Unparalleled Darkness
The year, by Barovian Reckoning, is 780. The fears of the Ezrites have come to pass, and a Time of Unparalleled Darkness has taken hold of the Core, causing untold chaos not seen since the events of the Great Upheaval, 40 years ago. It is a time of fear and uncertainty, as this carefully constructed prison of a world is once again threatened by the prospect of apocalypse.
What is This?
This is an attempt to reconcile the old lore of Ravenloft — spanning the 2e and 3e versions of the setting — with the changes introduced in 5e. This will hopefully be a series, in which each entry will focus on two or three domains, the contradictions between editions, and the events that occurred in the 22 years following the official end of the Ravenloft timeline.
Design Philosophy
When brainstorming this project, I went in with a few ground rules that I will do my best to stick with over the course of the series:
- Preserve the Core: The Core is what makes Ravenloft a campaign setting and not a series of adventure modules. The change towards every domain being an island of terror will be ignored and worked around to ensure that the world of Ravenloft remains connected and cohesive.
- Embrace the New: Much of the new lore presented in Van Richten's Guide is interesting. While some of its changes fall flat, many of them can be retooled into very compelling stories. I'll try to preserve as much of the new lore as possible, including new darklords like Saidra d'Honaire or Chakuna.
- Maintain Consistency: Contradictions are an inevitable part of this project, and when faced with them, my priority is to maintain consistency above all else. The best case scenario is to seamlessly blend the old and new versions of a domain, but sometimes the simplest and most logical option is to pick one interpretation and stick with that one over the other. I'll also resolve to remain consistent to the major characters, thought might occasionally alter things to support a more interesting narrative.
- Protect the Mystery: Ravenloft has always been adamant in protecting its big mysteries - most notably, the identity, origin, goals and limits of the Dark Powers. Anything that defines the Dark Powers in the new lore will be either discarded and ignored, or recontextualized to remove any references to the subject.
The Time of Unparalleled Darkness
Long feared by the acolytes of Ezra, the Time of Unparalleled Darkness was a prophesied event, believed to be when the Legions of the Night would bear down on the world and usher in a time of chaos. However, beyond this vague conception of the event, nobody was quite certain what they would face.
Unlike the Grand Conjunction and the Requiem, the Time of Unparalleled Darkness isn't simply the result of one villain's machinations. It's the end result of a number of disparate threads, dark conspiracies and dread possibilities extending 40 years into the past, that all converged upon each other to bring about this new era of history. The culmination of this was a single breaking point, spoken of in hushed tones by the fearful as the Darkness Ascendant.
In the wake of the Darkness Ascendant in 775 BC, the Core and all of the demiplane were rocked by chaos. Azalin vanished once more, and the decaying lands of Darkon descended into conflict between self-proclaimed "inheritors." The Western Core erupted into warfare. Darklords perished and were replaced by usurpers, and those that remained developed a new paranoia. Worst of all, the fears of the Ezrites were seemingly confirmed. The monsters of Ravenloft, foul beings that were usually content to remain in the shadows, stepped out into the light. These creatures, dubbed the Legions of the Night by fearful Ezrites, brazenly torment the people of Ravenloft, presenting a real and tangible threat to their lives, rather than a lingering fear in the back of their mind. No longer could they turn a blind eye to the horror of their homeland.
The events surrounding and leading up to the Darkness Ascendant are shrouded in mystery. Though Azalin's involvement is unquestionably apparent, the rest of the dominoes have yet to present themselves, except to those determind scholars who have worked to uncover the truth. But in time, all will become frighteningly clear.
Unparalleled Darkness
The Dark Powers
Before we begin with the first chapter, I'd like to stop for a moment and address perhaps one of the most important aspects of the Ravenloft setting, and the subject of one of WotC's most baffling decisions — the Dark Powers.
In Van Richten's Guide, the Dark Powers received a major face lift; specifically, they were given a face. Previously only portrayed as a mysterious unknown entity (or perhaps multiple entities) responsible for the existence of and events within the Demiplane of Dread, Fifth Edition does the unthinkable: it not only gives identities to the Dark Powers, but provides us with concrete facts pertaining to some of them. This is a very, very difficult thing to reconcile. But that won't stop me from trying.
What they Were: Core Canon
In Core Canon, little to nothing was known of the Dark Powers. We knew not their goals or motivations, their nature, their identity or their limits. The only concrete facts given to us are that they created this realm, they hold dominion over it, and they provide both blessings and curses to those that show exceptional displays of evil.
There is speculation among sages about other aspects of them — are they few or many, good or evil, deities or monsters? What do they want and what can they do? But crucially, none of these questions are ever answered, leaving the DM to do with them what they please. This, in many players' opinions, is a crucial aspect of the setting, and a mystery that shouldn't ever be given an official answer. The Dark Powers are eldritch beings, beyond mortal perception. And in Core Canon, that will never change.
What Changed: Fifth Edition
This, however, is where things get messy. It began in Curse of Strahd with the introduction of Vestiges — entities of pure evil, imprisoned in sarcophagi of amber, giving Dark Gifts to those that they could manipulate. Curse of Strahd dances around the crucial question — how are the Vestiges related to the Dark Powers — and doesn't clarify who is responsible for Strahd's pact and curse, the Powers or the Vestiges.
Van Richten's Guide finally answered this question, and not in the way that fans of Core Canon wanted: it confirmed that these Vestiges were undeniably the Dark Powers. At first, it doesn't seem to do so, presenting this as merely an option rather than the default. However, several Dark Powers are given names, and at least two of these names are shared by Vestiges in the Amber Temple: Shami-Amourae and Tenebrous. This was the nail in the coffin. As far as WotC was concerned, the Dark Powers and Amber Vestiges were one and the same.
But it doesn't stop there. The book goes on to detail Osybus, a Dark Power with a name, motivations and origin tale. The Dark Powers aren't entities shrouded in mystery anymore, but real named characters in the world. If we view the "Vestiges = Dark Powers" possibility as the default (which WotC certainly presents it to be), then they have a stated and clear goal, and their existence as just that — vestiges of more powerful beings — creates an implied limit to their power. They are precisely the opposite of what they've always been.
My Approach to the Dark Powers
With that said, let's move straight on to the question of the hour: how am I reconciling these two polar opposites? Well, I'll be blunt about it: I'm not.
I think the ideas presented in 5e are interesting, don't get me wrong. But they fly in the face of what the Dark Powers are meant to be. D&D has precious few mysteries remaining in its lore, as writers seem determined to pull back the curtain on every last secret left in the world (I wouldn't be surprised, for example, if future editions reveal what caused the fall of Cyre in Eberron).
So, my decision is simple. I will have no official confirmed stance on the Dark Powers. There will be no mention of their identities, nor the limits of their power, nor the motivations behind their machinations, nor the origins of their existence. Nothing in these documents will hinge on any of these aspects, either. They are faceless, formless, and emotionless, a presence that can be felt but never understood.
That's not to say the Dark Powers can't have identities and goals, mind you. I have my own headcanons on the subject, as most people do. But it is my belief that no depiction of canon should ever take a stance on defining what that is. That is up to each and every game master.
Unparalleled Darkness
Document Structure
Each chapter of Unparalleled Darkness will be split into a number of sections, each one devoted to detailing each featured domain for that installment.
These domain profiles serve two purposes: to reconcile the specific, glaring contradictions between both canons, and to detail the recent history of the domain from 758 BC onwards to the current year of 780. As such, each domain profile will feature the following sections.
Overview
At the start of each profile is a brief overview of that domain in the Time of Unparalleled Darkness and how it has changed. Alongside this is a short timeline of relevant events — including both recent additions to the timeline, and events in the distant past that have been reconciled.
History
This is actually two sections. The first is Reconciled History, expanding on the major changes in the timeline pre-758 BC. The second is Recent History, covering the major events up to the current year. What it isn't is a complete history of everything that has happened in the domain's past.
Current Sketch
Finally, each domain closes with a summary of the current situation that it, and its people, faces, and how players may interact with it.
Where Credit is Due
This document was written by u/Parad0xxis
With assorted inspiration and references from:
- u/Mischief_FOS, who created the Gazetteer-style theme used in this document.
- The Fraternity of Shadows and Mistipedia, acting as an amazing repository of Ravenloft lore and sources to research.
- The r/Ravenloft and r/CurseofStrahd communities, which have provided me with endless amounts of inspiration for my own games.
- WoTC and TSR's classic Ravenloft. Unparalleled Darkness is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At a Glance
Alongside each domain is a sidebar summarizing the most basic information about it. In addition to the timeline of major events in that domain, it also covers:
- The identity of the domain's Darklord (the individual/s cursed by the Dark Powers) and its Temporal Leader (who leads in the eyes of the people.)
- The domain's Year of Formation.
- The domain's Native Inhabitants (measuring what percentage of a domain's population belongs to a specific human ethnicity or fantastical species.)
- The domain's Common Languages (the most commonly spoken dialects in the domain, in order from most common to least common.)
- The domain's Religions.
- The domain's Cultural Level (a basic measure of technological and societal advancement. The lowest CL is Stone Age, while the highest is Renaissance).
Unparalleled Darkness
The Triangle of Hate
The Core can be divided into many regions. Most notable of these divisions is north and south. The Shadow Rift acts as a divider between the northern lands of Darkon and the southern realms of Barovia, Borca, and other neighboring domains.
The south is a collection of many domains, and today we will focus on three of them: Barovia, Borca and Invidia. These three lands form a triangle of strife and rivalry. Malocchio of Invidia despises the Vistani that Strahd protects, Strahd despises the Dilisnyas that rule Borca, and Ivan and Ivana despise the Invidian warlord that threatens their borders. This rivalry, paired with adjacent conflicts such as the Gundarakite situation, leave the region naturally predisposed towards conflict.
The State of Things
The Time of Unparalleled Darkness and the war that soon followed brought great change and upheaval to these domains. Malocchio's violent war against the Borcans unbalanced the status quo of the region, to everyone's detriment.
Borca: Ruin, Famine and Paranoia
Borca was in no way prepared for the war on two fronts that it endured. Malocchio and Drakov bore down on the twin darklords from both sides, laying waste to their armies and razing their fields. The nobility refused to back down to Malocchio's demands, and as a result, the common people suffered for their pride. For the peasantry, this war was nothing short of a disaster, and one of unimaginable scale.
For the nobles, the tension between Borca's already unfriendly houses turned hostile. Blame was levied in every direction by seemingly every family, decrying their rival nobles as responsible for Borca's sorry fate. This hostility and mistrust is most clear among the Dilisnyas and Boritsis. Ivan and Ivana, holed up on opposite sides of their shared domain, each blame the other for their failures, and their rivalry has grown stronger than ever before.
Barovia: Superstition and Unrest
Barovia was not directly involved in Aderre's "foolish war," as Strahd called it. He had little love for either side, and cared only that the hostilities did not spill over into his lands or threaten what was his. Still, the lingering influence of the war, and of the catastrophic Darkness Ascendant, have shaken Barovia to its core.
Malocchio's weakening grip in Invidia has spawned a new wave of Gundarakite unrest, and this unrest has spilled over into the highly urban parts of Gundarak in southern Barovia. Zeidenburg and Teufeldorf are more hostile than they have ever been as the boyars struggle to keep the enemies of Strahd in line. The Count has taken notice of their failure.
Elsewhere, the aftermath of Azalin and the Caller's actions have awakened a new era of darkness for the people of the Core's first land. Monsters now openly stalk them in both day and night, and the sun is perpetually hidden behind an impenetrable barrier of overcast clouds.
Invidia: Tyranny and Rebellion
The past five years have been a tumultuous time for Malocchio Aderre. Freed from the imprisoning curse that bound him to his land, he personally led the armies of Invidia into Borca in 775 BC. Though the war only lasted a few short months, his absence was not unnoticed in his homeland.
His mother Gabrielle, the darklord of the land, saw her opportunity had finally presented itself, and her years of manipulating the Gundarakite cause would finally pay off. From Castle Hunadora she stoked the flames of rebellion, hoping that the conflict would be enough to destabilize and depose her accursed son's rule, leaving her to reclaim her rightful throne.
When Malocchio returned, it was to a land in chaos. The Gundarakites now engaged in open conflict with his forces, and he no longer had the might of Falkovnia to back up his tyrannical threats. Despite his newfound freedom, he was more bound to Invidia than ever, determined to stamp out this insurrection and cement his rule once more.
Domain Profile: Barovia
Domain Profile: Barovia
Barovia, as it has always been, is a contradiction. It is a land of stagnation, where society seems frozen in time, and yet over the past four decades has undergone massive, sweeping changes. Most of these changes have done little to affect the daily lives of the Barovian people. However, the changes that followed the Darkness Ascendant are quite different, and the lives of Barovians will never be the same.
Stolen Dawn
For five years, the people have Barovia have never seen the sun. By night, the sky is clear and the moon shines through to illuminate the gloom. But by day, a thick barrier of clouds hides away the morning sun, allowing only a dull glimmer of light to pass through the iron gray ceiling.
At first, this was thought to be merely a trend of bad weather. But it became harder to deny with each passing month and year, that this was no storm. This was the new normal. For a people that fear the insidious fangs of the vampire, this fate was unthinkable and unbearable. Now, there is no shield to protect them from the blooddrinkers of the night. The adherants to the Cult of the Morninglord came to call this new, grim era the "Time of Stolen Dawn."
Awakened Monstrosities
Shortly after the disappearance of the sun came a sharp increase in monstrous and supernatural activity around the domain. Before the Darkness Ascendant, these supernatural phenomena were rare, and concentrated mostly in specific locations, the most notable being Castle Ravenloft. Afterwards, it became apparent that nowhere was safe. Now, several powerful clans can be found in the wilderness, quarreling with each other and terrorizing the people.
Their superstitions validated, Barovians are more fearful and xenophobic than ever. The attacks are not constant, and are quite irregular, leaving many fearful of the future.
Notable Events in Barovia
>2000 years ago: An order of wizards constructs a temple to imprison powerful vestiges of evil.
1 BC: The ancient Von Zaroviches unite disparate city states and forge Barovia.
299 BC: Strahd von Zarovich is born in Barovia.
351 BC: Barovia becomes a Domain of Dread. Strahd becomes a vampire after he fulfills his pact with "Death" and kills his brother.
353 BC: Saint Markovia leads a revolt against Strahd and is crushed.
485 BC: The Cult of the Morninglord slowly begins to gather followers under its early founder and prophet Martyn Pelkar and his friend and acolyte Sasha Petrovich.
528 BC: Outlander adventurers assault Castle Ravenloft and perish by Strahd's hand.
579 BC: Strahd and Azalin fail to escape this domain, and inadvertently cause the creation of several early Domains of Dread.
602 BC: A mysterious abbot arrives in Krezk and takes up residence in the Sanctuary of First Light.
716 BC: Tara Kolyana is born in Barovia.
735 BC: Outlander adventurers assault Castle Ravenloft and manage to defeat Strahd. He returns after several months, under the guise of Strahd XI.
740 BC: The Grand Conjunction occurs. Barovia invades and annexes Gundarak.
750 BC: Strahd deceives and poisons his grand-niece Lyssa, leaving her mostly dormant.
750 BC: The sunsword, previously in the possession of the Weathermay-Foxgrove twins, vanishes.
764 BC: An unexpected attack by Kiril Stoyanovich reignites a thirty-year feud between werewolf clans.
775 BC: The Darkness Ascendant occurs. The Barovian sun is hidden behind the clouds and monsters grow bolder.
776 BC: Madame Arabelle succeeds Madame Eva as raunie of the Zarovan tribe.
780 BC: Current year.Barovia at a Glance
Darklord: Strahd von Zarovich
Temporal Ruler: Count Strahd XI von Zarovich
Year of Formation: 351 BC
Native Inhabitants: 98% humans, 2% other species
Ethnic Groups: 44% Barovian, 50% Gundarakite, 3% Forfarian, 2% Thaani, 1% other
Common Languages: Balok, Luktar, Vaasi, Sithican, Forfarian, Thaani
Religions: The Morninglord, Ezra, Hala, Erlin
Cultural Level: Medieval
Domain Profile: Barovia
Reconciled History
Barovia has a long and complex history, one of the longest in the Core. With the many changes brought in 5e's take on canon, there are as a result many discrepancies.
Ancient History
Long before the arrival of the Barovian people, the valley was inhabited only by the ancient druidfolk. These native pagans worshiped forgotten fey gods and built many monuments to them across and between the Balinoks. Their stone circles and mehirs still survive to this day — most notably, three wilderness fanes near Vallaki, Berez and Yester Hill.
Some time later, an order of wizards came to the valley and erected an imposing temple into the face of Mount Ghakis. Within, they housed the vestiges of dead gods, imprisoned in amber, never to escape. Sadly, the influence of dark forces hung over them, watching with keen interest, and these forces would manipulate the wizards into turning on each other and perishing.
The Early Days of Barovia
780 years ago, what is today called Barovia was a disparate collection of city states. This changed with the rise of the early Von Zarovich family, who united these states into the County of Barovia in the year 1 BC, marking the beginning of the Barovian calendar.
Curse of Strahd, oddly, chooses to frame Strahd as a conquerer and colonizer that discovered the valley of Barovia and founded it himself. This is odd, and quite unnecessarily conflicts with the old lore. So, I've chosen to disregard it.
For almost 300 years, Barovia was relatively stable. Noble families such as the Boritsis and Dilisnyas rose to prominence in this new age of peace and prosperity under the rule of the Von Zaroviches. The valley would develop culturally as well, and the unique cultures and ways of life of the valley would blend into a general Barovian culture.
In 168 BC, Barovia adopted its first official church, the Church of Andral, likely based on one of the early deities worshiped by Barovia's native druids. The worship of Andral would continue for many years, before finally dying out in the mid 400s BC.
Curse of Strahd recontextualizes Andral as a saint within the Morninglord faith, with a church dedicated to him in Vallaki that used to be his home. I view this more as the folk backstory attributed to him by modern Barovians. In truth, Andral was a god as he was in Core canon, and after his worship fell out of favor, the Morninglord's followers would later adopt him as a saint and a paragon of their beliefs.
The Reign of Count Barov
Count Barov von Zarovich is often seen as one of Barovia's last great rulers. He came to the throne in the mid 280s BC, a rather young count compared to many of his predecessors. With little confidence in him from the people, he needed a way to legitimize his rule as a strong leader. And then, the opportunity presented itself in the form of an elven petitioner.
Curse of Strahd presents Barov and Ravenia as a king and queen, while Core canon presents them as a count and countess. The later explanation obviously makes more sense when one considers that Strahd, his firstborn, does not claim to be royalty and is a mere count himself.
The adventure also changes Ravenia's name to Ravenovia. I find this name to be a bit of a mouthful, and altogether less believable as an actual name that someone would have; Ravenia simply sounds more natural. So, I'm maintaining the old name.
The elf introduced himself as Rahadin, an exile from a neighboring kingdom ruled by the dusk elves. He had left after refusing to bow to a weak king, and now he offered both his loyalty and his knowledge of the elf kingdom, to assist Barov in conquering the land. Barov accepted with little hesitation.
The elven kingdom was crushed, and for his service to Barovia, Rahadin found himself to be almost an honorary member of the Von Zaroviches, living alongside them in Barov's home. Soon, he would be the one to personally train Barov's young heir, Strahd, upon the boy's birth in 299 BC.
Domain Profile: Barovia
Curse of Strahd makes Strahd about 7 years younger than he was originally, for no apparent reason. I don't think making him 45 years old instead of 52 makes much of a difference, and that would make him only 15 when he is meant to join his father's army in 320 BC. So, I'm maintaining the old birth year.
Strahd would prove to be a prodigy in matters of combat, and equally skilled in history and the arts. As was Barovian tradition, he, the firstborn son, was trained for the military. His first brother Sturm would be groomed for administration. And his youngest brother, Sergei, would be sent off to study the faith.
In 320 BC, at the age of 21, Strahd attained the rank of general in the Barovian military. It would be just in time, as Barovia was soon swept up in an invasion by a foreign force known as the Tergs. They drove the Von Zaroviches out, and Strahd would be the one to lead the brutal and bloody reconquest of his family's homeland.
Strahd's war would last for twenty-seven years as his armies swept across the valley. In the end, he brought down the Terg warlord Dorian the Unstoppable in 347 BC, capturing his fortress with plans to reconstruct it as his castle. But the war changed Strahd, leaving him weary and cynical as an aged man.
Argynvost and the Amber Temple
During his conquests, Strahd heard word from one of his scouts of a curious temple in the mountains. Strahd was intrigued, believing the secrets within may be just what he needed to win the war.
However, forces conspired to stop him. Principle among them was the Order of the Silver Dragon, an ancient company of paladins founded by the silver dragon Argynvost. Argynvost had come to the valley many years prior with the intention of preventing any mortal from entering the temple and communing with its dark gods. From his fort Argynvostholt and the fortified keep on Tsolenka Pass, his armies assaulted Strahd's men.
Enraged, Strahd doubled his efforts, and ordered for his men to lay waste to Argynvostholt. They marched on the keep, and on that fateful day, Argynvost was slain, his order destroyed and his men scattered or put to death. The unbelievable skill of Strahd's army led many to believe that magic was involved, and rumors spread that he had made a deal with a dark entity to achieve victory.
The conflict with Argynvost goes mostly unchanged here, with one slight addition at the end. This little sideshow to the main war is an excellent place to wedge in Inajira's involvement in Strahd's backstory. Argynvost was an unfamiliar foe, and Strahd may have been uncertain of his ability to beat him, even despite his massive, all encompassing ego. Inajira, thusly, appears before him and offers for Strahd to be unstoppable in battle, giving Strahd the assurance he needs to crush the Order and get what he desired.
Sadly for Strahd, he would not get a chance to explore the temple. Injured in the fighting and rescued by a group of traveling Vistani, he would need to be nursed back to health, and once that was accomplished, he continued on the warpath, not resting until the Tergs were driven out once and for all. The strange temple left his mind, for now.
Death of Barov, Rise of Ravenloft
In 347 BC, it was a relief to Strahd that his war was finally over. However, it was not all good news. Strahd received word that at the end of the previous year, the Tergs had orchestrated the assassination of his father Barov. The war was won, and now Strahd ruled Barovia as its new Count.
He soon went about establishing his rule. Dorian's fortress would be rebuilt over the next few years into a grand castle that Strahd christened Ravenloft, in honor of his mother. Sadly, she would never see it, having perished on the journey there. Strahd's brothers would arrive soon thereafter, delivering the grim news and joining to assist their sibling.
Tatyana and the Pact with Death
It was soon thereafter that Strahd would meet the stunning Tatyana Federovna of Barovia. Introduced to him as a guest and love interest of his youngest brother Sergei, Strahd knew in that moment that she was his heart's desire. Sadly for him, however, she brushed him off, calling him names such as Elder One, painfully reminding him of his age and mortality.
These feelings of resentment and desire would brew in Strahd for a year to come, becoming most potent in the lead up to Sergei and Tatyana's wedding. He nearly boiled over in rage when he heard the news. He had become desperate, seeking any way to get what he believed was rightfully his. And then, it fell into his lap.
Domain Profile: Barovia
An apparition appeared before him as he researched ancient texts, one which he came to know as "Death." It offered him a pact. He would gain eternal youth to age not one day more, and would achieve his heart's desire, if only he brought about the end of his obstacle. The end of Sergei. He needed only journey to the distant temple and accept the Gift of the Vampyr to seal his fate and accept the deal.
Strahd didn't hesitate. Alongside his trusted commander Alek Gwilym, he journeyed to Mount Ghakis and made a pact of blood. When a sacrifice was called, he turned on Alek, bringing his friend's life to an end. And Strahd was forever changed. As he drank of the blood, he felt new youth and strength enter his old bones as the Vampyr's essence latched on to him. Changing him for all eternity.
In I, Strahd, Strahd seals his pact with the Dark Powers in his study, through a deal with an apparition of Death. In Curse of Strahd, he accepts the Dark Gift of the Vampyr in the Amber Temple. I blended the two interpretations here into one story. In this interpretation, I see Vampyr less as the gift-giver and more as the gift itself. Upon accepting it, Strahd himself becomes the Vampyr, and the amber sarcophagus that contained its essence is left hollow and empty.
The day of the wedding soon drew near, and Strahd acted quickly. He confronted Sergei alone and betrayed his innocent brother, slaying him with an infamous assassin's dagger. Quickly, he ran to Tatyana, proclaiming that Sergei was gone and they could finally be together, that he would protect her. But she was not so easily deceived, and his declaration of love was interrupted by grim news.
In his moment of distraction, Strahd was attacked by betrayers of the Dilisnya clan. Leo Dilisnya, in a bid for power, had assassinated the Count and many others in the castle. As they fled, and as Strahd bled out, mists poured over the castle walls. But Strahd did not die. Nor did he live. He rose again, undead, forever.
Strahd made short work of the Dilisnya guards, though Leo would escape. It would take another 47 years for Strahd to find him and exact revenge, slaying and sealing him away.
But when he finally turned back to Tatyana, it was too late. She hurled herself from the Pillarstone of Ravenloft, vanishing into the Mists. And in that moment, Barovia was doomed, consumed by the Mists and dragged away.
Saint Markovia's Rebellion
In 351 BC, Barovia and its people were trapped in a new, unfamiliar land. Bounded by Mists, Strahd soon discovered they were impassible to him and his people. Amidst the confusion of their new normal, Strahd enlisted his new power, and his loyal chamberlain Rahadin, in establishing his rule over the people.
Not everyone was willing to bend to his command. One priest by the name of Lady Markovia rallied the faithful against him, and led an assault on Castle Ravenloft in 353 BC, with herself at the head. It was a resounding failure, and their armies were obliterated. Markovia herself was sealed deep beneath Ravenloft, dead for all time. Ensuring she would never be returned to life.
With the fall of Markovia's faithful, the Church of Andral lost much of its hope, and gradually would die out, forgotten. Still, its noble knight-priestess would be remembered, and later canonized by the adherants of the Morninglord.
Destruction of Berez
In 400 BC, just two short years after his revenge on Leo Dilisnya, Strahd would be taken by surprise. In the small village of Berez, he found the spitting image of his beloved Tatyana. A woman named Marina. He was convinced it was Tatyana reborn, and that they truly were destined to be together. Over a few short weeks, he seduced her, attempting to make her his bride. But under his nose, Burgomaster Ulrich had her burned to prevent this fate. Enraged, Strahd had Berez leveled, using magic to flood the Luna River. It was left a ruin in the swamp. In the following years, a witch would take up residence there, spying on Castle Ravenloft, and on Strahd's foes.
For the most part, Baba Lysaga's role in Curse of Strahd is unchanged. She didn't have any part in setting Strahd down his dark path, but she was just as obsessed with the boy, and after Strahd's descent, followed him just as she did in that adventure.
Domain Profile: Barovia
Visitors from Beyond the Fog
In the next two centuries, Barovia would play host to a number of visiting outlanders. All of them would leave their mark on the domain.
The first of these was Jander Sunstar of Toril. The elven vampire would live with Strahd for two decades, as they learned from each other. Eventually, Jander learned that his unrequited love, Anna, had met a grim fate as a result of Strahd's past actions. He turned on the darklord, but failed to kill him as Strahd fled the Castle. In shame, he tried to burn himself in the sun, but he was whisked away far from Barovia.
Later came Azalin of Oerth. He quickly established a base of operations on the banks of Lake Baratok, and after meeting Strahd, reluctantly began to work with the vampire. After a failed escape attempt, they parted ways, and Azalin left into the Mists, discovering Darkon.
Perhaps in an attempt to simplify the exposition, Azalin's role in Strahd's past was filled in by a new lich named Khazan. I reversed this to be consistent with Azalin's backstory.
In Core canon, Azalin's base of operations was the old Ulrich Manor in Berez. As Berez has been reduced to rubble, it made more sense to give him Khazan's tower from Curse of Strahd.
The most enigmatic and mysterious of these visitors was a man known only as the Abbot. He arrived to the gates of the small town of Krezk in 602 BC, introducing himself as a man of medicine and divine magic. He wasted no time establishing himself in the Sanctuary of First Light (by this time more commonly known as the Abbey of Saint Markovia). The monks and clergy residing there eventually disappeared, and rumors began to spread of the Abbot's twisted experiments.
He was not the last of Barovia's visitors. Other figures around the Core, such as Lord Soth in 720 BC, Harkon Lukas in 613 BC, and Frantisek Markov in 698 BC, all found themselves in the valley at one point or another.
Convergence of Fate
In 735 BC, after a decade and a half of mundane life for the Barovian people following a quarrel between Lord Soth and Strahd, conflict would shake the domain yet again. A number of individuals scattered across the Balinoks would pursue their goals, and fate conspired to bring them into opposition.
Our story actually begins a year earlier. Mordenkainen, the great wizard of Oerth, arrived in Barovia in the year 734 BC. Whether intentionally or by coincidence, he found himself locked into Barovia, and resolved to rally an army of peasants against Strahd. The rebellion failed. The peasants were scattered or killed, and Mordenkainen, driven mad by magic, fled to the foothills of Mount Baratok.
A year later, unfamiliar outlanders from a distant world stepped through the Mists. Discovering their fate with the guidance of Madame Eva, they quickly learned that Strahd was their key to freedom — something that the vampire had no desire to grant them. These Outlanders would seek out those fated by the cards to meet them, and rally their new allies against Strahd. In the end, they did what countless other adventurers could not. Strahd was defeated, forced into his coffin, and slain, a stake thrust through his undead heart. The outlanders, parlaying with the Vistani, found their way home, and these fated individuals parted ways once more.
But it was not to last. Strahd would not end so easily, not while the Dark Powers still held interest in him. Within months, he rose once more, and a dark cloud fell over Barovia once more. However, the average Barovian was ignorant of the truth. None among the people knew that Strahd was a vampire, and to them, these outlanders simply freed them from the tyranny of Strahd X. Their disappointment was understandable, then, when Strahd XI announced is succession to the throne.
Domain Profile: Barovia
Curse of Strahd's Many Side Plots
There are many different ways that Curse of Strahd can end based simply on who you draw during the Tarokka reading. Since Van Richten's Guide doesn't move the timeline forward from 735 BC, none of these side stories have a canon ending.
I've decided to take the Elder Scrolls approach to this: all of the side plots were resolved, whether the outlander adventurers were involved or not. For a detailed explanation, see the end of this chapter.
Dread Alternative: Barovia Usurped
In the Unparalleled Darkness continuity, Strahd returns to rule Barovia after a period of several months, as described in the epilogue of Curse of Strahd. This is necessary to maintain continuity with events that happen after 735 BC in Core canon, and because he's simply too iconic to kill.
However, at your table, you have a lot more freedom to play with these aspects of the setting. A popular alternative ending to Curse of Strahd is for a new darklord to arise in Castle Ravenloft. This has precedence in the lore of other domains like Borca, which begs the question: what would happen if Strahd didn't return? Below are a few examples to consider.
Patrina Velikovna. This one's an obvious option — in fact, the book outright states that this is her goal if she survives until the end of the adventure. In Strahd's absence, she plunders the libraries of Castle Ravenloft and the Amber Temple, uncovering many of the dark, arcane secrets that Strahd did in his life. Her thirst for power carry her down the same dark path, and may be enough to catch the Dark Powers' attention.
Rahadin. In my interpretation of things, Rahadin is left alive when the outlanders are done with him and Strahd. He's left the sole figure of authority, attempting to piece together the broken shards of Strahd's rule after the outlanders depart. Already far gone down the path of corruption, his anguish at failing to protect his master would only further his descent. In the absence of another candidate, the land may latch on to him, marking him as a new lord.
A Fallen Outlander. Perhaps the most popular interpretation is for one of the player characters of Curse of Strahd to take the mantle themselves. I can't give any specific suggestions here, as such a curse is tailored to its bearer. Players that have taken Dark Gifts are prime candidates for this.
Recent History
From 735 to 758 BC, things proceed exactly as they did in Core canon, and thus, won't be addressed in this document. The following section covers events that happened after 758 BC.
The Situation in Gundarak
In 740 BC, in the midst of the Grand Conjunction, Barovian forces poured over the vulnerable border of Gundarak. Zeidenburg and Teufeldorf, the two largest cities in the domain, fell under Strahd's control, igniting a now decades long conflict between Strahd and the Gundarakite people.
This conflict started small — native Gundarakites chafing against the Barovians that now emigrated into their cities, took over positions of power, and dictated their laws. But quickly, it grew bloody, and groups such as the Coursers of Chaos and the Cult of Erlin began to directly oppose Barovian rule.
Things haven't changed much in that regard in the 760s and 770s. More violent attacks by the Coursers have been met with harsher mandates by the boyars that rule Barovian Gundarak, oppressing the Gundarakite people more than they ever have been. This, ironically, only fuels the fire of the conflict and motivates the Coursers to fight harder than they ever have before. From 775 BC onward, Gundarakite nationalism is the strongest it's ever been, urged on by neighboring Invidia's failure to keep them properly suppressed. This, coupled with a violent massacre in 776 BC, where Courser demonstrators were attacked and killed by Strahd's enforcers, have contributed to a state of absolute chaos in the region.
The Cult of Erlin has similarly grown in power over the decades, positioning itself as one of the most popular religion among Gundarakites, and even the rare few Barovians. This doesn't sit well with the Morninglord's faithful, and the two churches find themselves in constant opposition, alongside the cult's general opposition to Strahd.
Domain Profile: Barovia
Madame Eva and the Zarovan
Beguiled by the Caller in 775 BC, Madame Eva has vanished in the wake of the Darkness Ascendant. Not a single clue exists to her whereabouts, and for a year, the Zarovan found themselves without a leader. After a year of awaiting her return, they resolved to select a new raunie that would take her place as the leader of the tribe, as they had done before.
Madame Arabelle was that successor. Born to the encampment outside Vallaki, Arabelle is a descendant of Eva herself, and was similarly gifted with the Sight from a young age. She took charge of the Zarovan tribe in her ancestor's absence, and has since become an influential figure among the Vistani in Barovia.
Despite the lack of explanation for her absence, the Zarovan insist that Madame Eva is still alive, and is still out there somewhere in the world. Perhaps she, ashamed at her failure to see the Caller's tricks, took it upon herself to enter a self-imposed exile. Or perhaps instead, she has disappeared into the Mists to follow the path that fate has shown her. That path may very well have taken her far away, even into the past, as, being a Vistana of the Manusa tasque, she may traverse time as easily as she does the land beneath her feet.
The Lycan Feud
Following the tumultuous events in 735 BC, the tyrant werewolf Kiril Stoyanovich fled from the mountains north of Krezk, away from the clan he usurped. With his departure, Emil Toranescu quickly took control and severed the clan's relationship with Strahd.
But that was not the last they would see of Stoyanovich. He retreated into the shadows alongside those most loyal to him, believing himself betrayed by Strahd after he was bested in combat by Emil and his outlander allies, with no assistance from the darklord he had sworn his service to. Kiril was furious, and he swore to exact revenge on those who had wronged him.
For decades, he rebuilt his strength. From the secluded caves of the Balinoks, his agents traveled out into the wilderness and brought back victims to be transformed and forcibly added to his pact. It began in the late 750s. Across the southern valleys and fields of Barovia, livestock began to go missing at an alarming rate, with only claw marks and bloodstains left behind.
Then, children began vanishing, just as they did around Krezk in the 730s. There were rumors, tales of wolves the size of bears that hunt in packs and ambush their prey. But these tales were shrugged off by most as superstition.
But north of Krezk, deep in the mountains, Emil Toranescu knew what this was. He watched it happen 30 years ago, and now he was watching it happen again. Kiril's pack had grown, and now, they were back to their old tricks, growing their numbers in preparation for conflict. For war.
Midway through the 760s, it broke out. Across Barovia, tales were spun — howls in the night, packs of hideous beasts struggling in the moonlight, blood, fur and bone left scattered upon the fields. Kiril struck fast and struck hard, and Emil matched his strength as best as he could. Neither would let the other triumph so long as they still drew breath.
But the war couldn't rage forever. Numbers on both sides dwindled, and both Kiril and Emil had grown tired with age, their old bones unfit for the stress of conflict. In time, the conflict would cool down, transforming from a raging war to a silent, simmering feud, one that still continues to this day.
The former alphas are long past their prime, and in their place, the packs are led by their respective children. Emil has been succeeded by his and Zuleika's son, Mihail, who does not share his father's level-headed demeanor. Kiril's pack is now led by the old wolf's daughter, Raina Kirilovna, who inherited her mother's snow-white pelt and her father's ruthless nature. The two successors to their parents' legacies are staunch rivals, and have kept the feud between their packs alive. Even now, almost 20 years after the war's start and 50 years since their families first came to blows, that feud shows no sign of ending.
Mihail's pack maintains their position north of Krezk. After Kiril's first defeat, Emil insisted on a policy of isolation and secrecy, and since the 730s, few travelers have ever found their den and survived. They have long avoided agitating the humans in Krezk, knowing well that it may bring unwanted consequences, though Mihail has grown to resent the Krezkites, wishing his clan could live and hunt without hiding. Raina's pack, meanwhile, has based itself deep in the mountains just north of Tsolenka Pass, finding easy prey in the trading caravans that travel to and from Gundarak.
Domain Profile: Barovia
The Lord of Ravenloft
In comparison to many darklords, Strahd has been somewhat idle over the past several decades. 45 years ago, Tara Kolyana escaped his domain, and continues to live. So long as she lives, Tatyana will not be born again, and thus he is left with nothing to do but watch her grow old beyond his reach. Leaving matters of governance in the hands of Rahadin and his many subordinates, Strahd whiles away his time scrying on what he sees as the unattainable prize he lost, pulling himself away only when a matter of great importance presents itself, as he did during the Grand Conjunction.
As usual, this was nothing new to the people of Barovia. Strahd was already a recluse, and it was often impossible to tell if the lord of Ravenloft was even still alive. His appearances in public were sporadic and brief, and Rahadin often acted in his stead, who assured the Barovian people that their lord was very much alive and well.
Strahd pulled himself out of his daydreaming and depression in 775, when war sparked west of Barovia. With Malocchio unbound from Invidia, he presented a very real threat to Barovia, and in particular to his pact of protection with the Vistani. With few other options to keep the Dukkar out, Barovia's misty border rose for the first time in 40 years.
The Mists would eventually rise, after the war came to a close. As evil as he is, Strahd still recognized the importance of trade, and Malocchio's occupation with the Gundarakite population left him as less of a threat than he might be otherwise. But even so, Barovian soldiers still vigilantly watch the southern borders, ready at Strahd's command to defend the domain from the threat of the Dukkar.
Restoration of the Dawn
The next page presents the possibility of bringing the sun back to Barovia. In the interest of preserving the mystery of the event, I've chosen not to specify why the sun is gone or what would bring it back. DMs are encouraged to consider multiple different angles and choose an option that would best fit their campaign. Maybe it's bound to a propechy, or to an individual's actions. The specifics are up to you.
Tampering with Tatyana
With Tara Kolyana (replacing Ireena in Curse of Strahd, see the end of the chapter) out of Barovia (and with no sign that she'll be coming back), it's unlikely that you'd be able to use Barovia's iconic plot hook, that being Strahd's eternal pursuit of Tatyana. However, if you want to incorporate that storyline into your campaign, you have a number of options you could use:
Tara's Return. In this scenario, Tara has for whatever reason returned to Barovia. Perhaps she had unfinished business, or her duties to the Church of Ezra compelled her to. Regardless, she is back, and Strahd has taken notice.
A Fractured Soul. As demonstrated in Vampire of the Mists, it's possible for fragments of Tatyana's soul to break off from the whole, being born elsewhere. During the events of the Grand Conjunction, it was even demonstrated that two Tatyana incarnations could exist at once, as Tara Kolyana coexisted with Queen Kristiana of Prime Material Barovia.
In this scenario, another Tatyana is born in Strahd's domain, independent of Tara. Alternatively, Tatyana's soul might resurface by some other method. You might have the golem Vasilka suddenly gain a soul and memories, for example.
Current Sketch
Barovia finds itself in a time of conflict and chaos. It balances upon several tipping points simultaneously, and were any of them to be upset, it could change the state of the domain and the lives of its inhabitants irrevocably, forever.
Howls in the Night
Though the lycan feud is quiet, it is certainly not over. Mihail and Raina despise each other, perhaps more than their fathers ever did. Were it not for their greatly reduced numbers, they would certainly be happy to reignite their hostilities, waging bloody battle in the mountains and fields.
In the wake of the Darkness Ascendant, both pack leaders have gotten bolder. Krezkites tell stories of wolf attacks in the forests, and Gundarakite merchants cry out tales of constant danger in the mountain passes. Despite this, though, neither clan has come into direct conflict.
Domain Profile: Barovia
That can easily change, however, and adventurers are the perfect catalyst to incite it. Stories of werewolves could lead the curious party to investigate one or both packs, and in doing so they may find themselves an enemy or an ally. Either or both packs could serve as threats to the Barovian people, and thus as villains of a campaign. Alternatively, the party might be convinced to sympathize with one faction or the other, and become embroiled in the intrigue and, eventually, open conflict between the two.
A Land Devoid of Light
The people of Barovia are at their most hopeless. The sun was once their shield from the terrors of the night, but now the day has forsaken them, leaving them vulnerable and afraid. Many cower in fear of their fates. Others have given up, so accepting of their fate that even fear has lost meaning. Others still cling to their faith, hoping for any sign that the Morninglord or his faithful will save them.
This is where a party of adventurers might step onto the stage. Arriving in Barovia, they see a land stranded in a sea of perpetual torment, and they make it their mission to alleviate it. Hunting monsters, opposing Strahd, seeking out the darkness that plagues the people, or even taking on whatever force blackens the sky, they act as a living beacon of hope in a land that has forgotten how to feel it. Over the course of a campaign, they might transform Barovia from a desolate, sorrowful land, to its former self. They might restore the Barovia that once was, before any semblance of hope it had was ripped from their arms.
Of course, this plan would not be without opposition. The monsters have grown to like this new status quo. The people, fearful and lacking their boldness, make easier prey. And of course, the vampires do appreciate the freedom to feed whenever they please. Any manner of Barovian creature may find itself opposed to a party of lightbringers, making the salvation of Barovia a tough goal to pursue. Such a quest might even bring the party in conflict with Strahd himself, who would rather not see his greatest weakness return.
Being such a fundamentally difficult and world-changing quest, this could be the subject of an entire campaign, focusing the party's entire efforts on saving the Barovian people.
The Gundarakite Plight
The battle for freedom in Gundarak rages on. Though old faces of the movement like Ardonk Szerieza have grown old, their successors continue fighting the good fight to break free from Strahd's control.
In Gundarak, a party of adventurers will likely find themselves embroiled in the ongoing rebellion. The average party of heroes will likely fight for the right of the region's people, working to undermine the grip that Strahd's forces have on the region. The rarer party of evil adventurers might instead support Strahd's regime. Either way, in no time at all they could end up on the battleground that is Zeidenburg's back alleys.
There are a great many ways such a campaign could progress. They might support riots or attacks in the streets of Zeidenburg, clashing against guards. They might act covertly, finding dirt on the boyars of the region and blackmailing them to get what they want. They might steal resources for the rebellion, leading heists for money, weapons and food. Or they may even find themselves perpetrating an assassination against the figureheads of Barovian control. The possibilities are endless.
In the Darklord's Sights
Strahd himself is, of course, still the centerpiece of Barovian adventure. Moreso than ever in the midst of his depression, he watches those that come to Barovia, looking for interesting toys to play with and, eventually, break.
Strahd is, as always, looking for ways to escape his accursed existence, and still mistakenly believes that, if one were to take his place, he would be allowed to walk free. Adventurers make prime candidates — unlike the average, fearful, complacent Barovian, adventurers are bold and curious, often too much for their own good. He sees a reflection of his younger self in many of them, and sees them as prime candidates to test his theory.
Of course, he never gets that far. Eventually, he always comes to the conclusion that they are insufficient, unworthy to rule Barovia in his stead. And when he concludes that, well, he has no more use for them.
This is the traditional, basic Barovian adventure. Though it isn't exactly treading new ground, it's reliable, and still works well even in this period of history.
Domain Profile: Borca
Domain Profile: Borca
The domain of Borca is one of lies, trickery and betrayal. For decades, its noble families have been at each others' throats, embroiled in a web of inter-familial intrigue that dates back to the early 4th century. Lying, cheating, and backstabbing is second nature to the Borcan nobility. Now, in the wake of the Four Towers' War, which left the Borcan people in dire straights, the conflict between the twelve families burns brighter than ever, as feelings of suspicion, envy and loathing bubble to the surface.
A Land in Ruin
It's been just half a decade since Borca was forced into a war, ill-equipped to defend itself from its enemies. Even with the assistance of its allies, many of the nation's noble families believed that it stood little chance of fending off both Drakov and Malocchio. When word arrived that Drakov's forces had swept through Richemulot, and that the Invidians had marched on Levkarest, the writing on the wall became clear.
Despite the odds against them, Borca, Richemulot, Dementlieu and Mordent fought with every ounce of strength they could muster. In the end, they were saved only by Falkovnia's abandonment of its allies. With Malocchio forced to retreat, Borca was left in peace. But at what cost did it survive?
Now, five years later, its people suffer. Already a nation of abundant poverty, the people found themselves more poor and downtrodden than they had ever been before. Left with few other options, many of Borca's citizens find themselves bound to unfair contracts, accepting unfair work in hopes of any relief for their horrid conditions.
A Court in Chaos
Borca's twelve families were quick to turn on each other, and accusations of fault have been levied by every house, upon each of their peers. Their collective ability to accept the blame for their failure has stoked the flames of a conflict that sees no signs of ending.
No two families find themselves more opposed than the Dilisnyas and the Boritsis. Ivan and Ivana have levied insults, accusations and threats at each other through their correspondence, widening the rift between the cousins and their families.
Notable Events in Borca
1 BC: The city states of Borjia and Barovia are united under the Von Zarovich family.
314 BC: The Dilisnya, Katsky and Petrovna families quarrel for two years in the War of the Silver Knives. Count Barov orders for it to cease in 316.
351 BC: The nobles of Borjia depart for Castle Ravenloft, but never return. Most are killed, or trapped in Barovia after the Mists descend.
662 BC: Camille Dilisnya is born in Mordent.
684 BC: Borca forms as a Domain of Dread. Camille poisons her husband and flees to Invidia, but instead finds herself as darklord of a new domain.
689 BC: Cousins and future darklords Ivan Dilisnya and Ivana Boritsi are born on the same moonless night.
698 BC: At the Dinner of Death, Camille poisons many of her relatives, culling what she saw as the "bad side" of the family tree.
709 BC: Dorvinia forms as a Domain of Dread. Ivan Dilisnya murders his family and flees to his new domain.
709 BC: Ivana Boritsi poisons her mother and becomes darklord of Borca.
729 BC: Ivana and Ivan both sign the Treaty of the Four Towers, ensuring their protection against Falkovnian aggression.
740 BC: The Grand Conjunction occurs. Ivana and Ivan, both believing the end is near, set aside their jealousy and comfort each other. Their close proximity causes Borca and Dorvinia to combine, with both acting as darklord.
751 BC: The House of Lament, once a pocket domain, sets itself down in southwest Borca, where it still remains.
775 BC: The Darkness Ascendant occurs. Borca finds itself under attack by both Invidia and Falcovnia, sparking the Four Towers' War.
776 BC: The Four Towers' War comes to an end with Vlad Drakov's death. Though Borca survived, it suffered significant damage and famine.
780 BC: Current year.Borca at a Glance
Darklord: Ivan Boritsi and Ivan Dilisnya
Temporal Ruler: Sefeasa Ivana Boritsi and Sef Ivan Dilisnya
Year of Formation: 684 BC; 709 BC (Dorvinia)
Native Inhabitants: 95% humans, 5% other species
Common Languages: Balok, Mordentish, Falkovnian, Luktar
Religions: Ezra, Hala
Cultural Level: Chivalric
Domain Profile: Borca
Reconciled History
In comparison to some other domains, Borca is relatively young, having existed for just under a century. Its history is similarly short; before 351 BC its supposed history was identical to neighboring Barovia, and the 333 years before its formation are more or less entirely uneventful.
Camille Dilisnya
The modern history of Borca begins with Camille Dilisnya. Born in Mordent in the year 662 BC, Camille is a distant descendant of the would-be Barovian usurper Leo Dilisnya.
Camille was a woman of jealousy, and an accomplished poisonmaker, which, as it should be quite obvious, is a dangerous combination. Her husband discovered this firsthand in 684 BC, when, having discovered he was engaged in an affair, Camille poisoned him and his lover. With the aid of her family, Camille attempted to flee Mordent to relatives in Invidia. Instead, she was snatched up by the Mists, and found herself in Borca.
The people of Borca proclaimed the end of a supposed Vacancy of Power. After 333 years of their absence, a bearer of Dilisnya blood had returned to them, and took her rightful place as their ruler. Over her two and a half decades of rule, she would turn from admired savior to feared tyrant, as she garnered a reputation for murder, particularly of those close to her.
Van Richten's Guide does away with much of Camille's backstory, citing her only for her role in Ivana's path to becoming a darklord. 5e lore doesn't seem to explore the possibility of a domain's darklord being replaced, and discards Camille's role in Borca's creation. I have chosen to maintain the original version of events.
Though it's never outright stated, the "Vacancy of Power" is likely false history crafted by the Dark Powers. As Azalin insinuated in Ravenloft Gazetter IV, the real Borjia likely continues to exist on the Material Plane, and Borca is merely an artificial replica of the country, crafted wholly by the Mists.
The Accursed Twins
On one quiet, moonless night in 689 BC, a pair of children were born in distant parts of the domain. To Camille and her husband Klaus, Ivana Boritsi was born, symbolizing the union between their two noble houses. Meanwhile, elsewhere in the domain, Ivan Dilisnya was born to Boris Dilisnya, a member of the Dilisnya family's other major branch.
At their birth, these two cousins were unassuming. However, in the coming years, both of these so-called "Dark Twins" proved to be strange and, in some cases, sinister children, and incredibly important to the fate of Borca.
Camille hoped to position Ivana as the heir to both her and Klaus's families, though her husband found his daughter unfit to the role. Ivana, uninterested in the ways of rulership and society, devoted herself to the art of herbalism and perfumes.
Ivan was the opposite side of the coin. Like Camille, Ivan's father Boris had hoped that his son could be his key to creating a unified Boritsi-Dilisnya line. However, his distant cousin had swept in and bore a daughter with Klaus Boritsi, hoping to poise her branch of the Dilisnya clan as the dominant, main line. This created a massive roadblock to his plans.
Ivan himself proved to be difficult. He was vain and impulsive, and turned away from his parents' attempts to raise him as an effective heir, preferring to indulge in his childlike interests. He exhibited antisocial tendencies at an early age, and the Dilisnyas paid great sums to cover up the "accidents" he caused.
At this point, I am melding the two versions of Ivan and Ivana's backstories. 5e has made a few subtle changes to each of the Dark Twins' backstories, and I happen to like most of these changes immensely. Ivana's change from misandrist to general introvert and misanthrope is far more interesting in my eyes. Similarly, Ivan's fascination with childish indulgence is more interesting to me than his rather distasteful interests in the older lore.
In line with trying to simplify the history of the setting, 5e Ravenloft makes Camille and Boris Dilisnya siblings. I preferred and chose to maintain the original relationship, as distant cousins and the leaders of two large branches of a complex family tree.
Domain Profile: Borca
Acts of Simultaneous Evil
Twenty years after their respective births, the Dark Twins once again found themselves bound by fate. On a stormy night in 709 BC, both committed cold-blooded betrayals, and both found themselves the object of the Dark Powers' interests.
On one end of Borca, Ivana was furious. Camille, jealous of her daughter's ability to find the love she herself was denied, disguised herself and seduced Ivana's suitor, Pieter. She hoped to teach Ivana the lesson she had learned, that romance was not worth pursuing. However, it backfired, and Ivana instead realized how corrupt her family was. She concocted a series of powerful toxins, and ended the lives of her mother and her brothers, making her the sole heir of the Boritsi line — and Borca's new darklord.
Elsewhere, Ivan too felt betrayed by his family. His sister Kristina, the only person to whom he felt close, was to be sent away to be educated. Of all his relatives, Ivan valued only her, taking for granted the sheltered life that his parents had engineered for him. That night, his tantrum turned to murderous rampage, and Ivan found himself the sole heir of the Dilisnya line. He fled Borca, and the Mists parted to reveal his new domain — Dorvinia.
On that night, two darklords were born. Both would bear the brunt of horrible new curses. Ivana is forced into society by her role as ruler, while Ivan knows only solitude. Ivana is eternally condescended upon for her youth, while Ivan is imprisoned in a decaying, elderly form, forevermore.
Again, we are melding the two tales. In Core canon, Ivana wouldn't take Camille's place until 711 BC, two years after Ivan's rampage. I much preferred the 5e take on things. Their birth as darklords mirrors their original simultaneous birth, and foreshadows their existence as counterparts to each other.
In 5e, Dorvinia doesn't exist, and the cousins were simply always co-darklords. I reversed this. 5e also drastically changes Ivan's curse, and I believe this change was for the better. Making his curse a counterpart to Ivana's is more interesting than him losing his sense of taste.
Recent History
From this point onward. there are few changes to Borca and Dorvinia's collective history. As in Core canon, the two domains are combined in 740 BC, sparking the rivalry between Dilisnya and Boritsi that burns to this day. We pick up with events after 758 BC.
A House Call at Misericordia
Most of the last two Borcan decades are nothing new, or of general note. Nobles squabble over minor trifles. Merchants cheat their customers out of a few extra coppers. And occasionally, monsters come out to hunt in the shadows.
It wouldn't be until the tail end of the 760s that signs of dark times to come would show themselves. And these signs began in 768 BC, with a strange visit to the Boritsi Estate.
Ivana could scarcely remember the visitor the following day. All she had were fleeting memories, flashes of recollection that threatened to flee from her mind. She knew only one thing for sure — her visitor called itself "a humble gentleman caller". She suspected its fiendish nature.
It told her a great many things, some of which she would only come to recall later. Secrets of her enemies, especially that detestable Ivan Dilisnya. Insights into the most troublesome and difficult areas of her research. It even hinted at the possibility of finding her late father's last will. All it asked for in return was a favor: that in seven years time, she was to send her most loyal bodyguard, the half-vistana Jongleur, on a secret, and highly important mission, across her borders and into Barovia. It refused to elaborate why, despite Ivana's concerns about the possibility of provoking Strahd's anger — he surely would not react favorably to the presence of Borcan agents on his soil.
Despite this, however, she couldn't help but feel that she should trust the strange visitor. It defied all logic, of course, that she should trust such an obviously mysterious and suspicious entity. But something about it's manner of speaking wore away at her suspicions, until she eventually agreed.
Domain Profile: Borca
The visitor left as quickly as it arrived, saying only that an old foe was far too close to stay idle. When Ivana awoke the next morning, she could just barely remember its face. The darklord, against her better judgement, would comply. In 775 BC, the Jongleur was instructed to depart from Borca, to Barovia. And all of the Core would pay for that mistake.
Malocchio's Ultimatum
Her suspicions would turn out to be right. Within a month of the Jongleur's departure, the world would be thrown into turmoil. The Darkness Ascendant, felt all across the demiplane, marked the beginning of a dark new age, and the Borcans were the first to feel it.
Malocchio Aderre, the fearsome Dukkar of Invidia, was unbound from the curse that imprisoned him in his mother's domain. He now sought a number of Vistani — the Tribe of Hyskosa — that had fled from Barovia into Borca, after attempting to murder him and several of his long-lost fiendish siblings. Furious at those who would dare make an attempt on his life, he issued an ultimatum to Borca: allow him to enter and deliver swift punishment to those who wronged him, or suffer the full might of Invidia's wrath.
Ivan, too proud to sit idly by as one of his most hated rivals trampled on his homeland, refused, and mustered the armies of Borca. Ivana, too, was disgusted by Malocchio's threats, and began organizing her network of assassins, in preparation for targeted attacks against Aderre's generals. Messages were sent, couriers traveling to Borca's closest allies to call for aid.
But it would not be enough.
Desolation
The war turned out to be a disaster. Malocchio marched from the south. Within the week, word came that Vlad Drakov of Falkovnia marched from the north. It had been a long while since Falkovnia had attempted an invasion, but now the military state believed it had found its chance for revenge.
Borca was crushed between the jaws of an insurmountable foe. They reached Levkarest in a week, and word spread of massacre in the streets. The croplands of the central valleys were burned and looted by passing armies as they marched north along the Ruby Road. In the following weeks, Sturben would follow it, Malocchio sacking the city, and then holding it as he awaited the Falkovnian forces that were fighting their way up the Musarde River. Western Borca was brought to its knees, despite the greatest efforts of Borca and its allies.
The war continued onward. Malocchio was enraged to discover how small of a force Drakov had sent to Borca — the majority of Falkovnia's armies were at the time tied up with Borca's many allies to the north and west. The invasion of Borca stalled at Ilvin, dragging out for several months as Ivan ordered extensive conscription to bolster the army's numbers. With the war grinding to a standstill, there were hopes that eastern Borca might survive, and that this might be the end for Malocchio's forces.
Then came the horrid news. Richemulot had fallen, and with it, the main obstacle to Drakov's invasion was removed. Falkovnians poured into Borca, leaving a trail of destruction in their wake as the invaders once again found the upper hand. For just a few weeks more, chaos reigned in Borca.
Then, just as abruptly as it started, the war came to an end. Falkovnia, with little warning, abandoned its Invidian allies, with just a short message of justification: Vlad Drakov was dead. Malocchio, who relied on Falkovnian troops to form the backbone of his own army, was forced to retreat, fleeing from Borca back to his own realm. Borca teetered at the brink, but just barely managed to remain intact.
Current Sketch
Though it has been five years since that disastrous war, Borca is still in the midst of chaos and conflict. In the wake of the struggle, quiet intrigue between the twelve families of Borca turned to open warfare, mirroring the violent rivalries of the War of the Silver Knives nearly 500 years earlier. Meanwhile, the lowborn classes struggle to rebuild what they once had.
Domain Profile: Borca
The War of Venomous Blades
The post-war noble rivalry between Borca's twelve clans started innocently, or at least relatively so. Each family threw blame at another, citing their insufficient contribution to the war, their alleged consorting with the enemy, or their efforts to avoid involvement in the conflict that threatened them all.
But around the start of 777 BC, the conflict turned violent. Noble families began to take their rivalries very seriously, refusing to associate with their sworn enemies. Through targeted slander and manipulation, each family's businesses were harmed and undercut. As the conflict escalated further, it reached the logical conclusion: murder and assassination.
For three years now, the twelve families have been pruning each other's branches. The frequency of assassinations comes and goes like the tide; sometimes the domain might go months between noble deaths as the families prefer more covert tactics, and sometimes, murders are announced every week as families trade direct, violent blows. The Borcan people have since grown desensitized to it all, as the conflict sees no sign of ending.
In a Borcan adventure, a party can easily be dragged into this ongoing conflict. Assassination, manipulation, intrigue, it's messy work, the kind of thing that a noble doesn't want to get their hands dirty with in the interest of maintaining their own reputation. Adventurers make good pawns in the grand game of Borca, eager for reward and willing to do less than morally sound actions for it. But players should be careful that they don't get played themselves, used as a tool and discarded when their usefulness runs out.
Ivana's Search for Truth
Years after their meeting, Ivana is still hung up on the offer that the Caller made to her. Ancient family secrets. Breakthroughs in her experiments. And most enticing of all, her father's will, a bargaining chip too valuable to leave in play. She would do anything to get her hands on it.
However, Ivana had a problem. Try as she might, she only had scattered memories of her encounter. Unable to recall the exact location of the document, she was left trying to piece together fragments of information, hoping to find through logical deduction the location of her quarry.
Now, years later, in the midst of such a large conflict between families, Ivana grows desperate. Many of her distant cousins (and especially Ivan) have turned against her, trying everything they can to discredit and damage her name. If any of them were to get that will, she would be done for. And she can't allow that to happen.
A party of adventurers might be (willingly or not) dragged into this desperate search. Needing to maintain appearances, Ivana relies on minions for her dirty work. Adventurers might serve that role, or fight against her deadly emordenung.
Ivan's Shadow War
Elsewhere in Borca, another darklord is embroiled in a conflict of his own. The aftermath of Malocchio's war has taken a toll on Ivan Dilisnya. Already a paranoid man (a natural trait of nobles in Borca), Ivan has found himself jumping at shadows, always suspicious that Malocchio's retreat was naught but a ruse.
His paranoia has only escalated as the years have passed. Five years later, Ivan's enforcers are scattered all across Borca, watching, reporting, and hunting potential enemies of the state. They hide in plain sight, blending in with town guards, with local militia, and even with the average passersby.
Suspicious individuals often find themselves under the scrutiny of these enforcers. Adventurers, especially those coming from Invidia, find themselves under the greatest scrutiny, as Ivan believes their lack of allegiance makes them a dangerous wild card. The most suspicious or dangerous are abducted and taken to Degravo, where they are personally interrogated by Ivan himself. They are near universally found guilty by the paranoid man, and their fates are grim.
A party of adventuring heroes are sure to attract Ivan's eye. As their adventures in Borca go on, they might take part in conflicts between nobles, or support the people, generating unrest, promoting conflict, and destabilizing the status quo. If it goes on long enough, they will surely find themselves on a one-way trip to Degravo to meet the man himself.
Domain Profile: Invidia
Domain Profile: Invidia
Invidia would, in any other age, be a footnote in the history of the Core. It isn't particularly large, and is known mostly for the great violence of its history. Until recently, only Kartakass held a strong opinion of the landlocked domain that borders it. But unfortunately, none of that is true now, and that is thanks to the influence of Malocchio, whose mere name causes uneasy shudders across the continent. Unbound from his sealing curse, he is even more terrifying than ever before. Should he return to his true strength, then the world will face a truly apocalyptic fate.
The Dukkar Unbound
For many decades, Malocchio has been chained to Invidia. This binding spell, placed upon him at the moment he matured into his power, has stood as an obstacle to what he perceived as his destiny, his fate to annihilate the Vistani and tear down this accursed realm. Now, thanks to his infernal parent's meddling, the chains have been shattered. But fragments of the spell remain, just barely holding the beast back.
Though Malocchio can now leave his mother's domain, he is not yet omnipotent. His accursed powers that operate flawlessly within Invidia become erratic when he attempts to use them beyond the domain's borders. He can not teleport without error across the Core, and he can not yet free himself from the Dark Powers' prison. It is the ultimate torment, that even free, he is still trapped.
Chaos in the Streets
Five years ago, Falkovnia abandoned Invidia. As the Talons fled from the domain, Malocchio's army was stripped of its sturdy backbone, and following that, his enemies were emboldened. The Gundarakites are in open rebellion, doing everything they can to earn their deserved freedom. The Invidian army struggles to contain them. Gabrielle encourages the chaos from within the walls of Castle Hunadora, and her daughter Lucita has become a core figure in the conflict. Should things continue in this fashion, all of Invidia may well burn to the ground.
Notable Events in Invidia
457 BC: Duke Treholan unites Invidia after crushing his rivals.
603 BC: . Invidia becomes a Domain of Dread. Baron Bakholis, Treholan's descendant, is cursed to become a werewolf by his victim Marta.
613 BC: According to Kartakan history, the Invidian occupation of their nation ended in this year. No such occupation seems to have actually occurred.
710 BC: Gabrielle Aderre is born in Falkovnia.
729 BC: Gabrielle's mother is killed by a werewolf. She travels to Invidia, where she is captured by Bakholis's agents.
729 BC: Gabrielle slays Bakholis as the peasants revolt against him. She becomes darklord of Invidia in his place.
740 BC: The Grand Conjunction occurs. Invidia invades and annexes the southwestern half of Gundarak.
746 BC: Malocchio Aderre is born to Gabrielle and the Caller. His fiendish heritage is apparent, and he begins to mature at a frightening rate.
747 BC: Malocchio is recognized by the Vistani as a Dukkar. He usurps control of Invidia, imprisoning his mother and driving her to the brink of madness. With the help of the wolfwere Matton Blachard, Gabrielle escapes from Malocchio and goes into hiding.
747 BC: Thanks to the efforts of the Zarovan and a group of adventurers, Malocchio is bound by magic to Invidia, unable to leave.
749 BC: Ardonk Szerieza becomes a figurehead in the Gundarakite independence movement. Gabrielle beguiles him, hoping to manipulate his followers.
750 BC: Gabrielle captures Castle Hunadora and establishes it as her base of operations.
753 BC: Gabrielle gives birth to a daughter, Lucita. She can't determine if the child is Ardonk's or Matton's, but a conflict will result either way.
775 BC: The Darkness Ascendant occurs. Malocchio is freed from his binding curse and invades Borca.
780 BC: Current year.Invidia at a Glance
Darklord: Gabrielle Aderre
Temporal Ruler: Malocchio Aderre
Year of Formation: 603 BC
Native Inhabitants: 99% humans, 1% other species
Ethnic Groups: Primarily Barovian and Kartakan
Common Languages: Balok, Mordentish, Falkovnian, Luktar, Vaasi
Religions: Ezra, Hala
Cultural Level: Chivalric
Domain Profile: Invidia
Recent History
Unlike Barovia and Borca, there isn't much 5e lore to bring into step with Core canon. Thus, you can assume that any events before 758 BC occur as described in Gazetteer IV and other sources of lore.
Lucita's Heritage Revealed
Besides her accursed progeny, Gabrielle had another pressing concern regarding her own children. That concern was the identity of her daughter Lucita's father. Involved in two secret affairs with Matton and Ardonk, she was unable to determine which of the two was responsible for her daughter's birth. The only thing that could prove it one way or another was time. If, in adolescence, she developed the traits of an antherion, she would be Matton's, and likewise if she did not, she would be Ardonk's. Gabrielle desperately hoped for the latter, not wanting her daughter to bear the life of a bestial shapechanger.
Unfortunately, her wish went ungranted. On Lucita's 10th birthday in 763 BC, she transformed into a wolf for the very first time. Gabrielle was distraught. Though she loved Matton, she knew that, were Ardonk to discover the truth, her plans would be shattered. Without her link to the Gundarakite rebellion, she had no leverage against Malocchio. She couldn't let that happen. She would do anything to conceal this. To hide the truth. Even if it meant sacrificing Matton.
Gabrielle kept Lucita hidden while she researched a solution. It took time, but eventually, she found one. With time, she crafted a spell that would suppress Lucita's true nature, keeping her in the form of a human. She told Lucita that her transformation was nothing but a bad dream, and, with pain in her heart, passed her lie to Matton. The child was not his. He was furious. She watched as he left her, left Castle Hunadora, with no intent to return.
Ardonk continued believing the child was his, and Lucita grew up believing herself to be a Gundarakite. As she began to reach maturity, her false father began teaching her of her supposed heritage. She learned of Gundarak, its people, and its fall, and of the injustices against its people. Ardonk wanted her to be his successor. Gabrielle was unsure of all this, preferring to shelter her daughter from the conflicts of their land.
Older sources intentionally leave the identity of Lucita's father unstated, as the mystery is integral to Gabrielle's conflict at the time. Since that conflict is long passed, I went with a version I found interesting.
I much prefer the idea of Lucita being a wolfwere as it adds an inherent conflict to the character. However, I also like the idea of her succeeding Ardonk as Gundarak's figurehead in Invidia. So, I went with a solution that would allow for both.
A Fiendish Reunion
In 775 BC, Malocchio was quite unexpectedly paid a visit by a mysterious figure. In the dead of night, it effortless found its way into Castle Loupet, bypassing the Lord's Hand without a struggle. Malocchio at first drew his blade, preparing to slay the interloper, before it introduced itself as an "old relative" of his. Malocchio was wary, but knew very well the legends of his heritage. The stories of him being the son of a fiend. Intrigued, he lowered his guard.
The Caller was quite blunt. It had come with an offer for him, one that it knew Malocchio would not refuse. The fiend asserted that, as it spoke, it was on its way to Barovia to make an accord with Madame Eva of the Zarovan. Should its efforts be successful, it would use its leverage over her to free him from Invidia. Malocchio could scarcely believe it. The Caller asked only one thing of him: that, when he was free, Malocchio follow its path, to an ancient temple in the Balinoks. Should he cooperate, they would both be free, not just from Invidia, but from the Mists.
In but a few weeks time, Malocchio felt it. The strange anchor that always weighed down on him seemed to grow lighter, the chains upon his soul loosening. With a tentative step, he crossed the Invidian border into Barovia. As the Mists passed over him, he left Invidia behind him for the first time in thirty years. He was free.
Quickly, he made his way to the Amber Temple. Upon arrival, he made contact with the Caller, and his twelve siblings, some present willingly and others not. Also present was a mysterious mage of Darkonian birth, embroiled in a strange ritual. Malocchio was uneasy, as he felt his powers were not yet strong here. He could not rely on his teleportation to save him.
Domain Profile: Invidia
Right at the culmination of the ritual, there was a shout from another of his fiendish siblings. The sound of a blade piercing flesh followed. Chaos broke loose as the ritual was interrupted. Confused, Malocchio drew his blade, just in time to defend himself against the daggers of would-be killers. The ritual had been interrupted by the Tribe of Hyskosa, a collection of darklings and followers of the dukkar that preceded him. Now, they sought to end his life in this moment of vulnerability. Their chanting words echoed in his ears as he fought tooth and nail to survive. "That which is chained, must remain bound."
Malocchio escaped with his life, but the ritual was ruined. The strange mage lost control, and fled into the Mists. Several of the Dukkar's fiendish sibling were dead upon the ground. The Caller fled too, finding itself pursued by a strange caravan led by an angelic figure with a burning sword. As chaos raged around him and black clouds began to blot out the sun above, Malocchio mounted his horse and rode west, following the path of his would-be assassins. He crossed into Invidia, but was just too slow, watching as they escaped over the border into Borca. Into the land of his enemies.
Malocchio knew in that moment that war was coming. Dilisnya would not harbor these Vistani, would not keep them from him. Not without a fight. He sent word to Drakov, and rallied his men, as he began penning an ultimatum. Borca would give him what he wanted, or it would burn to the ground by his hand.
Falkovnia Betrays its Ally
When his ultimatum was denied, Malocchio brought war to the people of Borca. He would not rest until his enemies were left rotting underneath the rubble. Along with him came the forces of Falkovnia, and the dark alliance wrought chaos in the land of their enemies. Southern Borca burned by the fires of their hate.
But at the turning point of the war, Malocchio was delivered a message, one that also reached the Falkovnian generals, and the Hawks themselves. Vlad Drakov was dead. His daughter Vladeska now sat upon the throne, and required the aid of her soldiers to defend Falkovnia against an "unprecedented threat," the nature of which she left unspecified. She called an end to Falkovnia's involvement in the war, and recalled her soldiers to their homeland.
Malocchio's army was left weak by the betrayal. Though Invidia's army was formidable, it was insufficient for an invasion of this scale, and without Drakov, Aderre had no hope of winning. The wretched Borcan army had already began to turn the tide, and with little other choice, Malocchio fled in disgrace, returning to Castle Loupet.
Gundarak Burns
When Malocchio perpetrated his war upon Borca, he took most of his mercenary force with him. The Gundarakites took note of their absence, and was quick to exploit this opportunity.
Malocchio returned to a land in chaos. Gundarakite rebels marched virtually unopposed, and with few enemies to stop them, they had secured control over a number of villages in the domain's east. Infuriated, Malocchio ordered what remained of his army to destroy them. If the rebels would not stand down, he said, then they would die, and everything they loved would burn. But despite the threat, they fought on. Eastern Invidia descended into open warfare. As Malocchio settled back into his castle, he heard word of a new figurehead in the Gundarakite movement, one bearing a name that caused his blood to boil with rage. According to his generals, the Gundarakites were led by one Lucita Aderre.
Current Sketch
Invidia is a land fundamentally in chaos. With rebellion in the east, a scheming darklord in the south, and the discontent Dukkar in the west, the Aderre family brings no shortage of conflict for parties to engage in.
Malocchio's Chains Remain
In the years since that fateful ritual, Malocchio has come to realize his curse is not yet truly gone. Though he may leave Invidia, his powers remain unreliable when beyond its borders, and he can not yet unshackle himself from the Mists.
This infuriates him, and he spends most of his time trying to free himself from this final prison. By night he pores over his ancient tomes, and by day, he journeys across Invidia and even beyond in search of new answers. Adventurers might encounter him through this quest. Perhaps they are chasing the same info as him, and thus find themselves enemies, or perhaps they are hired mercenaries, working for Malocchio to assist his search.
Domain Profile: Invidia
Gundarak's Chains Will Break
In the east, the conflict between rebels and soldiers has grown no less bloody. The war has stalled to a near standstill as both sides have entrenched themselves. While the Invidians rely on mercenaries to bolster their numbers, the Gundarakites are supported by their Barovian cousins, who Gabrielle allows in. As the war rages on, adventurers may find themselves involved. Perhaps they sympathize with the Gundarakite cause, or perhaps they were conscripted by the Invidian regime. Or maybe they simply crossed over from Barovia, and found themselves unexpectedly swept up in the fight.
Lucita has become a figure of fame in Invidia. Her relationship to the Dukkar is well known, and she is seen as his polar opposite; while Maloccio is monstrous, she is noble and pure, and a symbol of their rebellion. However, who knows what might happen if the truth of her heritage is revealed? Gabrielle struggles still to maintain the spell that conceals her antherion identity. If Lucita were to transform now, it could be a disaster.
Gabrielle's Schemes Continue
From Castle Hunadora, Gabrielle continues to influence the conflicts in her domain. Matton is gone from her, and Ardonk has grown old, but she is still known as an ally to the Gundarakite people, especially through their trust of her daughter. She works tirelessly to leverage the Gundarakites against her son, hoping to finally defeat the fiendish child she regrettably bore.
However, the darklord of Invidia is consumed by indecision more now than ever. She has come to realize that the rebellion might not be enough, and that the wolfweres of Kartakass might prove a great ally. Sadly, her amicable relationship with them was damaged by her falling out with Matton. If Lucita were to be revealed as a wolfwere, she might have something, evidence of her past favor with their people. But she knows well the risks, and finds herself unable to act, for if Lucita were unmasked, it might ruin everything.
The Aderre Family, Fractured
Years ago, Gabrielle Aderre was given a warning by her mother: to never have children, lest it bring chaos and tragedy to herself and those around her. Though Gabrielle hated her for it then, she now wishes she took that advice.
All around her, Gabrielle watches her family fight with itself. Malocchio, a monster of a man, perpetrates violence against any who oppose him, and personally oversaw Gabrielle's torture. Lucita, the apple of her eye, refuses to be sheltered in Castle Hunadora, and now incites open conflict with her brother, leaving Gabrielle to fear for her, and do anything to keep the cause alive, lest Malocchio slay Lucita and take her away. Their family is in everlasting turmoil, and the conflict seems poised to continue for a long, long time.
Appendix: Curse of Strahd's Many Side Plots
There are many different ways that Curse of Strahd can end based simply on who you draw during the Tarokka reading. Since Van Richten's Guide doesn't move the timeline forward from 735 BC, none of these side stories have a canon ending.
As described in the previous sidebar, my approach to this is simple: all of the side plots were resolved, whether the outlander adventurers were involved or not. This appendix briefly touches on each sidequest, revising some elements to better fit a place in Core canon.
Ireena and Ismark. In the main plot, Ireena has been replaced with Tara Kolyana, the actual Tatyana incarnation of this era. Tara was smuggled out of the county as a child, and warned never to return by her dying father. Despite this, she felt herself drawn to Barovia, and arrived in the domain shortly before the outlanders. She was staying in the home of her cousin Ismark when Strahd caught wind of her presence, closing the domain's borders behind her. Izek's role would have to be slightly different to account for this. He might be a long-lost relative, or he might simply be a deluded stranger that has mistaken Tara for his own missing sister.
Chapter 1 Appendix
Vallaki. All of Vallaki's main special events happen practically simultaneously. The outlanders attend the Festival of the Blazing Sun, and on that day, come into conflict with Vallakovich over his treatment of the people. Wachter makes her move, and as she sends her cultists to attack the guard, her sons accidentally release Rictavio's tiger, causing more mayhem in the streets. To cap it off, the party finds Saint Andral's bones, only to be forced into a chase with the vampire spawn that stole them, culminating in a confrontation with Strahd at the church.
In the end, Strahd toys with the party for some time before allowing them to leave. Vallakovich's rule is overturned, but the Wachter coup is stopped before Fiona can seize power. The saber-toothed tiger is slain before it can cause too much damage. Victor has no interest in taking his father's place, leaving a vacancy on the throne. The young baronet instead chooses to travel alongside the adventurers, and matures along the journey, eventually returning to Vallaki to assume his place as baron of the city.
Additionally, the outlanders save Arabelle from Bluto's attempt to drown her. Arrigal and Luvash are grateful for this, and the former of the two's loyalty to Strahd wavers as a result.
Krezk. The outlanders buy their way into Krezk by use of the missing wine shipment. They meet the Abbot, and learn of his attempts to create Vasilka, a bride for Strahd. Whether they are friendly with him or fight him is irrelevant, as in time, he would return to life thanks to his angelic phylactery.
The Wizard of Wines. Learning of the Martikovs' plight, heroes travel to Yester Hill and bring down Wintersplinter, returning the winery gem to the Martikovs. They would later track down Baba Lysaga and recover her gem as well. Perhaps they slay the old witch, or perhaps the somehow manages to survive. The third gem, as in the module, remains undiscovered.
Argynvostholt. I'm going to deviate a little here and say that the party failed to recover Argynvost's skull. Saving the revenants would mean removing them as NPCs, and I find things far more interesting if they persist. Alternatively, maybe the skull is recovered, but after Strahd's return, he reclaims the skull and the revenants rise one more.
Van Richten and Ezmerelda. Van Richten first encountered the party in Vallaki, sticking out as a friendly face amid the gloom in his half-elven disguise.
His protégé Ezmerelda had tailed him. She too encountered the outlanders while staying in Azalin's old tower, which Van Richten had used before her as a base of operations. Eventually, the two crossed paths again, and Van Richten was furious, not wanting to work with anyone lest they be hurt or killed. Eventually, however, he relented, and worked alongside the outlanders and Ezmerelda to bring an end to Strahd.
When all was said and done, Van Richten took the sunsword from the outlanders, and he and Ezmerelda parted ways.
Kazimir and Patrina. Kazimir Velikov would make the climb to the Amber Temple, and there, he accepts a Dark Gift to resurrect his sister. Resurrected, Patrina returns to Castle Ravenloft to take her place as Strahd's bride. Bored of her, the Count bests her in battle, before turning her into a spawn and sealing her below the castle. Kazimir seeks vengeance, fighting alongside the outlanders. Eventually, he comes to realize the extent of his sibling's dark desires, and regrets his choice to revive her.
Kiril and the Werewolves. The werewolf Emil would escape Castle Ravenloft. He would return to the werewolf clan and challenge Kiril for the right to rule. After a long, bloody conflict, he rallied his mate Zuleika and the other wolves to his side, and Kiril was driven away, alongside those loyal to his cause.
The Return of Mordenkainen. Mordenkainen would regain his wits eventually. During the pivotal fight with Strahd, the wizard would lend his support, before departing through the Mists once more, back to Oerth.
Rahadin. After his master's death, Rahadin would ultimately survive the fighting in Castle Ravenloft. He put his life on the line to avenge Strahd, but was left alive after being bested by the outlanders.
Rahadin would administrate the realm in Strahd's absence, and when his master finally did return, he was there waiting for him, still the most loyal of his servants.
Consorts Freed. In Strahd's absence, his vampire spawn are severed from his control. Escher leaves Barovia in search of new experiences. His brides regain their wits, and go their separate ways.