Introduction
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.
This particular document is a quick introduction to the background and concept of this project.
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.
- 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. Van Richten's Guide sadly moved towards disregarding this core pillar of the setting, which I find to be an unacceptable approach. 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.
- Respect the World and its Characters: As explained above, the timeline of this setting revamp is being pushed to 22 years after the official end of Ravenloft 3e. As such, I'll be forced to supplement the reconciled lore with my own ideas on what has happened in the past decades of unwritten history, and I'll do my best to make sure my take doesn't mischaracterize the world and the people in it.
Where Credit is Due
This document was written by u/Parad0xxis
With assorted inspiration and references from:
- WotC, TSR, and the official Ravenloft authors.
- 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.
- Special credit to u/ArrBeeNayr, whose Core 788 project inspired me to design this in the first place.
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 between Falkovnia, Invidia and the nations of the Four Towers pact. Darklords perished and were replaced by usurpers, and those that remained developed a new paranoia, fearful that their rule might be threatened.
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.
Chapter 0: The Concept and Plot
Throughout this series, a bit of a background plot will be going on behind the scenes that gets more clear over time. It ties into the lead up to the Time of Unparalleled Darkness, and to the activities of certain major characters in the wake of it.
The following section will more or less spoil the basics and outline of that plot. If the elevator pitch didn't appeal to you, this chapter is here to explain exactly what's going on in this setting if you really want to know. If you'd rather follow the series and piece it together through that, then I suggest you read no further.
The Doomsday Gazetteer
A lot of this plot is built off of the Gazetteer series and the metaplot surrounding the activities of Azalin and the Caller. There were initially meant to be 13 Gazetteers, though sadly entries 6 and beyond were never published. Still, from the messages posted by John Mangrum and other members of the writing team, we can piece together how the plot would have gone.
Children of the Caller
Starting as early as the beginning of the 8th century, the Caller — an enigmatic fiend residing in the Demiplane of Dread — has been working on a grand scheme. Over a period of almost 50 years, it has traveled across the Core and the Islands of Terror, finding women of Vistani heritage, and beguiling them, leaving them with accursed, half-fiend children.
This plot was part of a massive project, one to beguile the Dark Powers and escape this demiplane. Now that the Caller had accomplished its goal of imprisoning its foe Isolde here, it planned to leave her wandering the land while the Caller fled back to its home plane. It had already sired thirteen children in this way, and when they all had reached maturity, the plan would be set into motion.
Azalin Catches on
In 755 BC, shortly after he reformed from his fractured state in the wake of the Requiem, Azalin began to piece together clues of the Caller's plot. It takes time, but within a year, he has realized this might be it — his ticket to a victory over the Dark Powers. He had come to realize his escape attempts always failed, but that wasn't his only goal.
In 756 BC, he commissioned a Darkonian scholar by the name of "S" to travel the Domains of Dread and record her sights in a gazetteer. Though she recognized her anonymous patron, she was in the dark to the true purpose of this mission: to identify and locate the thirteen children of the Caller. In the meantime, Azalin takes to research, attempting to formulate a plan that he can exploit.
"S" spends a period of six and a half years surveying the lands of Ravenloft. During this time, she slowly grows more aware of her place in things — not only realizing how much she is at Azalin's mercy, but coming into contact with the Caller, who demands to know what she wants with its children. The Caller leaves her, to go confront Azalin.
Sources
A lot of this is speculation, expansion and my own take on the fragmented notes and comments of the Ravenloft authors. Many of them can be found in this document, which lays out the skeleton of this plotline. Of course, it's quite bare bones, so I had to fill in a lot of gaps myself.
Timespan
The Gazetteers were published twice a year, both in and out of universe. Since "S" started in 756 BC and wrote 13 books, she would have concluded the series just over six years later in 762 BC. The Time of Unparalleled Darkness would have happened 13 years after that — implying something happened to complicate Azalin and the Caller's plan, but not stop it completely.
The Children of the Caller
Because the books weren't completed, we don't know the identities of all thirteen children. Still, we know six of them, including the five in the books and one identified by the writers.
- Malocchio Aderre, the tyrant of Invidia.
- Vigo Drakov, the warden of Falkovnia's central prison.
- Chezna the Blood-Cat, a Vaasi bandit.
- The Jongleur, a bodyguard to Ivana Boritsi in Borca.
- The Beast of the Hills that roams across Kartakass.
- The Familiar, traveling with Isolde's Carnival.
The Familiar was intended to be hinted at in Gazetteer 13.
"S" Hides the Truth
However, Azalin's plan didn't go off without a hitch. For twelve gazetteers, "S" uncovered and, in turn, revealed the identities of twelve of the Caller's children. But the thirteenth, she refused to reveal, and removed herself from Azalin's control before he could force it out of her. Azalin was consumed by fury, his plans seemingly ruined.
A Fiendish Accord
This is where the written material for the most part ends. From here, a lot of this is my own extrapolation of events, with some vague elements hinted at by the Kargatane.
Or at least, he thought they were ruined, until the Caller came knocking. Azalin, like most who meet the fiend, only had foggy memories of its visit to him, but he was left with a message — they did not have to be foes, or rivals. They could accomplish their goal, if only they worked together. Wasting no time, Azalin began formulating a scheme.
Breaking the Bonds
There were several moving parts, stray threads that needed to be weaved and sewn together to accomplish this goal. Unfortunately, finding those threads was the easy part. Bringing them together would be a struggle.
In order for their plot to work, Azalin and the Caller needed to locate and bring all of the children to one location. This presented two major problems — problems named "Malocchio" and "Azalin."
Both of them were trapped, in slightly different ways, and in very different places. As a darklord, Azalin was bound to Darkon. Due to a curse set by Madame Eva, Malocchio was trapped in Invidia. Both of these were huge problems.
The fact that Malocchio is trapped is apparently a problem for the Caller, per the Kargatane notes. As for Azalin, I included this dilemma for him as a reason why Firan is walking around.
Both of them went about preparing solutions for their problems. The Caller was to beguile Madame Eva, weakening the spell that held Malocchio imprisoned. Were it to succeed, Azalin could shatter the spell and Malocchio would be free to wander the lands of the Core. There was another goal in seducing Eva, too — a plot to create a fourteenth child. The Ultimate Dukkar.
Azalin's problem would be harder to solve. For this ritual to work, he'd need to be able to wander freely, and that meant becoming unbound from Darkon. Over the years leading up to 775, he put work into his solution — he would reenact the Requiem, once again ripping apart his soul. But rather than spread himself thin across the whole of Darkon, he would place himself in two vessels, neither of which possessing the full enormity of his evil and power, neither of them being "technically" Azalin. Thus leaving one half of him free to leave the boundaries of his domain.
Assembling the Puzzle
It took over a decade since "S"'s betrayal for the plan to come to fruition. But eventually, the pieces would fall together. Azalin reassembled his Doomsday Device and split his soul once more. But this time, it was controlled. Part of him was imprisoned, sealed in the King's Tear high above the sky. The other retained his body, though his undeath was cast off of it, his body returned to his old, youthful appearance.
Meanwhile, the Caller assembled its children. With Madame Eva's spell broken, Malocchio was freed, and the Caller's fourteen fiendish offspring (including the newest, Ultimate Dukkar) were assembled, some willingly, others forced to comply. Azalin arrived, and they took their chance.
But the ritual was flawed. The Tribe of Hyskosa, already working to stop Azalin's plans, attacked the schemers, interrupting their ritual. Azalin hesitated, and in that moment, he lost control of the spell he was maintaining. The site of the ritual, hosting the presence of a fiend, darklord and fourteen accursed children, was a sinkhole of evil surpassing all others. And in a single moment, that dark influence spread across the whole of the demiplane like a wave. For a brief moment, this darkness so utterly eclipsed that of the Dark Powers that they lost control of their creation. By the time the ship was righted, the damage was done.
Azalin's Game
So, what did Azalin actually hope to get out of this? He's already become disillusioned with his escape plots by now, so he must have another goal in mind. Luckily, the Kargatane has our answer.
According to their notes, Azalin's plan was something else he had been attempting for decades. Since 755 BC, he had been inhabiting the remains of his late son Irik, and tormented by his lingering spirit. But now, he had an opportunity to set things right.
Azalin's plan for "S" before she betrayed him would have allowed him to resurrect Irik. He had tried as much before, but it always failed, the Dark Powers ruining his attempts. His hope was that, by assembling the 13 fiendish children, he would create a "blind spot" outside of their influence. And there, he would perform a sort of "forcible reincarnation," placing Irik's lingering soul in a new clone, to raise him in his image. But with "S"'s betrayal, that plan was destroyed.
Now, thirteen years later, he would have his chance. Working with the Caller, he would create the accursed blind spot. The Caller would use this opportunity to escape, and Azalin would use it to bring back his son and finally raise him as he saw fit. He finally would have defeated the Dark Powers, finally achieved a goal that they had kept from him.
Now, that's where things get messy: does he succeed? My answer is no — the ritual collapses in 775 BC, causing the Time of Unparalleled Darkness and preventing both Azalin and the Caller's goals. Ironically, Irik himself may have been responsible; with his evil diminished by splitting his soul, Azalin may have been more susceptible to his son's influence, causing his hesitation that, when paired with the Tribe of Hyskosa's interference, ruined the ritual and prevented its intended outcome.
The Darkness Ascendant
I'm going to be honest, I'm kind of making up how this part of the process works as I go along. The thing about the Time of Unparalleled Darkness is its entirely undefined — so I have a lot of breathing room, but also absolutely nothing to go off of.
I'm sort of leveraging the concept of a sinkhole of evil, which bolster evil creatures and weakens the ability for people to resist negative emotion, and extending it across the whole setting. Is there precedent for it? Not really. But I don't think it's out of the question, and it provides a bit of justification for why everything suddenly and so catastrophically went wrong.
The Immediate Fallout
In the days and weeks following Azalin and the Caller's ritual, the demiplane descended into chaos. For the pair, it was absolute catastrophe. Several of the Caller's children had been killed in the fight with the Tribe of Hyskosa, ruining the fiend's plan. If it wished to escape again, it would be forced to start from the beginning, and this time, the Dark Powers would be watching.
For Azalin, he was struck with the recoil of the failed ritual, fundamentally damaging his mind and memories. He fled into the Mists for fear of his life — with his soul now in a mortal form, he had no idea what would happen if he were to die outside his domain. He had no desire to find out.
The archwizard would come to experience a sort of deja vu. Just as in 579 BC, when he first fled into the Mists, his memories were twisted and confused. All he had were vague recollections, snippets of memory here and there. A city called Knurl ruled by a wizard. A kingdom called Darkon, where he believed himself to be a noble. And a vampire called Strahd, who, for whatever reason, he despised with every fiber of his being. He took on the only name he could recall — Firan Zal'Honan — and began his journeys, fearful of the Mists but intent on uncovering a way to break free.
War in the West
The wake of the Darkness Ascendant left a very dangerous pawn in play: Malocchio, who had escaped the disaster at his father's ritual, was no longer imprisoned, and his brewing hate had boiled over into unstoppable fury. He knew well that the Tribe of Hyskosa, his would be killers, were Vistani, and now they fled from him into the lands of his enemies, into Borca. Malocchio sent an ultimatum into the neighboring nation: allow his men to track down these enemies of Invidia, or he will do what is necessary. Ivan Dilisnya, long a sworn enemy of the Dukkar, refused.
Of course, Malocchio knew well that he would, and within days, his armies amassed at the Borcan border. Correspondence soon made its way to Vlad Drakov, and Falkovnia's men rallied, preparing to pour through Richemulot and Borca. The nations of the Four Towers treaty reluctantly rose to defend their allies. The western Core descended into open warfare.
The resulting conflict was, in a word, bloody. Military campaigns into Borca had previously found little success, other than as proof of their capable toxins. But Borca was unprepared for a two-pronged assault, and as Drakov's troops stormed through Richemulot, Borca's enemies closed their jaws around it.
The war raged for months before it came to an abrupt end. News reached the front line: Vlad Drakov was dead. His daughter, Vladeska, had assumed the throne. They were to return to Lekar, effective immediately. Falkovnia cut off its loose alliance with Invidia, forcing Malocchio to retreat, unable to face the alliance of his enemies alone. The league had won, but at what cost? Even in their victory, ruin and destruction peppered the countryside of Borca, Richemulot and Dementlieu.
Soon thereafter, Falkovnia was unexpectedly engulfed in the Mists, obscuring it from its neighbors. From this point onward, the Mist would rarely ever rise, cutting off its neighbors from Falkovnian grain and wheat.
Azalin's Memories
This is a place where I am distinctly going to break from canon. Ravenloft Mist Hunters has its own explanation for the situation involving Azalin, Firan and Darcalus, and I didn't find it very compelling. It's rife with its own plot holes from what I've seen, ones I don't want to mess with.
A popular assumption when VGR was releasing was that Firan had lost his memories (again). I think this is probably the explanation that makes the most sense within the lore, as it 1. has precedent and 2. doesn't beg a lot of questions about how and why Azalin is doing what he's doing.
The Catalyst, Not the Cause
An important thing to remember is that, while Azalin and the Caller's plan immediately led to the Time of Unparalleled Darkness, it was not the sole cause. Rather, it was the straw that broke the camel's back, one drop too many in an overflowing sea of horrible events. The other causes, spurred on by the agendas and actions of other major players in the Core, contributed just as well as they did. Azalin and the Caller simply allowed the pot to boil over, and everything, all across the setting, came to a head all at once.
Nobody is solely responsible for this era of darkness. Rather, it is the culmination of every dread possibility, villainous plot and tragic outcome across the setting.
Darklords Deposed
Few knew the truth of Drakov's death. It came so abruptly, and the official story is that the lord of Falkovnia died in battle defending Lekar from their enemies.
In reality, Vladeska herself had dealt the killing blow. Her father distracted by his foolish, unwinnable war, she seized the opportunity and took her father's life, intent on rising to the throne herself. Unbeknownst to her, the curse of Falkovnia transfered to her, marking her as a new darklord. Within weeks, the Mists fell upon Falkovnia's borders, preventing any escape. And then came the hordes of the dead.
But Drakov was not the only darklord to lose his throne that year. Soon after came the death of Dominic d'Honaire, suddenly and unexpectedly. Most assumed it to be assassination, but regardless, the extended d'Honaire family convened in Port-a-Lucine to mourn his passing and discuss his inheritance. None were expecting the swift rise of one Saidra d'Honaire. A bastard and pretender to Dominic's title, her arrival brought a plague upon the d'Honaire Estate, killing everyone within, including herself. She awoke weeks later in the foggy estate, a wraith, but the new duchess of Dementlieu.
In time, the Mists would recede, closing in on the city. Chateaufaux, ruined and abandoned, was blanketed, and all who traveled through it found themselves arriving at the city far sooner than should be possible.
The Fate of Darkon
Azalin's disappearance did not go unnoticed in his homeland. The appearance of a new star in the sky, and the sudden destruction of Castle Avernus, frozen at the moment of the Darkness Ascendant, told them all they needed to know. A second Requiem had befallen Darkon, and the Shroud soon descended upon the land once more.
In time, a number of pretenders rose to take the lich-king's place. Alcio Metus, brother of the late Baron, who died by the hands of Van Richten. Cardinna Arztazas, the vessel of a foul necrichor. And Talisveri Eris, an invisible noble from the streets of Il Aluk.
Elsewhere in Darkon, rumor spread of the impossible. Rudoph van Richten, long thought dead, was once again roving the countryside, and not only that, but appeared to once again be in his prime. Many discarded the rumors as a fabrication, explaining it as naught but a pretender using the Van Richten legacy to endear himself to the people. Others saw the returned hunter — and the Vistana working with him — as a hero risen to fight back this new age of darkness.
The Legions of the Night
Most distressing to the people of the domains of dread was the sudden insurgence of monstrous activities. The anchorites of the Church of Ezra were quick to herald the end times, claiming that the feared Legions of the Night had now descended upon the mortal world, to bring evil and chaos upon them all.
The vile beasts of Ravenloft, once content to hide in the shadows and only occasionally torment the innocent, now terrorize the good people of the world in broad daylight. What was once a collection of old wives' tales, horrors lingering in memory, and stories to keep kids from misbehaving was now a tangible and real threat, one that made the countryside and wilderness a dangerous frontier to venture into.
The response to this threat has been mixed. Some cower behind the walls of cities, fearful of the outside world. Others held on to the hope that they still had left, praying to their gods for deliverance, confident that this too shall pass. Others were ignorant to the dark veil over their land, especially in domains with relatively little direct exposure to these dangers, like Mordent. Others still took to stamping out the threat of these monsters. Most notably, anchorite inquisitors prowl across the countryside, eradicating nests of troublesome monsters. Their efforts have kept Mordent relatively safe, though they struggle to beat back the tide in other domains.
Current Sketch
Five years have passed since that fateful catastrophe. The Mists eat away at Darkon day by day, and monsters continue to torment the people. Heroes brave the darkness to bring the light back to the people, hopeful that a new dawn awaits them at the end of the tunnel. The Caller campaigns across the Core and the Mists, pursued by its age-old enemy, in pursuit of its next plot to break free. Conflict still brews across the Core — notably, in Barovia and Invidia, where the Gundarakites now fight an open rebellion. This is a dark era for Ravenloft, but it is one that can be recovered from, with time, effort and hope.
Van Richten and Ezmerelda
I have to give credit to u/ArrBeeNayr's excellent writeup on these two characters and how to bridge them into a post-ToUD world. Up until then, I wasn't aware of Bleak House, or how I could fit them in, but now I have a solution.
As in that post, this continuity assumes that the ending of Bleak House in which Van Richten survives, but regresses in age to that of a teenager, is canon. As of now, he is 42 years old, and once again working to right the wrongs of the world, facing the Time of Unparalleled Darkness as was foretold.
Alongside him is Ezmerelda d'Avenir. In that thread, there was a bit of discussion on how to explain Ez's presence, despite logically having to be in her elder years by this time period. The solution I proposed and settled on was cloning. This Ezmerelda is a clone of the original, likely created by the Apparatus, and raised as her own daughter. Loving their tragic irony, the Dark Powers ensured she befell many of the same experiences that the first Ezmerelda did, and has once again joined forces with Van Richten to beat back the night.
Very few are aware of what befell Van Richten in the year 750 BC. He was accompanied only by close friends and allies Alanik Ray and Arthur Sedgewick, who reside in Port-a-Lucine now. Even Ezmerelda II is unaware of her mentor's past. A pair of young monster hunters, the Weathermay-Foxgrove twins, are intent on finding the doctor and learning how he resurfaced after his rumored "death," but they are as of yet unsuccessful.
Dark, not Grimdark
One of the core complaints with Van Richten's Guide to Ravenloft is its choice to move away from horror and towards a more "grimdark" setting - one where the threat is so constant that it becomes merely a fact of life. In a true horror setting (as classic Ravenloft was), horror exists, but it is not constant. Most people never encounter the dangers of the world, but hear terrible stories of what would happen if they did. In grimdark, the world is so bleak that the horror has less impact, and there is no hope of ever escaping it, as if the world existed in a cycle.
With the Time of Unparalleled Darkness, I'm trying to find a middle ground here. There are certainly elements of grimdarkness (ones that are entirely justified by the context of the ToUD itself), but my goal is to implement them with a measured approach. This is certainly a more bleak world than the Ravenloft of old, but it is not an inescapable cycle powered by nightmare logic. It's a world going through a dark period, that it may recover from, given time and the actions of heroes.
The Present and Future
And that's the whole sordid tale. Full credit to the Kargatane writers there, as their notes and hints were instrumental in piecing together the metaplot they had going on behind the scenes.
The Western Core
The west was hit hardest by the fallout of the Darkness Ascendant. Dementlieu, Borca, Falkovnia and Richemulot all suffer from it, in their own ways.
Borca
Somehow, Borca is even more disunited than it has ever been. While the common folk suffer from the fallout of their burnt crops and lost lives, the nobles bicker, the hostility between families spurred on over their disagreement on how the war should have been handled.
None are more hostile towards each other than Ivana Boritsi and Ivan Dilisnya, who have entered an unspoken feud between themselves. The people of Borca, struggling to rebuild, look on in fear.
Dementlieu
The war in Dementlieu left Chateaufaux in ruins. The farmlands and valleys surrounding Port-a-Lucine were razed to the ground, forcing the Dementlieuese to rely even more on imports from their neighbors to survive. This situation is even more dire for them, as Falkovnia's current situation makes it impossible to rely on relief from their eastern neighbor.
With the rise of Saidra, however, people seem to have forgotten the fate of Chateaufaux. The mists rolled over the countryside, pushing up against the walls of Port-a-Lucine. Those that travel out into the misty vales reach their destination within hours, not days, as if the journey passed by in mere moments. Attempts to journey towards old countryside village invariably led you back to the city's gates. Few in the city concerned themselves with this, though, too enamored with the new social etiquette and lavish balls at the d'Honaire Estate.
Falkovnia
Vladeska Drakov thought she had won when her father fell before her. She had everything she wanted. Power. Respect. An army at her command. But then, the dead poured over the border with Darkon, and the Mist closed in behind them.
Falkovnia can barely be called a nation anymore. Every month, the dead rise again, assaulting their bastions of civilization, destroying what remains of their society, and adding more to their ranks, as Vladeska and her armies struggle to protect what is left. Lekar has become a fortress ruled by fear and martial law, where anyone could find themselves pressed into military service.
Vladeska believes this to be some kind of punishment for her hubris, but has no intent in backing down. She would never admit her own failure, never admit that she was wrong. Instead, she will fight to the last soldier, the last sword, the last Falkovnian, to protect what she has taken.
Richemulot
In the five years since the war, Richemulot has been consumed by disease. The Gnawing Plague, which spread in cities during the height of the conflict, has established a grip on the country that can't be shaken. Survivors watch their cities become routinely quarantined, and suffer under sickness as swarms of rats rule the streets during the height of breakouts.
Richemulot's ruler has been forced into a corner by the plague. When people saw her failure to properly prevent it, they talked of overthrowing her, but their plans were always halted by another quarantine locking them in. In truth, Renier herself now actively works to keep the plague spreading, using it to keep the people weak and disunited.
The Southern Core
The south was less directly affected by the Darkness Ascendant, but the fallout still had its effects on the people and land.
Invidia
Malocchio's rule is more tenuous than it has ever been. With the Falkovnians abandoning him and many of his own soldiers destroyed by the war, the Gundarakites have taken their chance and risen up in opposition to his rule. He now struggles to keep them in line, devoting most of his troops to cracking down on them. This leaves him with little time or resources to attend to the Vistani, which he detests.
Gabrielle Aderre watches from Castle Hunadora with interest. The growing boldness of the Gundarakites is not without her influence. She hopes to use the chaos to depose her son and reclaim her place as ruler of Invidia.
Barovia
The Gundarakite conflict spilled over here as well. The Coursers, Cult of Erlin, and other factions in opposition to Strahd's rule over Gundarak now openly rebel. Strahd's armies struggle to keep Zeidenburg and Tuefeldorf under control, but are ill-equipped for fighting a guerilla war in the streets.
The people of Barovia languish under a new bleak existence. Werewolves and vampires are becoming bolder in their assaults on human settlements, and an unbreakable ceiling of gray clouds now blocks out the sun each and every day.
What the Future Holds
This darkness won't last forever. All across the Core, as conflicts of different sorts rage, there are hopes that heroes will rise. Heroes that will beat back the plagues, free the Gundarakites, or stop the encroaching Shroud in Darkon.
The background I established here, as well as the analyses and reconciled writeups of domains I post in the future, are all intending to lay the groundwork for future campaigns. For my own group (and maybe for others who like this concept), it will be the foundation of continent spanning adventures. Heroes across the Core will fight for the Gundarakites, battle the unquiet dead of Falkovnia, combat the sickness of Richemulot, and maybe even find a way to turn the fortunes of Darkon around.