Ep.29: Ravenloft myths, Homebrew
We continue our fantasy series with James taking the DM’s chair. This time, we look at one approach to homebrewing: preserving the conventions that give a setting its identity while modifying systems to lean further into them.
Our actual play takes place in the Nameless Lands, a new Domain of Dread pulled from a world not altogether unlike our own. The Mists blur its borders, time has become meaningless, and names and histories are slowly wearing away. Two cursed wanderers are on their way back to the walled town of Karsova with a severed head in their saddlebag as proof that they completed their job.
At the center of the Nameless Lands is Agrammon, the Undying One, a nascent Darklord. Orphaned by raiders, he survived through the criminal underworld and eventually grew wealthy through debts and imperial administration. His obsession with finding immortality through genuine magic led him to other planes and alternate worlds, and eventually to the rites that transformed him.
The setting draws loosely on Ottoman administrative history, Silk Road funerary traditions, Scythian burial practices, and Balkan revenant folklore. James developed it as a possible campaign framework for roughly levels 6–12, along with custom characters and character classes for the session.
As usual with our actual plays, we follow the session with a discussion of what happened at the table.
For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.
Rujan character art
Topics discussed:
00:00:33 — What have we been playing lately?
00:06:57 — Ravenloft roots and the “evil character”
00:11:38 — Why GMs cause problems for PCs
00:15:52 — Homebrew, balance, and encounter math
00:21:41 — The homebrew pregens
00:32:33 — Rite of the Undying: The Nameless Lands
00:41:30 — Gnoll ambush on the caravan road
01:20:17 — The blight at Sudavac
01:25:13 — Safia’s offer for the head
01:43:32 — Karsova, Radovan, and the head that won’t burn
01:47:26 — The GM pulls back the curtain
01:55:17 — One-shots still need a want
02:00:21 — Codified magic stops being mysterious
02:05:32 — Mystery for the GM and emergent play
02:19:38 — Starting at level six and tiers of play
02:26:13 — Comparing three approaches to D&D