Vortex Verlag sent 5e characters to Hell and from a fantasy version of Renaissance Italy.
Where do you go from there?
In this interview, I talk to Melina Sedó, who wrote The Straight Way Lost and, as we find out, is also the talent behind the forthcoming Serenissima Obscura.
Serenissima Obscura is a kinda sequel, but notice how Melina now describes the setting as a “horror version of Venice”.
The Shanarel project is also underway, and the two illustrations, both from Arantza, are taken from it.
In “The Straight Way Lost”, players went from a fantasy version of Renaissance Italy to the underworld and back again. What was the feedback from groups and players so far?
Thank you, Andrew, for taking the time to interview us.
Writing and producing The Straight Way Lost was super exciting – and still is. So far, we have had quite a few great reviews from bloggers, but no direct feedback from GMs and players. We are hoping that this will happen soon and are eagerly awaiting their comments. Within the next months, TSWL will also be played by a few groups on YouTube or Twitch, and we are thrilled to see that happening.
How is the fulfilment going? I’m especially curious about the VTT module.
The fulfilment is almost finished. The digital rewards were distributed a month after the Kickstarter. Sending the hardcover copies to backers all over the world started a bit later. But one does not imagine how many things can happen to a parcel on its way from Germany to – say – Mexico. Some books travelled for more than 4 months, others were lost… But all backers seem to have their copies now. Phew!
The VTT module is about to be finished within the next weeks by the Roll20 crew. We hope to distribute it in July. Finally!
This week, Roll20 announced they’d purchased Demiplane. As a 5e publisher, does that make sense to you? Do you see VTTs and digital toolkits continuing to be a big part of the hobby?
We have no particularly clever insights to offer regarding the Demiplane acquisition, sorry! We can guess the Roll20 folks know what they’re doing, though. VTTs and digital play aids are only going to get more important, to be sure, so we certainly won’t ignore them, but our focus at the moment is much more on just writing good roleplaying material and producing beautiful books. Where we can offer digital enhancements, we certainly will.
Is “Serenissima Obscura” the next adventure in the series? What can you tell us about it without spoilers?
It’s challenging to not give away too much information, but I’ll try. Our new adventure is set in a fantastical horror version of Venice in 1507.
The concept sounds similar to the one of “The Straight Way Lost”, but “Serenissima Obscura” differs in a few significant aspects:
- Serenissima Obscura is first and foremost a horror adventure. But below the surface of this wonderful city, an old evil has dreamed up a nightmare, that slowly seeps into the real world. The terror will be very palpable. It is therefore much darker than TSWL.
- We now also have the pleasure to create an alternative history: TSWL was modelled after the historically accurate Renaissance Italy. It had its share of fantastical elements, but those were largely hidden, and on the surface the world seemed mostly the same as the one we can find in the history books. Serenissima Obscura builds on the assumption that the occurrences of our first adventure actually happened and influenced subsequent world events. Nothing is exactly as it was before: Non-human species now walk openly among humans, magic manifests itself in plain sight and faery tales are proven to be true. The European empires as well as the Italian states remain (so far) mostly unchanged. But the general outlook on society, some historical events, as well as influential personages, however, vary from the “real” world. There is even a half-elven Pope now!
- The structure of both books differs a lot. Whereas TSWL was a sourcebook and somewhat linear adventure, “Serenissima Obscura” will contain an extensive setting guide describing in detail the mystical background, the (changed) history of the world as well as Venice’s politics, society, and layout – all ready for ongoing adventures of the GM’s making. We are currently working with Mark Smylie to create a highly detailed city map of Venice based on Barbari’s famous view of the city in 1500. The adventure itself will be structured more in a flexible sandbox fashion. We provide “Adventure Modules” that each depict one aspect of plot or background. That can be a specific location, individual, or concept. We give ideas on how the interaction with the adventurers could go, but no direct speech or a fixed order of events. A linear adventure made sense for TWSL, which was modelled after the hero’s journey, but Serenissima Obscura will confront the group with a problem. It is their choice how they approach it.
- Serenissima Obscura will present another new character class relevant to the Renaissance, a new species and more game rules. We will keep our concept of “Dismay” as it makes absolute sense in a horror setting.
- The illustrations will be great once more. We have engaged Mark Smylie, Anton Vitus, Emnida and Simone Tammetta. If all goes as planned, we’ll have another very handsome book!
Do gaming groups need to own a copy of “The Straight Way Lost” to play “Serenissima Obscura”? Do characters have to have completed “The Straight Way Lost”?
Absolutely not! Although we are convinced that everyone should play TSWL, all necessary background information will be given in the new setting guide and the adjoined player’s handbook. The characters will start at a level that distinguishes them as insiders and confidants of the powerful. So, regardless of whether they have actually experienced the events described in “The Straight Way Lost” – they will know all they need to master this new and threatening situation.
When I think of Venice, I think about canals and water. Does “Serenissima Obscura” have new rules that weave magic and fantasy into the waterways of the floating city?
The water will certainly play a big role in the adventure. We also plan to introduce a mechanism to handle the involvement of players in sea battles, but the canals themselves will not be related to a specific magical concept.
But we are building on our concept of “Permanence and Possibility”, elaborating it and presenting a “tidal” phenomenon that will influence how magic works in the “real” Venice and its shadow version.
Real-life Venice is in an ecological crisis. Are you mindful of that in the adventure at all?
Venice in the Renaissance actually had an ecological problem: The foundations of houses in the water were rotting and the imminent siltation of the lagoon had to be dealt with by the city officials. Already back then, wise men said that it would be better to not work against nature, but to be mindful of the environment. But the problems were few compared to what is happening today. I (Melina) have got a very long history with Venice, and it pains me to see how this wonderful place is being destroyed by mass tourism and pollution. Just a few days ago, I wrote a short personal statement that will be included in the book. So, even if we do not refer to such aspects in the adventure itself, you could read the book as an allegory on the dangers that threaten the Serenissima.
Is “Shanarel” the book in the same series after “Serenissima Obscura”?
No, it is a completely different beast. Shanarel is a world book for a high fantasy world. This world is much lighter and more magical than the alternate history world of TSWL and Serenissima Obscura. Other than that it is also 5E compatible, it really has no similarities to those two books.
Shanarel is the baby of Benjamin Strack-Zimmerman, the Vortex Owner together with his brother Michel.
How does the tone of “Shanarel” differ?
It is positive, strange, magical, whimsical, a bit sexy, and most of all it is fun. Hopefully. A joyful book for the sometimes dark times we live in, a book that embraces escapism. Go escapism!
To go into a little more detail: Shanarel is a huge continent (A bit larger than our Eurasia) on the high fantasy world of Ovu. It is a continent which has too much of everything, and will feel vast and abundant with life. There are loads of playable cultures, some of which are fantasy standards, while others feel very unique. Magic is stronger and more prevalent than in most fantasy settings, and is used by all sorts of people in their everyday life. About 60% of the continent is pretty much untamed wilderness, full of monsters, magic and mayhem. Well, maybe not so much mayhem, but plenty of space for adventures.
The book (or books, it seems to get rather long) will deal with all 45 playable cultures, it will describe all the regions at least a bit, it will have information about how this setting works, what is different from other fantasy settings, what does daily life in such a magical place actually look like. Then there will be some new subclasses (This is still in development, but we are definitely getting city druids and treasure hunters) which are appropriate for the setting and maybe some additional rules, but only if we really do need them. And then of course a longer introductory adventure, so that you have a place to start. If Benjamin does a good job, it should feel abundant, or maybe even a bit overwhelming. And it should feel like a place where you would actually want to live, and not like an even worse version of our world. A lovely place. A fun place.
Are Vortex Verlag going to any conventions or expos this year? Where can people buy “The Straight Way Lost” and get on board with this growing adventure series?
We have not yet planned to go to any conventions this year, but we are talking to some people. It would most likely be smaller conventions in Germany or neighbouring countries.
People can buy our books and digital content in our shop and on DriveThruRPG.com.
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