The Dead Queens of Morvena – Cover and Setting Preview

Here’s a preview of the cover for the upcoming Dead Queens of Morvena for Savage Worlds. Matt Meyer is the artist – you can check out more of his work at his blog. Enjoy!

Below, we’ve also included a piece that discusses the flavor and style of the adventure setting, which is best summarized as “horror masquerading as fantasy.”

The Dead Queens of Morvena Cover Preview

The Dead Queens of Morvena Preview

The Fetherruin is a foreboding place where few people dare to venture. It’s huge and wild and (mostly) empty of civilization. There are civilizations surrounding the Fetherruin, but they are minor and/or unstable. The setting is meant to be portable into a standard fantasy world, but it also stands apart as its own distinctive world–probably it would be an island or some largely unknown area of the world in most settings, as it has its own cosmology. There are two hells, and the Fetherruin gives entrance to them both, in places. The starry sky is known as “the Beyond”, a kind of astral sea. The three nations bordering Fetherruin to the east are Drimsy, Lathis, and the Marchlands.

Incabus is a primordial being that rules the Fetherruin. He’s felt more than seen. The Fetherruin is a vast wilderland and has always been that. Past attempts to tame and civilize the Fetherruin have failed; one of these attempts (there may be more, but we haven’t developed any further back story yet) is the story of the Kingdom of Morvena, which forms the “core story” of the book. So basically we have an attempt to tame the region that ended in disaster and madness. The race known as the ruined, which is half-fiend/half-human, arose as a result of the fall of Morvena. Fade to black and fast forward 200 years.

New Morvena is a frontier settlement in the Fetherruin which has grown from the establishment of the Lonely Roadhouse, an inn and tavern which is a refuge for merchants traveling through the hostile Fetherruin. So again civilization has planted itself in the Fetherruin. The ruined ones hear the whispers of the Dead Queens of Morvena in their blood. The queens were murdered by their husband Mindenaron right at the time of the fall of Morvena. The queens’ newborn children were the first ruined ones; they survived in the wilderland after the Kingdom of Morvena fell. Minu Dunwielder, a powerful ruined blood-magician, hears the call of the queens quite clearly. They call to be released. Minu and her Cult of the Queens have set themselves to the task of freeing the Dead Queens from their entombment.

This is definitely not heroic fantasy, although it has standard fantasy trappings. It’s horror–or perhaps tragedy. It’s fantasy subverted by horror. Certainly the PCs should act heroically, but this is not a setting where they are going to save the day and set things right in adventure after adventure. Adventures in this setting are more about survival, exploration, and acting in the face of incredible opposition.

It is my belief that one of the core enjoyable qualities of role-playing games is that they allow us to creatively and collaboratively use our imaginations to tell stories. There are many stories that can be told, and the settings we choose to play in help facilitate the telling of those stories. A setting that plays upon uncertainty, the threat of character insignificance, terror, and tragedy is appealing for all the same reasons that psychological thrillers, horror movies, and tales of mystery and suspense are appealing.

What are your feelings about this sort of setting? About suspense and uncertainty? Tragedy? About playing characters that face overwhelming adversity?

About Charles Dickey

Charles Dickey is a writer, game designer, and bookseller. He's not sure what he wants to be when he grows up.