Thanks for the lengthy reply. You are right, when I started with Ravenloft, it was more island hopping, even without them knowing they were entering and leaving RL (started with the Created and Night of the living dead while they were in the Forgotten Realms. Later I did the same with some of the smaller adventures of Book of Crypts and Touch of Death. Only after that I dumped them in the demiplane for good..
However, I was getting mixed reviews from my players, though the liked the adventures (of course!), they didn't feel like they were in a real world, with places that are connected with each other. And right they were, of course. So now they are in the core, for a very long time, with a small sidestep (Vecna Reborn), but I would really love them to explore the place, including the islands.
After my initial posting, I had made a crude map, with Souragne southwest in the Sea of Sorrows. Should be west, I think. But the biggest change I made in the Nocturnal sea. 2 big landmasses:
1: attached to Vechor I had Bluetspur, G'Henna (with sea to the south, but no ports) and to the east of that Sanguinia/Vorostokov. To the east of that, the Burning peaks, with
Cavitius as a barrier.
I do have some doubts about Bluetspur, perhaps this is better as an island (see for example Marcu Vaslilis from the Forgotten Children Netbook for a great example how to
Bluetspur). On the other hand, it serves as a barrier to keep the people of G'henna stuck in their own land (aliens to the west, cold mountains to the east, well, so the famine stays). Also, the weirdness of Vechor just becomes super weird once you go into the direction of Bluetspur.
2: Southeast of Todstein a bigger contintent. First the amber wastes. With a coast line, but hardly a port. To the east of that Saragoss/Sri Raji/Wildlands. East of that, I'Cath (though I doubt they will ever go there).
Rokushima Tayoo will be to the east of these two continents.
Weakest point of this set up is the northern island: they are connected, but they all are so strange, that overland travel will probably not happen. So why make them in the first place?
Your observations are very helpful. I never really understood why G'henna should be an island. Next to Falkovnia is perhaps odd, but isn't it more horrifying that everybody starves although all neighbours have plenty (like North Korea, for instance). Not sure if it should be in the Amber Wastes. Culturally they are quite different. Perhaps you are right about the Burning peaks as well, they would be better in the South. Doesn't leave much in the north then..
Vorostokov could be connected as well, but it's so big that isolation will be there regardless, even if there is a (frozen) exit to Sanguinia. Your idea about Russia is great. Never thought of that, though I did think of Siberia when I read about Vorostokov.
Paridon. I did hour of the knife, but always thought it strange as an island. Why couldn't Paridon not just be a city of the (northwestern) core? People will not leave because of the killing once every 13 years. The could flee the place because of the marikith.. but wouldn't they flee trough the mistways as well?
I had 2 places for the Shadowlands: 1) On the former place of Arak. In stead of woods you would have the sea to the east. The mountains do fit with those in Arak (albeit a bit smaller). The phantasmal forest would be next to Tepest, which seems fitting. 2) the other place would be south of Kartakass/Hazlan, just like Homlock was in FoG. The mountains could be a continuation of the Balinoks and the phantasmal forest next to Hazlan wouldn't be strange as well.