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Vaesen: The Lost Mountain Saga | Review

Once again, before exploring the pages of Vaesen: The Lost Mountain Saga together in this review, I would like to thank Free League Publishing for sending us a copy of the volume to watch it together

If at the end of this overview, you would like to purchase it, I remind you that you can find it, in English, at the publisher’s store at €39.15 with all the other products of the editorial line. Notice that to play Vaesen: The Lost Mountain Saga you need the core manual, which we have already talked about.

A Year-Long Campaign

Vaesen‘s first official campaign features five mysteries linked by an interesting premise; I am referring to the search for a green, mysterious and ancient stone, unknown even to the Vaesen, which grants supernatural powers. The plot is designed to unfold over a year of the characters’ lives and is divided into five chapters. In the introduction, the author specifies that it’s possible to extend the campaign by adding other mysteries using the other adventures already published or by inventing your material.

As always happens when we deal with supplements that contain adventures or campaigns, I will try not to give too many spoilers on the plot. We will therefore evaluate, together, the narrative structure and the tools offered to those approaching the volume.

A Campaign Born from a Podcast

Vaesen: The Lost Mountain Saga originated from the podcast of the same name by Ellinor DiLorenzo. In 2020 the Swedish actress, comedian and author, together with Sydney Gayle Amanuel and Anne Richmond, created the podcast lasting two seasons and with a total of 42 episodes on which the manual was based. The podcast is well done and, if you are familiar with the English language, I recommend you listen to at least one episode to immerse yourself in the atmosphere of the game without finding out too much about the plot.

To be transposed onto paper, the saga also made use of the experience of Tomas Härenstam, game designer and CEO of Free League Publishing, and Kiku Pukk Härenstam. For obvious reasons, adaptations were made to the plays brought by DiLorenzo to better adapt to the printed medium.

The Structure of the Book

As I said at the beginning of this review, Vaesen: The Lost Mountain Saga comprises five investigations. Each plot specifies locations, NPCs involved, and opponents. For each investigation, a countdown is also proposed, that is the list of events that will occur as the characters proceed with their actions. This tool is particularly useful for carefully managing the tension of the plot and accompanying the players towards the closure of the story. The structure of these stories, therefore, follows the other products in the line.

The events and happenings offered in the pages of this campaign revolve around a few NPCs, making the master’s work much easier. In this way, the person running the game can manage them, already knowing how and when they will cross paths with the characters again.

Five Investigations with a Common Focus

Without going into too much detail, we can however look a little more closely at what the individual investigations of the campaign deal with.

  • Duty and Despair: a series of mysterious incidents plague the mining town of Falun; a pious man, convinced that these are the consequences of immorality and witchcraft, decides to solve the problem.
  • The Beginning of the Fall: Uppsala University hosts an exclusive ball where information is said to be revealed that could shock the scientific community; in the meantime, alarming rumours of overcrowding come from the city asylum.
  • Where the Sun Dies; an island off the northern coast of Norway is in danger and all rescue attempts so far have failed; As winter approaches, the authorities hire some experts to find out what is happening.
  • The Prince and the Witch: Valborg’s ancient spring festival is upon us and the forests surrounding the town are full of secrets to discover.
  • The Lost Mountain Saga: an ancient stone was discovered in the Abisko mines; it should never have been found, but exploitation caused by human greed ignores the risks and consequences.

In general, the investigations are designed to be played linearly and there is little possibility of making the NPCs and their reactions go off the rails; after all, it is the transposition of a campaign played.

Review of Vaesen: The Lost Mountain Saga‘s Aesthetics

Holding this 85-page volume in your hands, you cannot be disappointed the product is perfectly integrated with the rest of the editorial line; the cover is rigid and rough to the touch and the paper on which the text is printed (in two columns) maintains the quality we know well.

The volume does not differ from what was previously produced for this editorial line. As expected, the evocative portraits of the NPCs were entrusted to Johan Egerkrans; the maps, essential for orienting oneself in the places where the plot takes place, were instead created by Christian Granath.

Overall this volume is really pleasant to browse; it is solid and well-finished and does not disappoint expectations. Vaesen‘s manuals are not heavily graphic like other products from the Swedish editor; In any case, the product is beautiful and will certainly not look out of place next to the rest of the editorial line.

Conclusions of the Review of Vaesen: The Lost Mountain Saga

To conclude this review, Vaesen: The Lost Mountain Saga is undoubtedly a volume that fills a small gap in the editorial line. Before there was no real campaign for the Nordic horror game.

The plot is compelling and allows any GM to expand and integrate what has already been written with their original ideas. Since this is a work that starts from a story that has already been played, it has, by its very nature, some limitations especially because it has difficulty managing possible unexpected choices from the players.

It is certainly suitable for novice masters who want to already have a series of investigations with a background plot to unite them. If you are passionate about Vaesen, this is a product that cannot be missing from your collection.

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Autore

  • Francesca Viganò

    Classe '73, da anni in vesti diverse nei settore dei giochi da tavolo e dal vivo. Ha collaborato con quotidiani e riviste e, di recente, dopo diversi corsi presso la Giano Academy è diventata master del Salotto di Giano oltre a far parte degli Avventurieri, il gruppo di autori dell'Associazione.

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