Ravenloft

Strahd von Zarovich, a vampire in the original AD&D Ravenloft I6 module released in 1983, became the first Darklord, both ruler and prisoner of his own personal domain of Barovia.

As a physical manifestation of that plane, lands, monsters and even people were created out of the mysterious mists, and the realm acted as a prison where one could enter or be transported, but means of escape were few.

[1] In 1978, Tracy and Laura Hickman wrote adventures that would eventually be published as the Dungeon & Dragons modules Pharaoh and Ravenloft.

[3] When the Hickmans began work on Ravenloft, they felt the vampire archetype had become overused, trite, and mundane, and decided to create a frightening version of the creature for the module.

The campaign settings published by White Wolf introduced a number of alterations, many due to conflicts with existing Wizards of the Coast intellectual property.

Specific references to D&D-specific deities were replaced with new names in the White Wolf Ravenloft settings (for example, Bane was changed to the Lawgiver).

The license to the Ravenloft trademark reverted to Wizards of the Coast on August 15, 2005, but White Wolf retained the right to continue to sell its back stock until June 2006.

[24]: 294  Appelcline later noted that, once fourth edition was officially announced, "the Expedition books that had begun publication in 2006 were revealed to indeed be part of Wizard's slow slide into 4e".

A short story by Ari Marmell, "Before I Wake", based on the realms of Darkon, Lamordia, and Bluetspur was released on October 31, 2007, on the Wizards of the Coast website as a special for Halloween; it featured characters inspired by H. P. Lovecraft and Clark Ashton Smith.

[citation needed] The Dungeons & Dragons 4th edition supplement Manual of the Planes (2008) established that in the retconned cosmology, the Domains of Dread (and by extension the Ravenloft setting) were now located within the Shadowfell, a mirror-plane of death and gloom lying adjacent to the mortal realm.

[36] The module was developed in-house by the Wizards of the Coast team, led by Christopher Perkins, with story contributions by original creators Tracy and Laura Hickman.

[39] Wizards of the Coast stated that "the adventure includes the latest errata and a revised depiction of the Vistani" who are based on stereotypes about the Romani people.

Dungeon Masters are encouraged to use scenes that build apprehension and fear, culminating in the eventual face-to-face meeting with the nameless evil.

[47][page needed] Luis Javier Flores Arvizu named the continuous presence of supernatural beings as one of the factors that made Ravenloft a very well received role-playing game setting during the 33 years of its existence.

Their exact nature and number are deliberately kept vague, allowing for plot development in accordance with the Gothic tradition of storytelling – where the heroes are frequently outclassed and outnumbered by unknowable evil forces beyond their control.

Thus, Barovia's vampire lord Strahd von Zarovich's many attempts to win back his love, Tatyana, are doomed to failure, but the Dark Powers arrange such that he never truly loses hope.

Vlad Drakov, the Darklord of Falkovnia whose military expeditions are doomed to constant failure, seems even to be totally oblivious to any non-mortal factors in his repeated defeats.

Some tales of innocents who have escaped Ravenloft for happier environs are attributed to the Dark Powers, who have judged a being worthy of reward and release from their misty domain.

[52] The metaplot of the adventure series was used to update the setting: "David Wise, leader of the 'Kargat' of Ravenloft designers at TSR, has said there were a few reasons for the changes.

[63] Their portrayal was further retconned in Van Richten's Guide to Ravenloft (2021); the Vistani people are no longer considered superstitious but instead focused on their traditional practices and their abilities are grounded in the forms of magic found in Dungeons & Dragons.

Ravenloft has acted as the official campaign setting for multiple Dungeons & Dragons roleplaying adventure modules, sourcebooks and accessories.

[65] Game designer Rick Swan commented in 1994 that when the Ravenloft setting first came out, it "just didn't seem special, a Forgotten Realms variant with a few more bats", but after supplements like Forbidden Lore, The Created, and the Van Richten's Guide series, Swan felt that "the Ravenloft campaign has proven to be a credible adventure alternative for players interested in the dark side of the AD&D game.

Though it lacks the flamboyance of Call of Cthulhu and the, er, bite of Vampire, the Ravenloft setting remains the hobby's most enduring fusion of horror and fantasy".

[67] Darker Days Radio declared Ravenloft the "greatest D&D campaign setting", citing the unique gothic horror elements and classic villains such as Azalin Rex.

[68] In the Io9 series revisiting older Dungeons & Dragons novels, Rob Bricken highlighted that Vampire of the Mists "isn't scary, per se, but Strahd wreaks enough horror and carnage to drive home that Ravenloft is much, much more sinister than the Forgotten Realms.

[...] Ravenloft (and I guess Forgotten Realms) vampires have all the tropes: They can turn into bats, wolves, and mists, and they don't cast reflections.

[70] Jones also highlighted that "without sunshine as a key time-tracking element, players are forced to rely upon other means to signal the passage of time within Barovia.

[63] Christian Hoffer, for ComicBook.com, highlighted that in Van Richten's Guide to Ravenloft (2021) the Domains of Dread "all now function as originally intended: prisons meant to torture specific souls.

[51] In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "In many ways, Strahd is a vessel for the audience's relationship with an ever-changing and evolving vampire legend.