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Pay the Forest a Toll in the Slavic Dark Fantasy TTRPG Strigovia
Dark horror and Slavic storytelling come together in Strigovia, a new TTRPG that makes magic cost more than a spell slot and where the forest claims its due from all who live there.
Welcome to TTRPG Insider! This week’s interview is focused on Strigovia, a new “Darkfolk Fantasy TTRPG” from Artur Kurasiński and a team of designers in Europe. The game, which adapts the creator’s 5e content presented on Patreon into its own system with a focus on how the “debts” of the forest convert into eroding consequences. It tells the story of kingdoms and clans striving to survive in a living magical forest whose very essence provides magic at a cost. The game includes art from Tomasz Larek (Wizards of the Coast) and Przemek Truscinski (of The Witcher).
We spoke with Kurasiński about the game, its influences and more in today’s interview.

What’s the unique story behind Strigovia?
Strigovia began with a simple question: what if all the old warnings, superstitions, and folk sayings people passed down for generations were actually true? The setting grows out of Slavic folklore, dark fairy tales, rural superstition, and early-medieval frontier life. It is not a world of shining heroes and grand kingdoms, but of peasants, hunters, herbalists, and outcasts trying to survive on the edge of something older and far more powerful than they are. It is Darkfolk (a dark folk tale whispered beside a dying fire) where everything people feared as children turns out to be real.
At the heart of Strigovia is the collision between two forces: the Forest (not just a forest, but a living, thinking, hungry presence) and the expanding order of civilization, represented by the Kingdom, its religion, mining, iron, roads, and new settlements. That tension is really the core inspiration behind the setting: folklore versus progress, ritual versus system, memory versus conquest, and the question of what is lost whenever “civilization” advances.
There is also a strong sense of loss built into Strigovia. It is a world where old ways are disappearing, where every decision leaves a scar, and where stories outlast people, villages, and even entire ages. That gives the setting its melancholic, human tone.
Can you elaborate on the “magic of debt?” What does that entail narratively and mechanically?
Narratively, the “magic of debt” is not scholarly spellcasting or a clean, repeatable system of formulas. It is something older, instinctive, and dangerous - a force that answers, but rarely in the exact way you wanted, and never for free. In Strigovia, magic is inseparable from sacrifice: the only currency the Forest truly accepts is life. That can mean blood, animals, vitality, or in its darkest form, human innocence. The important point is that magic is never abstract power. It is always a transaction, and often a moral one.
That is why debt magic is so central to the tone of the world. It creates immediate dramatic tension: if someone uses power to save a harvest, heal a sickness, call rain, or ward off monsters, the next question is always, who pays for that miracle? People often think they can borrow a little, solve their problem, and repay it later. In Strigovia, that never truly works out.
Mechanically, the game supports that idea very directly. It is built around resource pressure, costly choices, and consequences. This is a world where magic costs life, and the system is designed so that players are constantly deciding whether a moment is worth the price. Even the core dice economy reinforces scarcity: players do not have infinite rolls, so every major action matters. When debt is not properly repaid, it becomes the Mark of the Forest - not just a curse, but a gradual transformation, as if the Forest begins growing into a person from the inside.
So in practice, debt magic works on two levels at once: it is a narrative engine for bargains, temptation, and horror, and a mechanical engine for pressure, attrition, and consequence.
What is the distinct appeal of Strigovia when compared to other dark fantasy TTRPG settings?
What makes Strigovia distinct is that its horror is not built around epic evil or apocalypse in the usual fantasy sense. It is intimate, folkloric, and social. The danger is not “the world will end,” but “your child may not come back from the woods,” “your village may be forced into a bargain,” or “the thing that protects you today may ask an unbearable price tomorrow.” That makes it feel much more personal and grounded.
Another distinctive element is that the Forest itself is effectively a character. It is not scenery. It has will, appetite, rules, moods, and reactions. It hates iron, resists technology, and stands in direct opposition to extraction, control, and expansion. That gives Strigovia a much stronger thematic backbone than many dark fantasy settings, because the central conflict is not just good versus evil, but nature versus civilization, memory versus modernity, and reciprocity versus exploitation.
Also, Strigovia is not interested in power / hero fantasy. Its stories are about ordinary people rather than legendary heroes. They focus on survival, compromise, belief, identity, and the emotional cost of living in a world where every ritual may be true. That makes it closer to a dark folk tale or rural horror drama than to standard grimdark fantasy.
Finally, the setting’s folkloric logic is part of its appeal. Knowledge does not come from libraries or official doctrine; it comes from sayings, songs, rituals, taboos, and half-remembered stories. In Strigovia, what sounds like superstition is often the only thing keeping people alive.
How does the Strigovia TTRPG compare to what has been released via Patreon?
The clearest difference is one of scope, system, and completeness. Patreon has been a way for us to introduce audiences to pieces of Strigovia through maps, adventures, mood, and worldbuilding material. Because of the enormous popularity and accessibility of Dungeons & Dragons, the free materials released there have been built around 5e mechanics rather than Strigovia’s own original system. That made it easier for more people to step into the world and start playing right away.
The Kickstarter, however, is about presenting Strigovia as its own complete experience - not just as a setting adapted for another ruleset. It is where the full vision comes together: the original mechanics, the deeper lore, the world's thematic foundations, and the unique gameplay built around choices, debts, and consequences.
So the simplest way to put it is this: Patreon has offered an accessible entry point into the world of Strigovia through 5e-compatible material, while the Kickstarter is where people will see Strigovia fully expressed on its own terms. After the campaign, that balance will shift, and the focus will move toward Strigovia’s native system rather than relying primarily on 5e adaptations.
Strigovia goes live on Kickstarter on June 1.

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