In anticipation of Van Richten's Guide to Ravenloft, I've been posting some aspects of the canonical Ravenloft setting that I exclude from my games set in the Domains of Dread. This time, I want to talk about the changes I tend to bring to the setting instead of things I avoid. With Van Richten's Guide on the horizon, it will be interesting to see how closely the new version of the setting hews to how I like to use the setting. (I've added some notes based on my best guesses as to how closely the Ravenloft of Van Richten's Guide will hew to my vision of the setting.) My Ravenloft deviates from the standard presentation of the setting in the following ways:
Brighter Points of Light. Any large town in the “official lore” is probably at least a small city in my version of the setting. Additionally, the landscape is dotted with many villages, farmsteads, and towns not detailed on conventional maps of the setting. There are more inhabitants in Ravenloft and consequently more institutions of note. For example, the city of Ludendorf in Lamordia is home to the acclaimed Ludendorf University, a college focused on the sciences and natural philosophy. Ingenious scholar teach there—though they are shadowed by rumors of dark, inhumane experiments. (Note: By breaking Ravenloft's "Core" into a bunch of islands floating in the mists, it seems likely that the new version of Ravenloft won't quite adopt this the way I'd prefer.)
The Seas are Harsh Mistresses. The Nocturnal Sea and the Sea of Sorrows are both dangerous, but they can be traversed reliably and are central in connecting the civilized lands through trade. Persistent mistways—passages through the mists that form the boundary of the known seas—allow for more frequent visits to otherwise isolated island domains. Knowledge of the mistways is carefully guarded by captains and navigators who wish to have a monopoly on trade with those lands. (Note: it's unclear to me right now, but it seems like sea travel and interconnection between domains is being downplayed in Van Richten's Guide to Ravenloft.)
A Land of Strange Visitors. Because strangers from other worlds are often pulled into Ravenloft by the mists, the people of Ravenloft are more used to—and more accepting of—encountering a wider variety of folk. Although they may be rare, any race or ancestry can be found in the land. Strangers bring their cultures, factions, and religions with them—some of which will have taken root in Ravenloft to become new institutions on foreign soil. (Note: I suspect this will be the standard in the new Ravenloft, actually. WotC must know that now is not the moment to explore "fantasy racism" again in the setting.)
Haunted by Evil. The people who inhabit Ravenloft know that their land is plagued by supernatural evils. They might still cling to inaccurate superstitions about magic and monstrosities, but they harbor no illusions about the world around them. For example, the people of Barovia know that Strahd von Zarovich is a vampire—but there is precious little they can do about the undead sovereign who rules their land. (Note: WotC actually made this change to Barovia in Curse of Strahd. Good on 'em.)
Ravenloft with a Twist. Several bits of "lore" that I find silly don't make the cut. For example, the people of Darkon do not suffer from magical amnesia. In particular, the darklords’ backstories will be significantly different and, in the cases of the more convoluted origin stories, vastly simplified. It is unlikely that my version of Urik von Kharkov is a panther who was transformed into a man who later also became a vampire. Also, I feel absolutely free to add many factions, religions, secret societies, and nonplayer characters borrowed from the Ravenloft fan community and of my own devise. (Note: It will be interesting to see if there is one of those "the setting is yours to modify!" disclaimers in the book.)

I definitely agree with you on ‘A Land of Strange Visitors’ and ‘Haunted by Evil’ - ‘RAVENLOFT with a Twist’ is just the recognition that, at your table, the setting is what you make of it (With sourcebooks being intended more as a baseline to help make mutually-intelligible discussions amongst the Fan Community possible).
ReplyDeleteI’m more indifferent to ‘The Seas are a Harsh Mistress’, since I honestly prefer RAVENLOFT as more ‘Demiplane’ than ‘world’ (Sea travel should be no more removable than any other purely mundane means of travel) and am quite ambivalent on ‘Brighter Points of Light’, since to my mind part of RAVENLOFT’s charm is that deliberately keeping things on a smaller scale means that the focus is more on individuals, their tragedies and triumphs, making it harder for somebody to apply the ‘One death is a tragedy, a million deaths is GNARLY AS ****’ logic all too often applied in Dark Fantasy.
Also, I tend to think of RAVENLOFT as the ‘Age of Discovery’ setting, in that it’s a world caught between the Medieval and the very earliest stages of the modern - where people are suddenly able to begin uncovering a wider world full of magnificent strangeness and anything could be true, but the flipside of that is finding your simple, comforting assumptions forever challenged and also finding yourself in a world that can change drastically overnight.
A bit more literally and extensively in the case of RAVENLOFT than on Mother Earth, but that’s Sword and Sorcery for you.