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* MistakenforUndead: Bone Golems, a sub-type of golem native to Ravenloft, are constructed (as you might expect) from the bones of previously animated undead. Anyone who tries to fight it like they would an ''actual'' undead creature is in for a nasty surprise, however, as it lacks their vulnerabilities. Ditto for Zombie Golems, similar to flesh golems, but made from rotten parts.

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* MistakenforUndead: Bone Golems, a sub-type of golem native to Ravenloft, are constructed (as you might expect) from the bones of previously animated undead. Anyone who tries to fight it like they would an ''actual'' undead creature is in for a nasty surprise, however, as it lacks their vulnerabilities. Ditto for Zombie Golems, similar to flesh golems, but made from rotten parts.formerly animate undead.
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* ActuallyNotAVampire: Vamp'''y'''res are physically powerful, unnaturally beautiful, pale-skinned and sharp-fanged humanoid creatures who feed on blood...but are living beings, pack-hunting predators who feel the same ecological niche as lions or wolves--only with human prey.

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* ActuallyNotAVampire: Vamp'''y'''res are physically powerful, unnaturally beautiful, pale-skinned and sharp-fanged humanoid creatures who feed on blood...but are living beings, pack-hunting predators who feel fill the same ecological niche as lions or wolves--only with human prey.
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* ActuallyNotAVampire: Vamp'''y'''res are physically powerful, unnaturally beautiful, pale-skinned and sharp-fanged humanoid creatures who feed on blood...but are living beings, pack-hunting predators who feel the same ecological niche as lions or wolves--only with human prey.
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* ClockPunk: Mechanical Golems are clockwork/steam golems in corporating both magic and technology.


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* MistakenforUndead: Bone Golems, a sub-type of golem native to Ravenloft, are constructed (as you might expect) from the bones of previously animated undead. Anyone who tries to fight it like they would an ''actual'' undead creature is in for a nasty surprise, however, as it lacks their vulnerabilities. Ditto for Zombie Golems, similar to flesh golems, but made from rotten parts.
* MixAndMatchMan: Like flesh golems outside the demiplane, Ravenloft flesh golems are made from various corpses. ''Unlike'' their foreign cousins, Ravenloft flesh golems have a spirit within them (usually from the brain or from a stolen soul) that makes them fully sapient. And angry.

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* UnwantedAssistance: In 3.0 and above, a paladin summoning their magic warhorse or a spell-caster calling for a familiar gets a dread companion, which is exactly the same except its alignment is always evil. Rather than being opposed to its master, it is loyal to a fault and aware of its master's secret thoughts and desires, and will try to "help" him by, for instance, stealing an item he covets, or secretly murdering someone who annoyed him a bit.

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* UnwantedAssistance: UnwantedAssistance:
**
In 3.0 and above, a paladin summoning their magic warhorse or a spell-caster calling for a familiar gets a dread companion, which is exactly the same except its alignment is always evil. Rather than being opposed to its master, it is loyal to a fault and aware of its master's secret thoughts and desires, and will try to "help" him by, for instance, stealing an item he covets, or secretly murdering someone who annoyed him a bit.bit.
** Meet the Resplendent Cloaker, a creature which resembles a cloak. When a potential host comes near it blinds them with ''color spray'' and forces itself to attach to their neck. That's bad. But it feeds by rapidly healing its host's wounds. That's good! It also constantly gives off a dazzling glow which attracts all sorts of attention. In '''Ravenloft'''. That's bad. Also, if it's ever injured or covered up it drains the host's life to heal itself and trying to take it off might ''kill'' the host. That's ''really'' bad. But, as the kids say, it ''is'' pretty blingtasmicacious.

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There is also a {{Spinoff}} setting, ''TabletopGame/MasqueOfTheRedDeath'', released in 1994, which takes place on an alternate version of Earth that has been under the influence of an entity called [[Literature/TheMasqueOfTheRedDeath the Red Death]]. It features many of the above mentioned classic characters that ''Ravenloft'' drew inspiration from as villains.

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There is also a {{Spinoff}} setting, ''TabletopGame/MasqueOfTheRedDeath'', released in 1994, which takes place on an alternate version of Earth that has been under the influence of an entity called [[Literature/TheMasqueOfTheRedDeath the Red Death]]. It features many of the above mentioned classic characters that ''Ravenloft'' drew inspiration from as villains.
villains, and WordOfGod has described the Red Death as an "exiled" Dark Power from the Demiplane of Dread.



* {{Dhampyr}}: Being heavily rooted in GothicHorror, Ravenloft has played around with this trope.
** Surprisingly, the ''classic'' version of the dhampyr (here called a "dhampir") is largely removed from the setting, despite the fact you'd think it a much more obvious player character race than, say, the half-vistani or caliban. In fact, the dhampir didn't appear in the ''Advanced Dungeons & Dragons'' run of Ravenloft at all; it debuted in the "Guide to Transylvania" {{sourcebook}} for spin-off setting ''TabletopGame/MasqueOfTheRedDeath'', and was subsequently ported back into Ravenloft proper in its ''Third Edition'' update. Ravenloft and Gothic Earth Dhampirs have many of the vampiric powers, but few of their weaknesses -- most prominently, they need to regularly feed on humanoid blood, and most of their powers are inaccessible whilst exposed to sunlight. Their curse is that, upon their deaths, they are almost certain to rise again as fully-fledged vampires. They are described as being the result of mating between humans and vampires.
** Vampyres are "living vampires", who exist both on the Demiplane of Dread and on at least one other normal world. Described as resembling beautiful humans or half-elves with a feline cast to their features and vampire-like retractile fangs and claws, they are a species of Monstrous Humanoid, and far weaker than true vampires; aside from their exceptional beauty and natural weapons, their only power is a minor mind controlling toxin in their saliva. On the other hand, as living haemovores, vampyres are completely impervious to sunlight or any of the various mystical powers that can be wielded against true vampires. Whilst a fully fledged species in their own right, it's implied they can somehow be born as a result of either mating between humans and vampires, or if a pregnant woman is bitten by a vampire, as was the case with the only vampyre Darklord, Tristan [=ApBlanc=].
** Vorlogs are cursed souls created when a vampire is slain whilst in the process of transforming a victim into a "Companion" -- a unique strain of fledgling vampire that is created to be MindlinkMates with its creator, and which is reborn at a much higher level of power than the standard fledgling. Vorlogs possess a number of vampire-like abilities, including SuperStrength, a CharmPerson power, the ability to become a living puddle of tears (a variant on the vampire's SuperSmoke ability), preternatural resistances, and the ability to induce a homicidal berserker fury in any nearby animal. However, they are perpetually haunted by the loss of their MindlinkMates, and compelled to try (and inevitably fail) to find a satisfactory replacement. They feed on psychic energies, and use these to create mindlessly loyal "surrogates", which serve them until the vorlog invariably grows dissatisfied and kills them.



* DoesNotLikeMagic
** Lamordians even [[FlatEarthAtheist deny that magic exists at all]], despite overwhelming evidence to the contrary. And their land follows suit, draining power from magical items and causing spells to be more likely to fail just for starters.

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* DoesNotLikeMagic
DoesNotLikeMagic"
** Lamordians even [[FlatEarthAtheist deny that magic exists at all]], despite overwhelming evidence to the contrary. And And, at the DM's discretion, their land potentially follows suit, draining power from magical items and causing spells to be more likely to fail just for starters.
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''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016. ''Van Richten's Guide to Ravenloft'', the proper return to Ravenloft as a campaign setting for 5th Edition, is set to be released on May 18, 2021, its previews indicating the setting has been [[ContinuityReboot rebooted]] this time round, with established domains reimagined and new ones introduced.

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''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016. ''Van Richten's Guide to Ravenloft'', the proper return to Ravenloft as a campaign setting for 5th Edition, is set to be released on May 18, 2021, its previews indicating word from the setting has been [[ContinuityReboot rebooted]] this time round, writers being that they've reimagined the setting, with established domains reimagined getting revamped and new ones introduced.



For a long while, getting hold of any ''Ravenloft'' books was basically a matter of KeepCirculatingTheTapes, but with Creator/{{Wizards of the Coast}}'s return to the PDF market, the AD&D ''Ravenloft'' books were made available as official [=PDFs=]. An official sourcebook for 5th edition, ''Van Richten's Guide to Ravenloft'', is set for release on May 14th 2021.

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For a long while, getting hold of any ''Ravenloft'' books was basically a matter of KeepCirculatingTheTapes, but with Creator/{{Wizards of the Coast}}'s return to the PDF market, the AD&D ''Ravenloft'' books were made available as official [=PDFs=]. An official sourcebook for 5th edition, ''Van Richten's Guide to Ravenloft'', is set for release on May 14th 2021.
[=PDFs=].
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For a long while, getting hold of any ''Ravenloft'' books was basically a matter of KeepCirculatingTheTapes, but with Creator/{{Wizards of the Coast}}'s return to the PDF market, the AD&D ''Ravenloft'' books were made available as official [=PDFs=].

to:

For a long while, getting hold of any ''Ravenloft'' books was basically a matter of KeepCirculatingTheTapes, but with Creator/{{Wizards of the Coast}}'s return to the PDF market, the AD&D ''Ravenloft'' books were made available as official [=PDFs=].
[=PDFs=]. An official sourcebook for 5th edition, ''Van Richten's Guide to Ravenloft'', is set for release on May 14th 2021.
Is there an issue? Send a MessageReason:
None


''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016. ''Van Richten's Guide to Ravenloft'', the proper return to Ravenloft as a campaign setting for 5th Edition, is set to be released on May 18, 2021.

to:

''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016. ''Van Richten's Guide to Ravenloft'', the proper return to Ravenloft as a campaign setting for 5th Edition, is set to be released on May 18, 2021.
2021, its previews indicating the setting has been [[ContinuityReboot rebooted]] this time round, with established domains reimagined and new ones introduced.

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Van Richten's Guide to Ravenloft officially announced


''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016.

to:

''Ravenloft'' began as the sixth adventure in the "I" series of Advanced Dungeons & Dragons adventure modules, published in 1983, where a party of adventurers end up in and around the eponymous castle. It received a sequel, ''Ravenloft II: The House on Gryphon Hill'' (I10), in 1986. It was turned into a full-fledged campaign setting for AD&D 2e in 1990 with the publication of ''Ravenloft: Realm of Terror'' (nicknamed the Black Box). The ''Ravenloft Campaign Setting'' boxed set (the Red Box), released in 1994, revised and updated the setting to include developments in the metaplot. In 1997, the hardcover ''Domains of Dread'' updated both setting and rules, and was the first version to include rules for the demiplane's natives. The setting was licensed for Third Edition D&D to Creator/WhiteWolf, who released supplements through their Arthaus imprint, starting with 2001's ''Ravenloft'' hardcover. They updated it for 3.5 with 2003's ''Ravenloft Player's Handbook''. Plans to publish a fourth edition version of the setting were cancelled, but a number of Domains of Dread were introduced to 4e's [[TabletopGame/NentirVale default setting]], thus integrating Ravenloft into fourth edition's core. The setting and some of the characters are also mentioned in the 5th Edition manuals, and an expanded UpdatedRerelease of the original I6 campaign titled ''TabletopGame/CurseOfStrahd'' was released on March 15, 2016.
2016. ''Van Richten's Guide to Ravenloft'', the proper return to Ravenloft as a campaign setting for 5th Edition, is set to be released on May 18, 2021.


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* ''Van Richten's Guide to Ravenloft'' (5e corebook)
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* TooBrokenToBreak: In ''Ravenloft'', many beings are forced to live eternally in {{ironic hell}}s. Lord Soth actually escaped because he was so broken he accepted his punishment and nothing the dark forces could do hurt him anymore.
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* VampireRefugee: Quite a few in various modules and stories. Vamiprism in Ravenloft is explicitly completely incurable, so theirs is always a hopeless cause.

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* VampireRefugee: Quite a few in various modules and stories. Vamiprism Vampirism in Ravenloft is explicitly completely incurable, so theirs is always a hopeless cause.
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* ''Vecna Reborn''

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* ''Vecna Reborn''''[[TabletopGame/VecnaTrilogy Vecna Reborn!]]''

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misuse; replaced with Character Narrator


* CharacterNarrator: Van Richten's monster guides are presented as documents written by Rudolph Van Richten (and later his heirs, the Weathermay-Foxgrove twins). The Gazetteer series, spotlighting the demiplane's domains, is presented as a research project by the scholar 'S' for a mysterious patron. Both of them have OutOfCharacter side bars explaining the (admittedly very few) factual errors.



* LiteraryAgentHypothesis: Van Richten's monster guides are presented as documents written by Rudolph Van Richten (and later his heirs, the Weathermay-Foxgrove twins). The Gazetteer series, spotlighting the demiplane's domains, is presented as a research project by the scholar 'S' for a mysterious patron. Both of them have OutOfCharacter side bars explaining the (admittedly very few) factual errors.
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* DiseaseByAnyOtherName: The population of Valachan is regularly plagued by a mild "disease" they call White Fever. In reality, it's anemia caused by the vampire dark lord taking controlled sips from his subjects [[note]]not so much out of mercy as because he doesn't want rivals for the food supply[[note]] -- the population is too ignorant to realize the truth.

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* DiseaseByAnyOtherName: The population of Valachan is regularly plagued by a mild "disease" they call White Fever. In reality, it's anemia caused by the vampire dark lord taking controlled sips from his subjects [[note]]not so much out of mercy as because he doesn't want rivals for the food supply[[note]] supply[[/note]] -- the population is too ignorant to realize the truth.
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Crosswicking from Immortal Ruler.

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* ImmortalRuler: Most of the [[EvilOverlord Darklords]] have been [[WhoWantsToLiveForever cursed with unending, tormented existence]] by the [[PowersThatBe Dark Powers]], and many of them are also various types of TheUndead. As such, most have been in power for a very long time, and their tenure isn't likely to end soon. Moreover, the Dark Powers don't like to lose a plaything, so they've been known to resurrect a Darklord that's been killed.

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* ''Escape from Castle Ravenloft''



** DM can use the Mists to keep players from straying from a certain area (ie, players go into the Mists and emerge in the same place), but doing so is a cheap trick.
** For the Dark Lords, it's an endless circle of perdition. The only way for them to leave is to admit their evil and accept their punishment as just, which their very natures make it almost impossible for them to do.
* ComicBookFantasyCasting: Dr. Rudolph Van Richten looks exactly like Van Helsing as portrayed by Creator/PeterCushing.

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** DM [=DMs=] can use the Mists to keep players from straying from a certain area (ie, players go into the Mists and emerge in the same place), but doing so is a cheap trick.
** For the Dark Lords, Darklords, it's an endless circle of perdition. The only way for them to leave is to admit their evil and accept their punishment as just, which their very natures make it almost impossible for them to do.
* ComicBookFantasyCasting: ComicBookFantasyCasting:
**
Dr. Rudolph Van Richten looks exactly like Van Helsing as portrayed by Creator/PeterCushing.



* RedemptionEqualsDeath: In general, once a character has reach advanced corruption levels from powers checks, only a HeroicSacrifice is enough to redeem them.

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* RedemptionEqualsDeath: In general, once a character has reach reached advanced corruption levels from powers checks, only a HeroicSacrifice is enough to redeem them.



* SlowTransformation: Foul acts that progressively turn a character into a Dark Lord often also cause [[TheCorruption physical changes]].
** The residents of the [[CircusOfFear Carnival]] are also subject to Isolde's unvoluntary RealityWarper powers: the Twisting causes people who stay overlong in the Carnival to mutate, their form changing to reflect their hearts and souls.

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* SlowTransformation: Foul acts that progressively turn a character into a Dark Lord Darklord often also cause [[TheCorruption physical changes]].
** The residents of the [[CircusOfFear Carnival]] are also subject to Isolde's unvoluntary involuntary RealityWarper powers: the Twisting causes people who stay overlong in the Carnival to mutate, their form changing to reflect their hearts and souls.
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* TreacheryIsASpecialKindOfEvil: Count Strahd von Zarovich's infamous Act of Ultimate Darkness was the betrayal and murder of his brother Sergei on his wedding day so that he coThe Red Widow may have been inspired by the jorogumo; it's a female GiantSpider (appearing like a color-inverted black widow) that can assume the form of a human woman, which seduces men to drink their blood and use them to fertilize and then incubate her eggs — a trait that the Pathfinder jorogumo would go on to use decades later.uld have Tatyana, the woman both men loved, for himself.
* TsuchigumoAndJorogumo:

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* TreacheryIsASpecialKindOfEvil: Count Strahd von Zarovich's infamous Act of Ultimate Darkness was the betrayal and murder of his brother Sergei on his wedding day so that he coThe could have Tatyana, the woman both men loved, for himself.
* TsuchigumoAndJorogumo: The
Red Widow may have been inspired by the jorogumo; it's a female GiantSpider (appearing like a color-inverted black widow) that can assume the form of a human woman, which seduces men to drink their blood and use them to fertilize and then incubate her eggs — a trait that the Pathfinder jorogumo would go on to use decades later.uld have Tatyana, the woman both men loved, for himself.
* TsuchigumoAndJorogumo:

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* TreacheryIsASpecialKindOfEvil: Count Strahd von Zarovich's infamous Act of Ultimate Darkness was the betrayal and murder of his brother Sergei on his wedding day so that he could have Tatyana, the woman both men loved, for himself.

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* TreacheryIsASpecialKindOfEvil: Count Strahd von Zarovich's infamous Act of Ultimate Darkness was the betrayal and murder of his brother Sergei on his wedding day so that he could coThe Red Widow may have been inspired by the jorogumo; it's a female GiantSpider (appearing like a color-inverted black widow) that can assume the form of a human woman, which seduces men to drink their blood and use them to fertilize and then incubate her eggs — a trait that the Pathfinder jorogumo would go on to use decades later.uld have Tatyana, the woman both men loved, for himself.himself.
* TsuchigumoAndJorogumo:
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* DespairEventHorizon: Unbeknown to most Darklords, this is one of their [[CurseEscapeClause win conditions.]] To give up hope of succeeding would break The Dark Powers' lure of success, and their YankTheDogsChain modus operandi.

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!!This tabletop game provides examples of:

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!!This tabletop game !!''Ravenloft'' provides examples of:


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* RoguishRomani: The Vistani, the FantasyCounterpartCulture of the Romani, have a reputation as thieves, kidnappers and willing agents of evil.
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* ClosedCircle:
** DM can use the Mists to keep players from straying from a certain area (ie, players go into the Mists and emerge in the same place), but doing so is a cheap trick.
** For the Dark Lords, it's an endless circle of perdition. The only way for them to leave is to admit their evil and accept their punishment as just, which their very natures make it almost impossible for them to do.
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* WickedToymaker: Toymaker Guiseppe is not actually evil, but went insane after his Disney/{{Pinocchio}} {{Expy}} turned into a serial killer. He still makes toys, but they should most definitely be kept out of reach of children (and anyone else you don't want to die or be horribly cursed.)

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* WickedToymaker: Toymaker Guiseppe is not actually evil, but went insane after his Disney/{{Pinocchio}} WesternAnimation/{{Pinocchio}} {{Expy}} turned into a serial killer. He still makes toys, but they should most definitely be kept out of reach of children (and anyone else you don't want to die or be horribly cursed.)

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[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ba94da554e7b1aeee0d5b209140d91a0.png]]



[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ba94da554e7b1aeee0d5b209140d91a0.png]]
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* AlbinosAreFreaks: One of ''Carnival'''s sample scenarios involves helping an innocent young albino girl find refuge from prejudice among other human oddities.
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Evil Albino is being dewicked, and this doesn't fit Albinos Are Freaks


* EvilAlbino: The bakhna rakhna are a breed of deformed, albinistic goblins. Not all that tough as villains, but they're nasty, thieving little creeps.

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* AndIMustScream: Victor Mordenheim's wife is kept alive hooked up to his machines. She wants to just die but he won't allow it. Or to be more exact, the ''Dark Powers'' won't allow it. In one module, the party can try freeing her and letting her die, but the Powers will resuscitate her and hook her back up shortly afterwards.

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* AndIMustScream: Victor Mordenheim's wife is kept alive alive, but in a constant state of agony, by being hooked up to his machines. She wants to just die already, but he won't allow it. Or to be more exact, the ''Dark Powers'' won't allow it. In one module, the party can try freeing her and letting her die, but the Powers will resuscitate her and hook her back up shortly afterwards.



* BookDumb: One of the defining cultural trappings of Valachan is a deliberate scorn for "book learning", which they view as useless, impractical, and antithetical to everything that makes a person a "man". If it's not practical knowledge that can help one survive in the day-to-day world, it's derided; this actually puts the local priests in the odd position where the locals simultaneously depend on their magic, but scorn them for needing to be educated. In fairness, this trope is depicted as a strong hindrance to the Valachani--for example, it keeps them from realizing they are being ruled over and literally preyed upon by an alliance of vampires and werepanthers.



* CanonImmigrant: In its early days, Ravenloft was designed as a catch-all holding cell for villains across the multiverse. This even included the player characters, when early adventures were designed to have the Mists take them to Ravenloft, let them complete the plot, and then whisk them back home. It wasn't until the ''Domains of Dread'' revision that more emphasis was made on making Ravenloft an actual "home base" campaign setting, with rules and ideas for creating native player characters.

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* CanonImmigrant: In its early days, Ravenloft was designed as a catch-all holding cell for villains across the multiverse. This even included the player characters, when early adventures were designed to have the Mists take them to Ravenloft, let them complete the plot, and then whisk them back home. It wasn't until the ''Domains of Dread'' revision that more emphasis was made on making Ravenloft an actual "home base" campaign setting, with rules and ideas for creating native player characters.characters, with the 3e update of Ravenloft essentially rewriting the setting from the ground up to make native [=PCs=] the default.



** The Church of the Lawgiver has an extremely strict and stratified worldview in which social mobility is impossible and not only has no restrictions on the power of those in authority, but actively encourages leaders to do whatever they want.

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** The Church of the Lawgiver has an extremely strict and stratified worldview in which social mobility is impossible and not only has no restrictions on the power of those in authority, but actively encourages leaders to do whatever they want. Which is unsurprising, since it's literally the church of [[GodOfEvil the God of Tyranny and Slavery]] from the ''TabletopGame/ForgottenRealms'' with the serial numbers filed off.



* CreepyCrows: Zigzagged. On the one hand, Barovia is home to both Wereravens[[note]]the only Good aligned species of werebeast in Ravenloft[[/note]] and to Ravenkin[[note]]giant, spellcasting, talking ravens who are Good aligned, have some mysterious connection to the lost Barovian sun god Andral, and are dedicated enemies of vampires in general and Strahd in particular[[/note]], which thoroughly subvert this trope, although the Ravenkin's ability to spy through the eyes of normal crows can be used to play this trope straight. Played thoroughly straight with the Corvus Regis ("King's Ravens"), who are intelligent, talking ravens bred as as spies by the lich-king of Darkon, Azalin.

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* CreepyCrows: Zigzagged. On the one hand, Barovia is home to both Wereravens[[note]]the only Good aligned species of werebeast in Ravenloft[[/note]] Ravenloft, and one of only a handful of Good werebeasts in D&D as a whole[[/note]] and to Ravenkin[[note]]giant, spellcasting, talking ravens who are Good aligned, have some mysterious connection to the lost Barovian sun god Andral, and are dedicated enemies of vampires in general and Strahd in particular[[/note]], which thoroughly subvert this trope, although the Ravenkin's ability to spy through the eyes of normal crows can be used to play this trope straight. Played thoroughly straight with the Corvus Regis ("King's Ravens"), who are intelligent, talking ravens bred as as spies by the lich-king of Darkon, Azalin.



* {{Crossover}}: Many of the darklords originated in published campaign settings, plus there were a few novels and adventures that bridged the gap with other settings.

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* {{Crossover}}: Many of the darklords darklords, and a handful of the deities, originated in published campaign settings, plus there were a few novels and adventures that bridged the gap with other settings.



* DeliberateValuesDissonance: The sourcebook "Van Richten's Guide to the Created", the {{golem}} sourcebook, takes a firm attitude that the Created are [[AlwaysChaoticEvil inherently evil due to the circumstances of their creation]], depicting them as soulless abominations against the natural order that should only be destroyed (though see also StagesOfMonsterGrief below). Whilst this is in keeping with a number of Frankenstein movies (which present the secular version of this, with the Monster as inherently evil due to Dr. Frankenstein using a criminal's brain to create him), it's at odds with Mary Shelley's original novel, where it's the Monster's continued rejection by humanity that makes him a villain, and with modern audiences, who nowadays regard the Monster as a TragicVillain at worst and believe that Victor Frankenstein is the true "monster" of the story. ''The Created'', a supplement which introduces several golems, also conflicts with this, introducing some golems that aren't evil (yet.)

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* DeliberateValuesDissonance: The sourcebook "Van Richten's Guide to the Created", the {{golem}} sourcebook, takes a firm attitude that the Created are [[AlwaysChaoticEvil inherently evil due to the circumstances of their creation]], depicting them as soulless abominations against the natural order that should only be destroyed (though see also StagesOfMonsterGrief below). Whilst this is in keeping with a number of Frankenstein movies (which movies[[note]]which present the secular version of this, with the Monster as inherently evil due to Dr. Frankenstein using a criminal's brain to create him), him[[/note]], and is based upon Victorian morality ideals that underpin GothicHorror, it's at odds with Mary Shelley's original novel, where it's the Monster's continued rejection by humanity that makes him a villain, and with modern audiences, who nowadays regard the Monster as a TragicVillain at worst and believe that Victor Frankenstein is the true "monster" of the story. ''The Created'', a supplement which introduces several golems, also conflicts with this, introducing some golems that aren't evil (yet.)



* DiseaseByAnyOtherName: The population of Valachan is regularly plagued by a mild "disease" they call White Fever. In reality, it's anemia caused by the vampire dark lord taking controlled sips from his subjects. (Not so much out of mercy as because he doesn't want rivals for the food supply.)

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* DiseaseByAnyOtherName: The population of Valachan is regularly plagued by a mild "disease" they call White Fever. In reality, it's anemia caused by the vampire dark lord taking controlled sips from his subjects. (Not subjects [[note]]not so much out of mercy as because he doesn't want rivals for the food supply.)supply[[note]] -- the population is too ignorant to realize the truth.
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%%* GreatDetective: [[{{Expy}} Alanik Ray]].

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%%* * GreatDetective: Expy Alanik Ray, [[{{Expy}} Alanik Ray]].based on]] Sherlock Holmes.
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* IronicHell: Each domain is tailored to its darklord. All are given great power but at the cost of what they truly desire. Strahd is an immortal warrior-wizard and unquestioned ruler but can never possess the woman he loves. The domain always reincarnates her, so he can never resign to her being out of his reach either. Azalin rules the largest domain in Ravenloft and is probably the most powerful Darklord there is, but cannot learn new magic. Others include a werewolf who hates his human side but will become human if he acts like an animal, a sadistic killer whose presence removes pain and whose touch cures all ills (including death), and a wolfwere who wants to rule his domain but whose people acknowledge no ruler. A particularly "fun" example is ''Magazine/{{Dragon}}'''s description of the way Sithicus changes after Lord Soth returns to Krynn: the domain was originally all about lack of consistancy and twisting memory, because Soth's thing was clinging to who he used to be. Once Inza, whose flaw was self-deception, became the darklord, it changed into a realm where nobody can forget their past.

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* IronicHell: Each domain is tailored to its darklord. All are given great power but at the cost of what they truly desire. Strahd is an immortal warrior-wizard and unquestioned ruler but can never possess the woman he loves. The domain Dark Powers always reincarnates reincarnate her, so he can never resign to her being out of his reach either. Azalin rules the largest domain in Ravenloft and is probably the most powerful Darklord there is, but cannot learn new magic. Others include a werewolf who hates his human side but will become human if he acts like an animal, a sadistic killer whose presence removes pain and whose touch cures all ills (including death), and a wolfwere who wants to rule his domain but whose people acknowledge no ruler. A particularly "fun" example is ''Magazine/{{Dragon}}'''s description of the way Sithicus changes after Lord Soth returns to Krynn: the domain was originally all about lack of consistancy and twisting memory, because Soth's thing was clinging to who he used to be. Once Inza, whose flaw was self-deception, became the darklord, it changed into a realm where nobody can forget their past.
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* IronicHell: Each domain is tailored to its darklord. All are given great power but at the cost of what they truly desire. Strahd is an immortal warrior-wizard and unquestioned ruler but can never possess the woman he loves. Azalin rules the largest domain in Ravenloft and is probably the most powerful Darklord there is, but cannot learn new magic. Others include a werewolf who hates his human side but will become human if he acts like an animal, a sadistic killer whose presence removes pain and whose touch cures all ills (including death), and a wolfwere who wants to rule his domain but whose people acknowledge no ruler. A particularly "fun" example is ''Magazine/{{Dragon}}'''s description of the way Sithicus changes after Lord Soth returns to Krynn: the domain was originally all about lack of consistancy and twisting memory, because Soth's thing was clinging to who he used to be. Once Inza, whose flaw was self-deception, became the darklord, it changed into a realm where nobody can forget their past.

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* IronicHell: Each domain is tailored to its darklord. All are given great power but at the cost of what they truly desire. Strahd is an immortal warrior-wizard and unquestioned ruler but can never possess the woman he loves. The domain always reincarnates her, so he can never resign to her being out of his reach either. Azalin rules the largest domain in Ravenloft and is probably the most powerful Darklord there is, but cannot learn new magic. Others include a werewolf who hates his human side but will become human if he acts like an animal, a sadistic killer whose presence removes pain and whose touch cures all ills (including death), and a wolfwere who wants to rule his domain but whose people acknowledge no ruler. A particularly "fun" example is ''Magazine/{{Dragon}}'''s description of the way Sithicus changes after Lord Soth returns to Krynn: the domain was originally all about lack of consistancy and twisting memory, because Soth's thing was clinging to who he used to be. Once Inza, whose flaw was self-deception, became the darklord, it changed into a realm where nobody can forget their past.

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