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Monday, December 9, 2019

A Land of Frozen Horror

Allegedly, I sometimes run a blog.

Shoe Skogen recently asked what I was working on, so I might as well show everyone.

One of my D&D 5e games was set in a brutal, frozen waste, but the PCs ran afoul of a local organized crime syndicate and escaped via the Gardens of YnnAs written, the player characters emerge in a random place (which might be the place they just left), but I figured my players would balk if I threw them into whatever randomness I wanted to run, so I gave them a choice.

I received the following two requests in response:

1) An arctic place, like Icewind Dale (this from the ranger with the arctic specialization)
2) Ravenloft (this from the wizard playing the spooky necromancer)

I figured, why not both?, and so was this cursed arctic land born. Here is the map so far:

Click to enlarge! Starfield hexes represent the Mists of Ravenloft.
As per standard Ravenloft, the land is cursed, tied to the Fisher King-like monster who rules it. In this case, our would-be Strahd is a ruler combining aspects of Ivan the Terrible, Peter the Great, and Joseph Stalin: seeking to modernize and Westernize his land, he turned to greater and more dangerous technologies until the ensuing magical catastrophe destroyed his glorious utopia.

Where a sensible ruler might decide to scrap that experiment, our darklord instead decided that his attempts to modernize his city failed because just wasn't ambitious and ruthless enough.  That's how his realm was sucked into the Domains of Dread, cursed by the ambitions of one man. (And doomed to repeat the same cycle time and again.)

In the interest of avoiding yet another European fantasy world, I'm instead drawing inspiration from Inuit, Mongolian, and Siberian sources. I also have Skerples' Magical Industrial Revolution fresh on my mind (as you might gather from the "industrial magic city rapidly spiraling into disaster" setup), which likewise pushes me to draw material from dungeonpunk settings such as Eberron: Rising from the Last War and Guildmasters' Guide to Ravnica languishing on my shelf. In addition to whatever other weird or spooky content I include in this game. (It's given me yet another excuse to delve into my 2e and 3e Ravenloft collection, which always brings me joy. And to revisit A Kayak Full of Ghosts, which you should absolutely read.)

Gearing up for a conflict between traditional cultures and industrialized ones, five main factions emerge:

  • The Khan, darklord and architect of the Cosmic City, rapidly leading his land to another cycle of industrialization and destruction;
  • the Church of Ezra, formerly a powerful political entity that oppressed the traditional religions of the native peoples before the Khan determined the Church comprised dangerous political rivals and purged them;
  • the druids and other followers of the Old Ways, attempting to desperately hold on to their traditional way of life;
  • the poor nomads and townsfolk stuck in the middle of this grudge match;
  • and the Idea of Thorns, which my players accidentally brought from the Gardens of Ynn.
A handful of interesting locations include a ruined port city that is the current stronghold of the Church-of-Ezra-in-exile, a crumbling factory upon the coast, a university thoroughly infiltrated by a secret society of sorcerers, the Cosmic City itself, the occultum mines on the far side of the continent, and the railway that joins the city and the mines (which is choking out the settlements that used to rely on traffic along the Khan's Road for survival).

I'd say it's more overtly political than some of my games, but then again, I'm also running a modern occult game about LGBT+ activism and the examination of violence as a public health concern, and another series of fantasy games where the central antagonist is an allegorical American nightmare. So at least I'm consistent, right?

When the setting is a little more developed, I might try to put it somewhere if I can navigate the thorny issues inherent in Hasbro's intellectual property copyrights. Or perhaps it will be yet another meditation on transience, a piece of art that exists only in the meeting of the minds at the table.

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