Ravenloft Horror Within - source book set for June 2026

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Jeremy16
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Re: Ravenloft Horror Within - source book set for June 2026

Post by Jeremy16 »

alhoon wrote: Fri Jul 10, 2026 2:21 pm So... it is a completely "fight zombies in the apocalypse" type and civilization would end within a few months as the siege is persistent and relentless, with mounting casualties from a small population. Not just unsustainable and hopeless, but the end is within sight. Which makes the tyranny secondary since the dead are literally knocking on your door.

At least, Attack on Titan had HUGE walls so that civilization COULD continue inside them even if there were a few losses that the population could absorb.
In Falkovnia, having a population of a few thousands besieged in a city, losing 20 to 50 people per week means they will run out of bodies within a year. As for food production, even forcing people on the farms to feed the city means increasing casualties.
To add onto this, one of the reasons 5e Falkovnia falls flat for me is that it is so one-note. I recently watched a video about George A Romero's Dead Trilogies (yes, there are two sets in case you weren't paying attention) and what struck me was how he used the trappings of the zombie apocalypses for social commentary (ie Night was about racial prejudice, Day was about rampant consumerism, and Dawn was about the dangers of militarism).

Basically, no matter what kind of organizing idea society embraces, there's built in pitfalls that doom it to failure from the start. That type of incisive, deep satire is completely absent in 5e Falkovnia. The trope has been stripped of any significance and completely sterilized from its origins.

Here's the clicky for those who are interested....
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Re: Ravenloft Horror Within - source book set for June 2026

Post by The Dark »

Jeremy16 wrote: Wed Jul 08, 2026 3:20 pm
The Dark wrote: Tue Jul 07, 2026 5:30 am My opinion of 5e Valachan is that it's a domain that becomes weaker the more one probes its inspirations, and would be better served as a new domain rather than trying to be an update of an existing domain. One of its weaknesses comes from the difference between a story and an RPG setting. While it draws from "The Most Dangerous Game," the differences in structure remove a couple of the sources of tension in the source material.

The first of those is the similarities between Rainsford and Zaroff, who are both white-presenting big-game hunters (with the implication of wealth and aristocracy/pseudo-aristocracy of big game hunting). Doing something similar in an RPG is difficult at best, since there are no guarantees of what any adventuring party's make-up will be. The closest would be making the Darklord someone who would be broadly accepted by players as having been heroic, but that would entail the sort of new entanglements between settings that 5e has mostly avoided.

The second is the ambiguity of the ending, where Rainsford kills Zaroff and enjoys his bed. Is this a rejection of Zaroff's ethos and a return to civilization, or an embracing of that ethos and a new apex predator enjoying his conquest? Ravenloft, with its perpetual domain, has to go with the second option in having Chakuna take over from Von Kharkov, but in doing so removes the uncertainty that makes the story worth discussion.

A bigger problem, though, is that the backstory of Chakuna and Von Kharkov opens up the domain to an interpretation of "if the oppressed gain power, they'll be worse than the oppressors," which is an ancient canard used to this day by oppressors to justify oppression. The Trial of Hearts subduing the wildness of the jungle also detracts from the Darklord's evil by slipping towards the "hard people making hard choices" justification for being a bad person. I don't think these were intentional, but I do consider 5e Valachan to be the Land of Unfortunate Implications.

5e Valachan, in my opinion, would need extensive rewriting to make it a domain I'd ever consider using, far more than 5e Dementlieu or Falkovnia. As with most of the "updated" legacy domains, I would have preferred to see them as new domains (the main exception being Darkon because Azalin sabotaging himself is traditional).
Are you saying that 5e Valachan is a patchwork of pastiches and ill-fitting tropes that are done much better elsewhere in the campaign setting? Well... Huzzah! At least the writers are carrying on that fine tradition of the domain from its 2e roots! :vonkharkov:
To an extent, but it does add some new twists, like the Darklord's evil being good for their society (since the hunt makes the land less hostile for a time), which I don't recall being a thing in Ravenloft before. There have certainly been awkward adaptations in past material, but this one takes a story that I don't think is particularly well-suited to Ravenloft's traditional style of horror, then adapts it in a way that violates prior tenets of the setting. I almost get the feeling there was a push to keep too close to the original story, where Rainsford/Chukuna is the heroic protagonist. Having Chukuna's hunts benefit the people comes off to me as a heavy-handed attempt to generate sympathy and cast her as a reluctant anti-hero instead of a villain. It's not a terrible idea, but it's not Ravenloft.

Off the top of my head (meaning there are probably issues or plotholes that I haven't thought through yet), an approach that would have fit traditional Ravenloft better could start with the same back story up until Chukuna becomes Darklord. At that point, her experience with von Kharkov leaves her murderously xenophobic toward outsiders. When outsiders enter the domain, the land becomes more active in general - predators are more active, but there's also more prey for hunters and more fruits to gather. Chukuna tolerates this for a time, because food is scarce when only her people are in Valachan and they need the bountiful times to store up for the lean times, but eventually her hatred for others overcomes her love for her people and the Hunt begins again.

This still needs to be handled carefully so that it's a matter of "the Dark Powers do this to annoy the Darklord" and avoid any sort of "this happens because outsiders are good and wonderful and better than the natives" thing. However, it takes Chukuna's violence and makes it a detriment to her people rather than a benefit.
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Re: Ravenloft Horror Within - source book set for June 2026

Post by A G Thing »

Jeremy16 wrote: Fri Jul 10, 2026 2:58 pm
alhoon wrote: Fri Jul 10, 2026 2:21 pm So... it is a completely "fight zombies in the apocalypse" type and civilization would end within a few months as the siege is persistent and relentless, with mounting casualties from a small population. Not just unsustainable and hopeless, but the end is within sight. Which makes the tyranny secondary since the dead are literally knocking on your door.

At least, Attack on Titan had HUGE walls so that civilization COULD continue inside them even if there were a few losses that the population could absorb.
In Falkovnia, having a population of a few thousands besieged in a city, losing 20 to 50 people per week means they will run out of bodies within a year. As for food production, even forcing people on the farms to feed the city means increasing casualties.
To add onto this, one of the reasons 5e Falkovnia falls flat for me is that it is so one-note. I recently watched a video about George A Romero's Dead Trilogies (yes, there are two sets in case you weren't paying attention) and what struck me was how he used the trappings of the zombie apocalypses for social commentary (ie Night was about racial prejudice, Day was about rampant consumerism, and Dawn was about the dangers of militarism).

Basically, no matter what kind of organizing idea society embraces, there's built in pitfalls that doom it to failure from the start. That type of incisive, deep satire is completely absent in 5e Falkovnia. The trope has been stripped of any significance and completely sterilized from its origins.

Here's the clicky for those who are interested....
My idea for using the undead hordes aspect when I adapted it to my core was beyond any considerations of Vladeska being a child of Drakov or some alternate version brought in by the Darkpowers or something was that the undead were not constantly rising but instead were like a weather pattern that rose and fell by some unknown reasoning to the people.

All the dead killed by violence or dying due to the cruelty of the tyranny or such within the boarders or due to the wars Drakov/Vladeska caused rose to slaughter for a period that could last weeks to months but usually once a year but it could happen twice or so. Due to it being somewhat random seeming but still dangerous the populace lived in fear of it and when it ended while the damage remained and the bodies vanished it was sure to return again.

This established a need for more slavery and strained relations further but also since it provided the Core with food, trade was still needed and crops now became even more protected and guarded over. This also stalled more warlike ambitions except for the conflict I had between Vladeska and Drakov.

The cause for the undead rising more or less frequently but not consistently was simply based on periods of peace versus how often Vladeska or Drakov caused a war or other major conflict and built up like a geyser that sprung up in bursts over the year as the pressure burst from the suffering of the people being ignored by their so called leaders.
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