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Ravenloft is not a world in the traditional sense. In actuality, it is a demiplane - a pocket universe suspended amid the vapors of the Ethereal Plane. This section begins with a study of the structure of the Demiplane of Dread.

The Nature of the Demiplane

Exactly what a demiplane is or how it comes into being is a matter of debate and controversy, even among those who travel the planes of existence routinely. In the most basic of terms, however, it is a self-contained pocket dimension that hangs suspended in the Ethereal Plane. Also, the Demiplane is divided into independent domains, which are each ruled by a domain lord.

Like all demiplanes, Ravenloft has its own natural laws and physics. Of course, these are subject to change at the whim of the dark powers that seem to control the Demiplane. For the most part, however, these laws are consistent and reliable.

Entrances...

Perhaps the most important aspect of the Demiplane of Dread is that it is something of a closed universe. Much like a Venus's-flytrap or the deadly pitcher plant, it allows the unwitting to enter while making escape almost impossible.

Spells

The ways into the Land of the Mists are many and varied. Relatively common magical spells and items, like the priest's plane shift or an amulet of the planes, can allow someone to make his way into the Demiplane of Dread. Of course, exactly why someone would purposefully travel to this forlorn place is beyond comprehension.

Portals

It is also said that a few portals, both temporary and permanent, lead into the Land of the Mists. Sometimes, when the stars align or a certain series of events occur, temporary gates open into the Realms of Terror. Other places - ancient shrines to forgotten gods of evil and the like - are said to hold hidden portals that can instantly transport the unwary into Ravenloft. Whether true or not, both of these speculations seem plausible and merit caution on the part of adventurers.

The Mists

Most travelers who end up in Ravenloft do not seek the Demiplane. They are drawn in by the clutching tendrils of the Mists. Exactly what the Mists are or how they function is unknown. It is for this reason that the folk of Ravenloft refer to the Mists in much the same way that children might speak of a bogeyman. In Ravenloft, anything unknown and threatening is generally ascribed to the Mists, whether any connection actually exists or not.

When most people think of the Mists, they envision swirling clouds of white vapor that roll out of the ground to consume evildoers. This belief certainly has a great deal of merit, for the Mists of Ravenloft do appear to be the agents of the dark powers.

On the other hand, the Mists often travel to various places without any apparent cause, and even randomly abduct individuals for no obvious reason. When they do this, the Mists are as likely to affect those who are good or neutral as those who are evil. Some feel that these are merely random events - unpredictable and unstoppable. Others say that a grim purpose lurks behind these apparently chaotic abductions. The truth will almost certainly remain unknown until such time as the true nature of the dark powers is revealed.

For some reason, the Mists never travel to the Inner or Outer Planes. Exactly why this is, none can say. While some insist that the powers of those planes are so awesome that they are able to hold the Mists back, this seems unlikely. If a gate spell can pierce the borders of these otherworldly realms, it seems impossible to accept that the Mists could not do so if they wished.

...and Exits

While there are many ways to reach the Demiplane of Dread, routes out of that mire of evil are far fewer. Indeed, many think true escape from Ravenloft is impossible. They say that those who manage to leave the Demiplane will be drawn back one day, since the Mists never forget anyone they have chosen to embrace. However, whether escape from Ravenloft is permanent or temporary matters little for the purposes of this discussion.

Spells

It is virtually impossible to escape the Realms of Terror by means of magical spells or items. The priest's plane shift spell, for example, is unable to pierce the borders of the Demiplane. Even spells as powerful as wish are wasted if used in an attempt to escape from Ravenloft. Magical items, like an amulet of the planes, are similarly overwhelmed by the fabric of the land. It is rumored that a mystical device known as the Rift Spanner can pierce the veil of the Mists, but both the existence of this object and the extent of its abilities remain unproven.

Complete details on the use of spells in the Demiplane of Dread can be found in Chapters Eight and Nine.

Portals

While there are no permanent portals out of Ravenloft, temporary gates to the Prime Material Plane do exist. As a rule, however, these gates must be triggered by some natural or supernatural act. Examples of such triggers include astronomical phenomena (like eclipses and conjunctions), the completion of certain arcane rituals, and the fulfillment of macabre prophecies.

When and if a portal to the Prime Material Plane can be found, it can seldom be directed or controlled. Indeed, these fleeting gateways are often as hazardous to use as they are to ignore. When stepping into such a portal, the user usually has no idea where he will emerge. Of course, more than one adventurer has noted that almost any place is better than the Demiplane of Dread

The Mists

Just as they can draw people into Ravenloft, so can the Mists transport them out. While this is not a common occurrence, it has been known to happen from time to time. This is by far the least common and least reliable means of escaping from the Demiplane of Dread. A hero who decides to simply sit back and wait for the Mists to return for him is likely to grow old and gray before he actually gets home, if he ever does!

The Lords

It is not uncommon for one of the diabolical lords of the Demiplane to promise outsiders that he will transport them to their homeland in exchange for some service. In truth, this action is beyond the power of even the greatest of Ravenloft's domain lords.

The Border Ethereal

Only one alternate dimension can be reached with any degree of certainty or frequency by the inhabitants of Ravenloft. Known as the Border Ethereal, this misty region is a sort of dimensional membrane that insulates the Ethereal Plane from the rest of the multiverse. Most ghosts and other incorporeal creatures exist at least partially within the Border Ethereal.

In other places, those who enter the Border Ethereal can then move on to either the Ethereal Plane itself or into other planes of existence. Those who begin their journey in Ravenloft, however, are not able to slip the bonds of the Mists so easily. When they opt to leave behind the Border Ethereal, such travelers will always find themselves returned to the Demiplane of Dread.

Doctrine of Darkness

For the common man, life in Ravenloft is no different from that on Oerth, Toril, or the sunburnt deserts of Athas. People are born, they grow old, and they die. They learn a trade, master it, and use it to earn a living. Dawn comes, as does dusk and the lingering night. Stories about evil things and dark creatures abound, but these are generally nothing more than faerie tales and superstitions. Only rarely is the common man made aware of the terrors that surround him on the Demiplane of Dread.

Adventurers, however, have a somewhat more sophisticated view of the world. Like most scholars and sages, they are familiar with the ways of magic and nature, especially those who traveled to the Demiplane from other worlds, and know that all is not as it should be within the coils of the Mists.

The following points are absolute rules that any Dungeon Master can use when creating a Ravenloft adventure or running a campaign. If an adventure conforms to these doctrines, it is well on its way to fitting the gothic flavor of the Demiplane of Dread.

Divitation

Magical and psionic divination is unreliable in Ravenloft. The distorting influences of the land make it difficult to discern things that magicians in other lands find all but obvious.

Good and Evil: The most frequently encountered example of this change involves the sensing of alignments. Ordinarily, spells like detect euil and know alignment can ferret out the pure of heart from those who follow the path of darkness. For psionicists, the same is true of the aura reading ability.

In Ravenloft, however, such things are not so apparent. The use of any such spell can reveal only whether a creature is lawful or chaotic, not whether it is good or evil.

Dungeon Masters should be aware that players have a tendency to see that which is chaotic as evil and to judge those who are lawful as good. This is, of course, not the case. Some of Ravenloft's most fiendish creatures are of lawful evil alignment.

Undead: On most worlds, the foul and corrupting presence of the undead is easy to detect. In addition to spells like detect undead, any magical or psionic power that allows one even a brief glimpse into the thoughts of these creatures usually reveals that all is not as it should be. In Ravenloft, however, this issue is not so easily resolved.

Attempts to detect undead do not always succeed; if the creature makes a successful saving throw vs. spell, the spell fails to detect anything unusual. In addition, those spells are frequently blocked by physical obstructions that would not impede their functions on other worlds.

Spells designed to tap into the thoughts of self-willed undead reveal whatever the creature wishes the caster to know. Thus, a vampire who has been stalking the party might allow them to believe that he is actually intent on helping them, not planning to feast upon their blood.

Prophecy and Prognostication: Spells designed to predict the future or reveal the outcome of present actions are very untrustworthy in Ravenloft. Any such spell indicates only the probable course of events and, in many cases, might be controlled or affected by the whims of the local domain lord.

This restriction does not apply to the auguries of the Vistani. These gypsies of the Mists have far more reliable magic at their disposal than the heroes. Of course, this assumes that the gypsies are being honest with the adventurers. On more than one occasion, an offended Vistani has offered up false or misleading information that led down a trail of suffering from which there was no return.

Necromancy

Just as divination is altered by the Land of the Mists, so too is the dark power of necromancy corrupted. Where the former is reduced in effectiveness, however, the latter becomes more powerful. As a casual look at the modified spell descriptions in Chapters Eight and Nine will indicate, the power of the dead and undead in Ravenloft is great.

Such power has a price, however. The use of necromancy is very dangerous in the Demiplane of Dread. Not only does the casting of each and every one of these spells require a powers check, but the chance of failing such checks is greater than for other spells (as described in Chapter Seven).

Magical Transportation

Spells that allow people to travel through space or across dimensions are reduced in effectiveness in Ravenloft. No spell, not even wish, can transport someone across a closed domain border or out of the Demiplane. The only known exception to this guideline is the awesome Rift Spanner, a magical artifact of terrible evil constructed by the night hag Styrix.

The Power of Domain Lords

Put simply, the lord of any domain is so powerful that a direct confrontation will almost certainly result in death... or worse. Whenever a character attempts to use a spell, psionic power, or similar ability to counter one of the domain lord's special abilities, the domain lord will emerge triumphant. For example, if the lord of the domain calls into being a great storm, no power of the characters, no matter how strong, will drive the gale off or lessen its severity in any way.

The only way to defeat a domain lord, even a minor one, is to discover his weaknesses and use them against him. These creatures are very nearly omnipotent, but they are never omniscient.

Power Checks and Corruption

From time to time, a once valiant hero can be led astray and consumed by the darkness that is Ravenloft. This is reflected through powers checks (as detailed in Chapter Seven).

It is important to note, however, that the dark powers never attempt to lead people down the path of evil. Only those who willingly pursue that dark way are recognized by the land. Those who do what is right and noble need never fear the embrace of the dark powers. Of course, such an assurance does not apply to corruption by other creatures. Even the most pious monk can fall prey to the wiles of a vampire and become a creature of the night.

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