Darklord

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"They say, 'Evil prevails when good men fail to act.' What they ought to say is, 'Evil prevails.'"

– Yuri Orlov, Lord of War

The Darklords are the rulers and prisoners of the plane of Ravenloft, from the D&D setting of the same name.

You might be wondering "How are they both rulers and prisoners at the same time?" 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 "Act of Ultimate Darkness"), which reshapes a part of the plane into a realm tailored to each Darklord'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- which is always ever so slightly out of reach to amplify their torment further.

Common Characteristics of Darklords

The exact abilities and backstories of Ravenloft's Darklords have varied from edition to edition, but almost all exert considerable control over their individual domains, and many Darklords also rule their domains (assuming the domain has a population to rule), either openly or behind the scenes. Many Darklords are also extremely dangerous to confront in open combat, or otherwise have hidden powers up their sleeves that can neutralize entire groups of player characters even without combat.

Keeping in line with the Gothic Horror theme of Ravenloft, the presence and persistence of insidious evil on this plane is the rule and not the exception. By contrast, lasting triumphs of good are vanishingly rare possibilities. As such, PCs aren't really supposed to go toe-to-toe with Darklords and expect to come out on top like your average group of murderhobos in other D&D settings. Trying to storm through Castle Ravenloft or Castle Avernus (not the Avernus of Baator) and expecting to put Strahd's or Azalin's skulls on a pike by the end of the play session will most likely either end in a total party kill or a fate worse than death, assuming the Dungeon Master is at all trying to run the game in a thematically appropriate way. At most, the PCs' efforts might preserve a bit of light in the ever-present mists and hope their activities stay beneath the local Darklord's notice. Heroes in this benighted plane are not guaranteed a peaceful death in bed surrounded by family and friends, or a life of glory and deeds well remembered. Openly going up against a Darklord is one of the surest ways of ending your character's life and career for good.

A few things about Darklords have remained constant throughout Ravenloft's editions, however. First, unless the Dark Powers will it, Darklords are completely unable to leave their own domains (note that certain "pocket domains" are in fact mobile and can travel between larger domains, but the Darklord within is still powerless to leave its own pocket domain as any other). If PCs manage to leave a Darklord's domain, that specific Darklord is usually powerless to personally come after them (but see "Closing the Borders" below). Second, almost every Darklord has a weakness, usually in the form of something or someone they desire above all else that they would risk anything and everything for, or a personal vulnerability tied to its curse that is usually well-hidden and hard to figure out. Discovering and exploiting these weaknesses are one of the only ways to accomplish some good in spite of a Darklord's efforts, but if it comes to that you've likely already attracted (or will very soon attract) a Darklord's attention and are in deep trouble. A couple other abilities common to Darklords are discussed below.

Closing the Borders

The vast majority of Darklords have the ability to force others to share in their imprisonment by supernaturally closing the borders of their domains, usually leaving no way out even with the aid of magic. Trying to leave a closed domain border will just result in a grisly death or automatic failure, and teleportation magic won't work past a closed domain border either. As Ravenloft was an early AD&D product, the designers gave this handy tool to DMs so as to stop players from just up and leaving without going through the DM's plot. Improperly used it can smack of railroading, but it fits well within the Gothic Horror genre convention of having characters get trapped in sinister and dangerous locales with no safe passage out, until a situation is resolved (or the Darklord opens the borders again, as in the case of Ravenloft).

The few Darklords who cannot supernaturally close their borders either lack that ability as part of their curse, or are unable to do so as part of their nature. Vlad Drakov of Falkovnia for instance disdains magic and the supernatural, and in line with this attitude gained no supernatural ability to close his domain's borders upon becoming a Darklord. However, even these Darklords have more mundane ways of barring escape from their domains, such as sending their numerous lackeys to patrol the borders, though thankfully this doesn't impede magical methods of escape. An even smaller number of Darklords are completely unable to close their domain borders in any way, such as Haki Shinpi of Rokushima Taiyoo who was cursed to become a powerless geist upon becoming Darklord (rather than becoming a Death Knight as he originally planned) and was doomed to watch everything he built in his life's conquest literally sink into ruin through the squabbling of his sons.

Immortality

Another reason to avoid going up against Darklords is that many of them have ways of returning from death, rendering all of your hard work moot. Even those who don't have explicitly mentioned methods of cheating death, like Strahd, generally have many contingency plans to avoid ever being at risk of getting truly destroyed. To make a bad situation worse, the Dark Powers appear to get occasionally "attached" to their playthings, and frown harshly upon attempts to take their toys away. In game terms, this means that certain Darklords are essentially indestructible and can ever only be put out of commission temporarily, but these individuals are the exception, not the rule.

By contrast, some Darklords are fairly ordinary people with no significant combat skills and no more resistance to being killed off for real than their subjects. However, as mentioned above, even these seemingly vulnerable BBEGs often still have the means or minions to deal with a bunch of murderhobos, and most of these non-combat-focussed Darklords are still savvy enough to be wary of any potential threats to their survival, and to nip those threats in the bud via underhanded means.

Outside of these extremes, permanently destroying most Darklords requires either killing one in a very specific manner and/or destroying a Darklord's means to cheat death (which in some cases might be nigh-impossible, such as killing every specimen of a very numerous type of creature in a domain before confronting the Darklord). Finding out this information is likely to require a good deal of questing and research to find out, but can make for a great campaign if properly handled. However, even accomplishing all this does nothing to stop the Dark Powers from "promoting" someone in the realm evil enough to assume the mantle of Darklord, possibly leaving the realm and its inhabitants in a worse situation than before. In fact, not a few "current" Darklords assumed their positions by killing the previous ones.

As of 5e, with the new version of Curse of Strahd, there remains the possibility of a Darklord(specifically Strahd) returning even if you kill them in what would otherwise be a permanent fashion. The module states that even if Strahd is destroyed and his hold over Barovia is broken, the Dark Powers want him to suffer so much that he returns from the dead within a matter of months. Whether this is truly canon (as 5e has made little mention of the Ravenloft setting outside of Strahd's domain) or just some optional grimdark fluff for particularly sadistic DM is up to you.

What happens when you permanently destroy a Darklord?

It's likely that some of you action-oriented elegan/tg/entleman reading this are just champing at the bit to claim a Darklord's skull for your trophy rooms, but as noted above, the odds and the themes of the setting itself are decidedly against you. Or maybe you're a DM who wants to run a Ravenloft campaign where good really can make a difference and want to know what happens when these Gothic Horror BBEGs finally bite the dust for real and no one takes their place.

Unfortunately, the rulebooks have historically been rather ambivalent and lacking in detail about the answer to this question and the resulting implications. Some Ravenloft rulebooks say that once a Darklord is permanently destroyed and no successor is forthcoming, the destroyed Darklord's associated domain 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? What would that say about PCs native to Ravenloft or even native to the domain now without a Darklord? Or were the people there 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? Is there now a gaping misty void where the previous domain used to be?

Canonically, the answer might be found in how two domains (Arkandale and Gundarak) where the Darklords lost their darklordship were absorbed by 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 "Islands of Terror" that are completely surrounded by Ravenloft's seas), or mobile pocket domains, with no notable population of sentients can just disappear back into the mists with no larger repercussions to other domains upon the permanent death of their Darklords. It still leaves open the question of what happens to the population of sentients of domains in the middle of nowhere that suffer a sudden lack of a Darklord though.

Bottom line? Hash it out with your DM beforehand, or if you're a DM yourself, make sure you have a sensible plot thread lined up if you choose to allow the permanent destruction of Darklords, while keeping in mind how important Darklords are to the themes of Ravenloft.

Notable Darklords

Strahd von Zarovich

Darklord of Barovia, and the first Darklord to be introduced to the setting- in fact, its named after his own castle.

Originally the conqueror of a region of the same name, 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 "a pact with Death" that turned him to 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.

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), which he has absolute power over to the point where he can enter any private home uninvited (since he is essentially the land itself). However, he's cursed 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's reincarnation, only to be rejected by her and become responsible for her death once more.

Azalin Rex

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, in the hopes that he could revive his son and retrain him to be as ruthless as Azalin himself.

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's memories to be erased and replaced with false ones of spending one'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'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's capital. It took five years for him to reassume a corporeal form and take control of his realm again.

"Death"

Darklord of Necropolis (formerly Il-Aluk, the capital of Darkon). 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 "Doomsday Device" 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's population. "Death" 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.

Vlad Drakov

Darklord of Falkovia. He was originally the leader of the mercenaries called the Talons of the Hawk in 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's undead).

This rivalry with Azalin has since become Drakov's curse, though he seems unaware of it. While four other countries surround him, Drakov considers them "women and fops" not worth the effort of invasion and instead obsesses over an enemy he has no way of defeating. And even if he did somehow win, no Darklord can ever leave his own realm so he would never actually get to conquer it himself.

Dr. Victor Mordenheim/Adam

Darklord of Lamordia, of a sort. Like Frankenstein, 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's creation with a soul- specifically, an irredeemably evil soul. The newly created dread flesh golem was dubbed Adam, and it soon grew jealous of the love that his maker's wife and adopted daughter had for him and resolved to kidnap the former. This failed, and instead Adam killed the doctor's daughter and wounded his wife so badly she went into a vegetative state. It was at that time that the doctor and his creation were taken together into Ravenloft.

The doctor himself resides in his own mansion, 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). Note that this is not out of love, though he 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 "ruler" 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's pain as his own, and rejected by the very land that he supposedly controls. His only form of solace comes from sabotaging the doctor's attempts at reviving his wife just to spite him.

Dr. Frantisek Markov

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't be out of place in a Haemonculus's laboratory. When his "subjects" 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's involvement in her death became clear, the mists claimed him and made him a Darklord of an Island of Terror.

Fittingly, Markov'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 "Broken Ones"- 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 The Island of Dr. Moreau. Like said Beast Folk, they too are highly prone to reverting to their primal instincts and bestial appearance after only a few days.

Lord Wilfred Godefroy

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. 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.

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's had the mayor of Mordentshire under his thumb for years by holding the ghost of his wife hostage.

Hazlik

Darklord of Hazlan. A gay 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'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's prepared to bodysnatch his female Rashemani apprentice when he's ready to use it.

Vecna

Yes, THAT Vecna.

The Maimed God 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. The full story is recounted in the module Die Vecna Die!.

Gabrielle Aderre

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's identity and resented her mother'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.

She took many lovers as Invidia's ruler, though she only truly loved one of them, a wolfwere called Matton Blanchard. However, she was later seduced by the incubus calling itself "The Gentleman Caller" 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 left her to die. 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.