffs 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
Largely identical, except the former [[darklord]] is now a good guy and his crime has been given to his retconned sister, Teresa Bleysmith.&lt;br /&gt;
&lt;br /&gt;
=====Tovag 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
No longer connected to Cavitus, [[Kas]] now fixates on finding [[Vecna]] and resuming their ancient battle.&lt;br /&gt;
&lt;br /&gt;
=====Vhage Agency=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: An office building&lt;br /&gt;
::Motif: Insanity, Film Noir&lt;br /&gt;
::[[Darklord]]: Flimira Vhage&lt;br /&gt;
&lt;br /&gt;
A new domain in the form of a detective agency ruled over by Flimira Vhage, who remains unaware that literally the entire agency only exists in her own broken mind. Oh, and it literally looks like an old [[noir]] film brought to life, complete with everything inside being in different shades of monotone gray.&lt;br /&gt;
&lt;br /&gt;
=====Zherisia 5e=====&lt;br /&gt;
::Cultural Level: &lt;br /&gt;
::Landscape: &lt;br /&gt;
::Motif: &lt;br /&gt;
::[[Darklord]]: &lt;br /&gt;
&lt;br /&gt;
The elaborate dread [[doppelganger]] society has been wiped out. Now there&#039;s just a starving city descending into madness and a single ancient doppelganger trying to preserve its existence through cannibalism.  The sewers that used to be called Timor still exist but the marikiths have been replaced with [[Carrion Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==Notable Non-Darklords==&lt;br /&gt;
* [[Van Richten]]&lt;br /&gt;
* [[Weathermay-Foxgrove Twins]]&lt;br /&gt;
* [[Jander Sunstar]]&lt;br /&gt;
* [[Alanik Ray]]&lt;br /&gt;
* [[Larissa Snowmane]]&lt;br /&gt;
* [[Vistani]]&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Cosmology}}&lt;br /&gt;
[[Category:Ravenloft]]&lt;/div&gt;</summary>
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