Dark Fantasy Settings
Dark Fantasy Settings
Dark Fantasy Settings
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What is this book about?
This book is a collection of dark fantasy setting ideas. These settings are full of danger, decay and despair.
You can flesh out any of the settings further and use them in your games, or just take a few concepts and apply
to your own fantasy worlds. You can also use this book to generate settings for stories, comic books, etc.
The focus is on dark fantasy tropes: flawed heroes, terrible villains, corrupting magic, ominous ruins and
damned wastelands.
Although this is mostly a system-less book, it is especially suited for medieval dark fantasy games, such as
my own (Dark Fantasy Basic).
If you want to know the future of the Dark Fantasy series, here is the deal. We already have a players’
guide, and the collection of tables for DMs is nearly complete. Soon, we will publish a big, multi-system book
about monsters. Once all this is complete, we will check if there is enough interest to publish a complete
book… The ultimate Dark Fantasy OSR/Contemporary game! Stay tuned!
Credits
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The world is dying
Dark fantasy settings are many and full of variations. From empty wastelands to endless cities filled with
millions desperate souls, any setting can be turned dark with a few twists. One useful way to look at dark
fantasy settings is thinking of what they lack. Like a ring, these settings are defined by the huge hole they have
in the middle. There is something missing in this setting – maybe it has no deities, or not enough food and
water. Maybe civilization is lost and we are living in its ruins. Maybe the children are too few and humankind
will die in a couple of generations.
One popular variation is The Dying Earth (named after the book by Jack Vance, although the idea itself is
much older). The sun, the plants, or the world itself is dying for some reason. There is virtually no hope. All the
characters can do is “rage, rage against the dying of the light”, in the words of Dylan Thomas.
The end can be melancholic instead of apocalyptic. Humanity could survive the death of magic, for
example, but the world would slowly lose its color until it is no longer a viable fantasy setting. In most cases,
however, the world is doomed to destruction, and humankind will perish with it.
Another possibility is that the world is damned not because of what is lacking, but because of something
inside of it – a Dark Lord who conquered all realms, titanic monsters that roam the land, and endless horde of
undead, etc. Although monsters, undead and dark lords are common in all fantasy settings, in dark fantasy
settings they can become ubiquitous. No longer a simple menace to an ordinary world, they already won, and
humankind lives in small islands of light in a vast ocean of darkness and fear.
You can also combine both ideas to generate a modicum of hope. Yes, the world is dying, but only because
the Dark Lord sits on the Eternal Throne. If someone somehow would be able to kill it, the world could be
saved. Alternatively, maybe the land is full of starved cannibals since the sun disappeared and all plants died,
but if someone would venture into the bowels of the world to slay the undying worm, the sun (or what is left of
it) would be found in its belly.
Even if there is no hope for the world, there should be some hope for the characters. They cannot save
everyone, but they might save a few. The earth is lost, but you might find an oasis. Peace and justice are
impossible in a greater scale, but there is always some chance of vengeance. Living to fight another day is
already a significant victory.
The apocalypse might also be limited. Maybe characters must survive the fall of Atlantis, and while their
homes are lost forever, there are dozens of young, barbaric kingdoms to explore. Who knows? Maybe Atlantis
deserved its fate… and now their former masters want to take the rest of the world to build a new wicked
empire with the eldritch knowledge of the fallen one.
Notice, however, this are just ideas for settings, and not all dark fantasy adventures have to take place in
dying or destroyed worlds. You can have dark fantasy stories taking places in ordinary fantasy worlds (our even
in our own world, with a few fantastical twists). The difference is the tone. There are innumerable ways to
establish something as dark fantasy, and the setting is only one of them. The other books in my Dark Fantasy
series describe characters, magic, religion (including deities), etc.
In the next page, you will find a couple of tables about what might be missing from the world… and what
might be destroying it. Combine them at will, or roll more than once or twice to create world with lots of
scarcity and trouble.
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d20 What is missing?
1 Gods. They died, left, became corrupted, etc. (see the “Dark Fantasy Religion” book for more ideas)
2 Water. In this deserted world, human life is cheap and water is expensive.
3 Food. Everyone are starving, and the number of cannibals is growing.
4 Sun. The sun is dying. It might have turned red already.
5 Light. It is always night, and torches are scarce.
6 Heat. This winter is harsh and lasts for decades. The whole world is covered in snow.
7 Civilization. Civilization has fallen, and barbarians live amongst the ruins.
8 Technology. The primitive humankind cannot tell the devices of the ancients from magic.
9 Sight. The whole world is surrounded by fog. Hard to see, easy to get lost.
10 Magic. The slow death of magic will bring doom upon the world.
11 Metals. Metals are scarce. Wood, bone and obsidian are used in its place.
12 Memory. Everyone seems to be forgetful, and the old ways are falling into oblivion.
13 Empathy. It is every man and woman for themselves now, and the devil take the hindmost.
14 Order. Nobody is in charge, and everything is permitted.
15 Transport. There might be peace somewhere, but no ways to get there.
16 Sanity. Everyone is crazy, but each in their own way.
17 Stability. Everything changes rapidly. Cities move around. Buildings grow and collapse like trees.
18 Souls. Most common people are born with no soul, although this isn’t always obvious.
19 Exit. No one can leave The Great City. Beyond the walls is hell, or worse.
20 Hope. Everything is going downhill, and nobody cares.
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Dark Fantasy vistas
If you need a quick overview of an entire region or nation, here are a few ideas (roll 1d8 if you want urban
environments, or 1d12+8 if for wild environments). If you want to create one particular building, place, etc.,
check my book “Dark Fantasy Places”.
Factions
Factions are useful for many settings. In dark fantasy ones it is often difficult to find out who the good
guys are. Roll a few times in this table to define the main factions of your setting. The roll 1d6 to see how they
relate to each other (if they are related at all). While some relations might look obvious (for example, a decadent
civilization fighting unruly barbarians), there is always space for creativity (a decadent civilization hiring unruly
barbarians to fight religious fanatics, etc.)
d6 Relation
1 Nemesis. The factions want to destroy each other.
2 Adversarial. The factions are enemies.
3 Competition. The factions want the same resources (land, gold, etc.).
4 Alliance. The factions are working together towards a common goal.
5 Servitude. One faction controls another.
6 Complicated. Roll twice, and combine. There might be deception involved.
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Destroying your setting
You do not need to create an entire setting to run you campaign. Instead, you can just get an existing
setting… and destroy it. Change the names as needed, and give history and geography a vicious overhaul. You
can even use the existing world if you want. There are many ways to inject dark fantasy into an existing setting
while still being (somewhat) faithful to the original material. We discuss some of those below.
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Setting ideas
As you’ve seem above, Dark Fantasy isn’t necessarily defined by a dark setting… but it helps! Here are a
few ideas to get you started. They all have some common elements of dark fantasy (flawed heroes, corruption,
monsters, scarcity, etc.). You can use them separately, combine them, or meld them into your own setting. These
are not complete setting, but quite literally setting ideas you can develop as you wish.
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As people dwindled, the warped deserts and forests become home to monstrous beings. Fortunately, the
flesh and blood of some monsters could be used for sustenance. Theirs bones and skin became weapons and
armor for hardened warriors, and their viscera became instruments for haruspices and magicians.
Eventually, a new order emerged from out of the chaos. City-states were built near the remaining sources
of food and water. Nomadic hordes went from place to place looking for sustenance. Warlords became new
emperors in their petty domains. Rudimentary weapons and tools were forged – instead of merely scavenged.
The survivors live on the remains of old civilizations they do not fully understand. History was
forgotten. Maybe the Ancients were powerful sorcerers draining the sun, or a star faring people who
accidentally came to a doomed planet. It hardly matter by this point.
Technological artifacts became like magic, and magic – or anything resembling it – is feared. Resources
are scarce. There is little water, and even less food. Fortunately, the near–extinction of humanity seemed to
bring some respite to the dying planet, and nature slowly began to occupy the empty spaces. Unfortunately,
humanity could take ages to do something about the sun… if it survives at all.
But fixing the sun is not on the list of priorities. In this savage land of blood and sand, every creature
must fight for its own survival or perish.
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The vanilla twist
Instead of using one of the options above, you can give a “dark fantasy” feeling to a setting without
destroying it. Just take a few elements of a “vanilla” (i.e., predictable, familiar) setting and give it a dark twist.
This is not hard to do, and is becoming increasingly common (and popular) in games, movies, literature, etc.
Take fairy tales, for example. There are already plenty of dark elements in the stories (especially if you
go to the original sources): evil stepmothers, man-eating wolves, witches, dragons, curses, poisoned apples, etc.
However, these are expected. Ask yourself about the assumptions in these stories. Why and how does a woman
live with bears, a dangerous beast, or seven dwarves? Why do people eat pork in a world where pigs can talk?
Why does a man feel the need to kiss a defenseless women laying still inside a glass coffin? How can people lay
still like corpses for many years and rise against as if nothing has happened? I am sure vampires and swindlers
are the least extreme examples that come to mind. You can read things like The Witcher, Wicked, and Fables for
other examples.
The same process can be applied to chivalric romance, heroic fantasy, etc. What if knights and nobles
are bastards, and actual bastards are noble, like in A Song of Ice and Fire? What if elves are not only racist, but
bioengineered survivors of a curse that let them sterile? What if all those goblins were just defending their
homes after all?
I know, I know, you’ve already heard of this many times. Which brings us to the huge caveat when
doing this. If you twist each and every element in a setting, things quickly become stale again. If all damsels in
distress are liars, all elves supremacists, and all dragons poor victims of society, you might be creating a setting
that is not only predictable but also lacks the familiarity… Which is the worst of both worlds.
Balance is hard to find, and the “vanilla twist” is one option. Which means: keep most things familiar,
but show there are cracks in the structure. If a religion or political system exists for centuries, it means it
probably has some good in it, although it can become corrupted, sometimes suddenly. In addition, there is good
and evil in all kinds of creatures, but a dragon the eats people with no ill intent is still dangerous.
Dark fantasy is not about subverting expectations, but adding shades of (dark) gray in many things that
look simple. Remember to add some (moral) complexity not only to the “light” side of the story (i.e., flawed
heroes, fallen gods, false religions, etc.) but also to the “dark” side. A well-intentioned inquisitor or conqueror
might surprise your players (or reader, etc.) more than a corrupt priest or evil king.
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