Darklord is a title used to refer to the mystically imprisoned and cursed ruler of a domain in Ravenloft, a campaign setting in the Dungeons & Dragons role-playing game.
A Darklord was originally an individual who had committed a truly horrific crime, which drew the attention of the enigmatic Dark Powers. The Dark Powers then proceeded to craft a personal kingdom around the Darklord. This crafted domain serves both as a kingdom and a prison: [1] the Darklord gains incredible powers while within its borders but can never leave it, although most Darklords can seal their domain borders with a thought. [2] Within their domains, the Darklords are forever tormented by the objects of their desires, which are often the objects for which they committed their crimes. The Dark Powers dangle these objects before the Darklords like the fruits of Tantalus. Each Darklord's desires and motivations differ: some desire love, some hunger for glorious victory, while others crave for the defeat and humiliation of their enemies, which may include other rival Darklords.
The Advanced Dungeons & Dragons 2nd Edition supplement Darklords (1991) introduced sixteen new Darklords to the setting, of which the website Diehard GameFan notes that "some of these Darklords would go on to have full adventures devoted to them, one would be the star of a SSI video game and still others would appear in published fiction. Yet others would never be seen again". [3] Kevin Kulp, game designer, highlighted that "a notable aspect of this book is that most of the darklords aren't particularly powerful, even by 2nd edition AD&D standards. [...] It's also a nice reminder that just because someone is evil and despicable, they aren't necessarily particularly tough or good at combat. They may have other abilities, assets, or assistance". [4] The 5th Edition sourcebook Van Richten's Guide to Ravenloft, according to The Gamer website, highlights that the "Darklords work in a different way than the standard D&D boss [...]. Their ability to lockdown their domain, spread a plague, or manipulate dreams isn't something you can quantify with numbers. Instead, a Darklord's powers are something to be deployed over the course of many sessions, making the players wonder when and if they'll ever get a chance to face their foe. [...] The Darklords of Ravenloft do battle by turning allies into enemies, depriving heroes of sleep with nightly haunts, and dangling hope just to yank it away at the last moment. [...] When players finally defeat a Darklord, it will be because they persevered and were resourceful in unraveling their enemy's many schemes". [2]
Known darklords have included:
Ravenloft: Realm of Terror (1990) introduced:
The supplement Darklords (1991) focuses on "sixteen different Darklords spread out over thirteen chapters". [3] The Darklords detailed in this supplement are:
Ravenloft Monstrous Compendium Appendix II (1992) introduced:
Domains of Dread (1997) added these:
Dragon #378 (August 2009) detailed:
Ravenloft is a campaign setting for the Dungeons & Dragons roleplaying game. It is an alternate time-space existence known as a pocket dimension or demiplane, called the Demiplane of Dread, which consists of a collection of land pieces called "domains", brought together by a mysterious force known only as the Dark Powers. Each domain is tailored to and mystically ruled by a being called a Darklord who is forever trapped and surrounded by magical mists surrounding the domain. Strahd von Zarovich, a vampire in the original AD&DRavenloft I6 module released in 1983, became the first Darklord, both ruler and prisoner of his own personal domain of Barovia. The story of how Count von Zarovich became Darklord of Barovia was detailed in the 1993 novel I, Strahd: The Memoirs of a Vampire. As originally established in the Ravenloft: Realm of Terror boxed set known as "the Black Box" released in 1990, the Ravenloft campaign setting was located in the Ethereal Plane. As a physical manifestation of that plane, lands, monsters and even people were created out of the mysterious mists, and the realm acted as a prison where one could enter or be transported, but means of escape were few. Other Ravenloft Domains and Darklords were eventually added in various AD&D 2nd edition products establishing a core continent attached around Barovia which could be traveled to by others if their respective lords allowed entering or leaving their borders; while some Domains remained isolated in the mists and were referred to as Islands.
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