Weird Headcanons Thread

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Weird Headcanons Thread

Post by TheArcaneWeirdo »

Just a thread for RL headcanons and ideas that aren't necessarily gameplay-relevant enough to count as Random Plot Hooks.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by TheArcaneWeirdo »

For example.
We know the Hiregaard family has a thing for social justice, defending the weak etc.
We know they also have a tendency for mental issues. This familial curse usually inflicts members who attracted the notice of the dark powers - ie not exactly model citizens - but people are complicated. I think it's safe to assume that at some point a Hiregaard who wasn't a complete jerk (or eventually redeemed themself) fell under the curse - and soon learned from personal experience that the mental healthcare system in Ravenloft is even worse than in our world. And they were like 'Why on earth does nobody do anything about this? Wait, I'm a noble. People will listen to me, even if I'm a little crazy. I can literally do something about this.'
So my headcanon is that there's at least a couple of lesser-known Hiregaards who dedicated themselves either to activism regarding the rights of the mentally ill or to research of better treatment methods (possibly collaborating with the Mousels). This is a relatively new 'trend', and the older generations of the family discourage it, fearing it would lead to the exposure of the blood curse and the ruin of their reputation.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by TheArcaneWeirdo »

Another headcanon I have is that many of the Mordentish superstitions regarding protection from ghosts actually work - not due to any magical effect, but because the undead respect the tradition.
There's no necrological principle stopping a spirit from disturbing one who follows the proper customs, but it's just not something you do! It's impolite!
I know it sounds silly, but think: These ghosts are Mordentish ghosts. They lived and died in a highly traditionalistic culture. In death they've lost pretty much everything they've known - except for the tradition. Of course even the vilest of them would cling to it! And if they don't, what other ghost would ever want to talk to them?
Of course spirits who were raised outside of Mordent, isolated from the local ghost society or just had their mind too radically transformed by the passage to undeath might be unaware of these rules or not care about them - but this tends to enrage the more decent fellows of their kind, which might gain the party unexpected allies.
I love this idea because I think it reflects Mordentish culture so well, and gives parties a cool plot twist: A rationalistic character might automatically dismiss local superstitions, only to find out that knowing them can be lifesaving - for a completely different reason!
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by KingCorn »

Isn't part of the Hiregaard's family curse in Legacy of the Blood xenophobia?
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Re: Weird Headcanons Thread

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TheArcaneWeirdo wrote: Sun Feb 01, 2026 8:13 am Another headcanon I have is that many of the Mordentish superstitions regarding protection from ghosts actually work - not due to any magical effect, but because the undead respect the tradition.
There's no necrological principle stopping a spirit from disturbing one who follows the proper customs, but it's just not something you do! It's impolite!
I know it sounds silly, but think: These ghosts are Mordentish ghosts. They lived and died in a highly traditionalistic culture. In death they've lost pretty much everything they've known - except for the tradition. Of course even the vilest of them would cling to it! And if they don't, what other ghost would ever want to talk to them?
Of course spirits who were raised outside of Mordent, isolated from the local ghost society or just had their mind too radically transformed by the passage to undeath might be unaware of these rules or not care about them - but this tends to enrage the more decent fellows of their kind, which might gain the party unexpected allies.
I love this idea because I think it reflects Mordentish culture so well, and gives parties a cool plot twist: A rationalistic character might automatically dismiss local superstitions, only to find out that knowing them can be lifesaving - for a completely different reason!
So many ancient customs EVERYWHERE essentially extending your "please"'s and "thank you"'s to the grave and beyond
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Re: Weird Headcanons Thread

Post by TheArcaneWeirdo »

KingCorn wrote: Sun Feb 01, 2026 9:58 am Isn't part of the Hiregaard's family curse in Legacy of the Blood xenophobia?
Well, yes. I always found it kinda contradictive with how they're characterized in that very same book. Maybe that kinda the point, the contrast.
The thing is, if I was suddenly cursed to become racist, I think it would be a very disocciated experience. Like 'What in the mists? Where did that come out of? This isn't my real opinion folx, sorry, I'm just feeling weird today...'
I think I'll do my best to supress it, cause even if the curse makes me feel like I hate people, I'd know logically that I don't wanna hurt them. I'm a very self~aware person, and I'm not sure everyone can make this distinction between their real opinion on a matter and what their mood or an external factor makes them think about it; But I still feel like disocciation is the key here: A member on the first steps of corruption feels (on a much lower scale) what teenage Tristen felt, imposed with an evil impulse that has nothing to do with them and feels so wrong, but part of them disturbingly agrees with.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by TheArcaneWeirdo »

Baron Von Stanton wrote: Sun Feb 01, 2026 10:51 am So many ancient customs EVERYWHERE essentially extending your "please"'s and "thank you"'s to the grave and beyond
That's the point. What seems to us like a magic ritual is often just 'we have supernatural neighboors around, let's stay in good relations with them'.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by IanFordam »

TheArcaneWeirdo wrote: Sun Feb 01, 2026 11:20 am
KingCorn wrote: Sun Feb 01, 2026 9:58 am Isn't part of the Hiregaard's family curse in Legacy of the Blood xenophobia?
Well, yes. I always found it kinda contradictive with how they're characterized in that very same book. Maybe that kinda the point, the contrast.
I'm sure the contradiction which you observed is intentional. Keep in mind that a common characteristic of Nova Vaasans, reflecting the dark lord of the domain, is a certain two-facedness. Not to say that some Hiregaards don't overcome their dark impulses, but those dark impulses are there.
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Re: Weird Headcanons Thread

Post by The Dark »

Like a lot of folks, I feel like Mordenheim makes a better Darklord than Adam.

One that's probably not too controversial but I haven't seen discussed is that Ravenloft should mostly be a low-powered setting. Other than Darklords and other significant bads and a couple exceptions like Gondegal or van Richten, the vast majority of NPCs are either 0-level or below name level (for 2e) or are relatively low-level NPC classes (for 3e). It's a setting where the PCs won't find a random 16th-level wizard tending bar, it's where that weird and powerful wizard in a tower outside of town is a 3rd-level adept.

There are very strange domains that exist but haven't been visited in canon that emerge from other TSR games. Somewhere there is a Gamma World domain. Ditto Boot Hill or Gangbusters. Those two would be more likely to be reached from Gothic Earth rather than the "usual" fantasy settings because they're metaphysically closer.

Somewhat related to the last, the humanocentrism of most AD&D settings is also why characters from those settings tend to get drawn into the humanocentric Core. There are other areas where nonhuman Darklords are much more prevalent, but the Mists tend to draw in people from places that are less focused on humans for those areas. It's possible to travel there, but most people would never try.

I ignore some of the retconned origins for domains. Vorostokov being Cerilian doesn't really jive for me, for example, so I keep it as coming from an unknown Prime world.
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Re: Weird Headcanons Thread

Post by TheArcaneWeirdo »

The Dark wrote: Sun Feb 01, 2026 7:06 pm Like a lot of folks, I feel like Mordenheim makes a better Darklord than Adam.
Ugh... Am I the only one who actually likes the idea of a domain where the darklord isn't the main villain? The twist, the bait-and-switch.
I get why people think Adam doesn't deserve darklordhood. I sympathise with him too. But reading about him made me realise that there's a limit to how much we can blame the people who wronged us in the past for what we do in the present. Trauma can make you think some really messed-up things, but part of recovery, part of retaking control over your life, is taking responsibility for what you do with these thoughts. Adam isn't irredeemably evil, but he has to actively choose redemption - and I feel like the Dark Powers have done everything short of shouting at him to make that clear, and now they're just waiting for him to get the clue. This isn't what darklordhood normally means, but every rule has an exception.
One that's probably not too controversial but I haven't seen discussed is that Ravenloft should mostly be a low-powered setting. Other than Darklords and other significant bads and a couple exceptions like Gondegal or van Richten, the vast majority of NPCs are either 0-level or below name level (for 2e) or are relatively low-level NPC classes (for 3e). It's a setting where the PCs won't find a random 16th-level wizard tending bar, it's where that weird and powerful wizard in a tower outside of town is a 3rd-level adept.
I think in most worlds, if you find a 'random' 16th level character tending a bar, it's usually a former adventurer and usually the one who runs it. The 'hero to innkeeper' pipeline is one of my favourite DND tropes, and I have a lot to say about it if you're interested in listening.
The sad thing is, adventurers in Ravenloft probably rarely survive long enough for this.

The thing is, all NPCs staying level-3 and down might have an effect opposite than desired, making the PCs feel overpowered - that is, unless you really always TPK them before they reach level 4.
Somewhat related to the last, the humanocentrism of most AD&D settings is also why characters from those settings tend to get drawn into the humanocentric Core. There are other areas where nonhuman Darklords are much more prevalent, but the Mists tend to draw in people from places that are less focused on humans for those areas. It's possible to travel there, but most people would never try.
Interesting.
I've actually started to think about creating clusters centered around other races. I'm currently working on a dragonborn one.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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Re: Weird Headcanons Thread

Post by Mistmaster »

TheArcaneWeirdo wrote: Sat Feb 14, 2026 12:15 pm
The Dark wrote: Sun Feb 01, 2026 7:06 pm Like a lot of folks, I feel like Mordenheim makes a better Darklord than Adam.
Ugh... Am I the only one who actually likes the idea of a domain where the darklord isn't the main villain? The twist, the bait-and-switch.
I get why people think Adam doesn't deserve darklordhood. I sympathise with him too. But reading about him made me realise that there's a limit to how much we can blame the people who wronged us in the past for what we do in the present. Trauma can make you think some really messed-up things, but part of recovery, part of retaking control over your life, is taking responsibility for what you do with these thoughts. Adam isn't irredeemably evil, but he has to actively choose redemption - and I feel like the Dark Powers have done everything short of shouting at him to make that clear, and now they're just waiting for him to get the clue. This isn't what darklordhood normally means, but every rule has an exception.
One that's probably not too controversial but I haven't seen discussed is that Ravenloft should mostly be a low-powered setting. Other than Darklords and other significant bads and a couple exceptions like Gondegal or van Richten, the vast majority of NPCs are either 0-level or below name level (for 2e) or are relatively low-level NPC classes (for 3e). It's a setting where the PCs won't find a random 16th-level wizard tending bar, it's where that weird and powerful wizard in a tower outside of town is a 3rd-level adept.
I think in most worlds, if you find a 'random' 16th level character tending a bar, it's usually a former adventurer and usually the one who runs it. The 'hero to innkeeper' pipeline is one of my favourite DND tropes, and I have a lot to say about it if you're interested in listening.
The sad thing is, adventurers in Ravenloft probably rarely survive long enough for this.

The thing is, all NPCs staying level-3 and down might have an effect opposite than desired, making the PCs feel overpowered - that is, unless you really always TPK them before they reach level 4.
Somewhat related to the last, the humanocentrism of most AD&D settings is also why characters from those settings tend to get drawn into the humanocentric Core. There are other areas where nonhuman Darklords are much more prevalent, but the Mists tend to draw in people from places that are less focused on humans for those areas. It's possible to travel there, but most people would never try.
Interesting.
I've actually started to think about creating clusters centered around other races. I'm currently working on a dragonborn one.
In my opinion Mordenheim deserves darklordhood because he is evil, and Adam (in my headcanon) is not.
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Re: Weird Headcanons Thread

Post by Strahdsbuddy »

For the "level" of NPCs, may I direct you to this project:

viewtopic.php?t=11178

The appendix in this document is my attempt to make the little guy matter without giving them 12 hit dice, like 2nd edition forced us to do. A "level 5 leatherworker" is not necessarily five hit dice, but a +5 on the skill, which can come from a lot of places. Please forgive the typo that says there are 24,000 laborers in a city of 7500...that 2 doesn't belong 😬
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Re: Weird Headcanons Thread

Post by brothersale »

My head cannon is that Romir Hiregaard is not the sole source of Malken, he is the source of the curse, but the other source was his father Edmund Hiregaard, a renowned alchemist and doctor, who accidentally created a prototype Malken with his experimentations. The good doctor was responsible for creating the half-golem Desmond LaRouche, like his son he took his life, after Desmond left him leaving behind a son, Romir.
Romir inherited his father’s taint, dormant and inactive until the curse, which reacted with the dormant taint, and this taint has been passed down with each successive generation blending with the curse to create Malken.
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Re: Weird Headcanons Thread

Post by Baron Von Stanton »

TheArcaneWeirdo wrote: Sat Feb 14, 2026 12:15 pm
The Dark wrote: Sun Feb 01, 2026 7:06 pm Like a lot of folks, I feel like Mordenheim makes a better Darklord than Adam.
Ugh... Am I the only one who actually likes the idea of a domain where the darklord isn't the main villain? The twist, the bait-and-switch.
I get why people think Adam doesn't deserve darklordhood. I sympathise with him too. But reading about him made me realise that there's a limit to how much we can blame the people who wronged us in the past for what we do in the present. Trauma can make you think some really messed-up things, but part of recovery, part of retaking control over your life, is taking responsibility for what you do with these thoughts. Adam isn't irredeemably evil, but he has to actively choose redemption - and I feel like the Dark Powers have done everything short of shouting at him to make that clear, and now they're just waiting for him to get the clue. This isn't what darklordhood normally means, but every rule has an exception.
Victor Mordenheim should be the darklord of Lamordia, but, his monomaniacal obsession with restoring Elise limits the evil and suffering he can cause, and, more importantly, limits the entertainment value he poses to the Dark Powers.
Adam, on the other hand, is ambitious, and on top of his all-consuming grudge against his creator, he's also saddled with a crippling snake pit of self-entitlement, martyr complex and Pinocchio syndrome. Infinitely more entertaining.
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Re: Weird Headcanons Thread

Post by The Dark »

TheArcaneWeirdo wrote: Sat Feb 14, 2026 12:15 pm I think in most worlds, if you find a 'random' 16th level character tending a bar, it's usually a former adventurer and usually the one who runs it. The 'hero to innkeeper' pipeline is one of my favourite DND tropes, and I have a lot to say about it if you're interested in listening.
The sad thing is, adventurers in Ravenloft probably rarely survive long enough for this.

The thing is, all NPCs staying level-3 and down might have an effect opposite than desired, making the PCs feel overpowered - that is, unless you really always TPK them before they reach level 4.
I was mostly poking fun at Forgotten Realms, where an avatar of the goddess Selune runs a tavern in Waterdeep. IIRC, there were also a few adventures that used "the bar's staff can easily TPK the adventurers" as a way to keep parties from derailing the plot.

Also, "below name level" would allow for NPCs up to 8th level in AD&D. The AD&D Ravenloft modules where all PCs should be above that level are Roots of Evil (9-12), The Forgotten Terror (10-12), Thoughts of Darkness (12-15), and Die Vecna Die! (10-13). Respectively, those are the end of the Grand Conjunction (so "last module of an Adventure Path" by modern standards), a crossover with Forgotten Realms, the Mind Flayer episode, and the adventure that reshapes the multiverse and involves taking down a demigod.

Most Ravenloft adventures are for moderate levels, like Adam's Wrath (5-7), Howls in the Night (3-5), When Black Roses Bloom (4-6), Vecna Reborn (5-7), or even low levels like Death Unchained (1-4) or The Created (2-4). At least with regards to published adventures, 2e Ravenloft is largely aimed at parties with single-digit levels, with anything name level and above getting into pretty epic plotlines. I think the "aimed at lower levels" holds true in WotC editions as well, since Expedition to Castle Ravenloft is for levels 6-10 and Curse of Strahd takes a party from 1st level to 10th.

That level structure is why I don't like having a lot of high-level NPCs in Ravenloft, because it does not fit tonally with "your 3rd-level characters are the only ones who can handle this threat" if the tavern is run by an 8th-level fighter and her trio of 5th-level bard waiters.

A potential way around this in 2e is to use the custom class creation to make a class* that's terrible in combat but gains plenty of NWPs, so something like:
Human
Wizard THAC0
Warrior saving throws
1d4 Hit Dice
Limited AC (5 or worse)
Limited weapons (4 weapons with a maximum of 1d6 damage)
+1 hp/level beyond 9th
12 NWP slots

This creates a "class" with an XP multiple of 1, so it will level hilariously fast (200 XP to level 2, 28,000 to level 9), but it's also mostly useless at adventuring, while having a ton of NWP slots to improve mundane skills. Then sure, you might have a 9th-level character in town, but they'll have (on average) 22 hit points and a THAC0 of 18, with weak armor and weapons.

*I was originally going to suggest using the Commoner from Tales of the Lance, but they get d6 Hit Dice and Warrior THAC0 with no armor restrictions, so even though they get almost no weapon proficiencies, they can be semi-decent in combat.
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