The dark Christmas-inspired world of Toymaker, where frost infects people like a disease and Santa Klaus kidnaps children [Grimdark Worlds]

Toymaker is a huge surprise and one of the most original and involving RPGmaker JRPGs. Set in a dark world scourged by a neverending winter, Toymaker uses a very peculiar inspiration for this world: Christmas. Not the Christmas typical of soft drinks commercials, but pagan Christmas rites and figures coming from North Europe. And for how bizarre this could sound, if you didn’t play the game, you have no idea of how good this combination is. For example, Gods are born from fear of the elements, frost is a disease infecting bodies and transforming them into spawns of a hive mind, and darkness empties people like void husks. And of course, there is the aforementioned Toymaker, the Santa Klaus of this world, a secluded God kidnapping children and placing their souls inside dolls.

Toymaker is an amazing journey in a world full of lore, following a story with many twists, and offering challenging battles and bosses. In the second article of “Grimdark Worlds,” we will discover the complexity of Toymaker’s world, with a special focus on the dark and mysterious Gods.

In the beginning it was Winter, Frost, and Nightmares

The world is shaped around very uncommon elements: Frost, Snow, Spirit, and Roots. Before these, all the elements were born from Light and Darkness, the Primal Elements. These primordial elements are so intense that can send people crazy. For example, darkness is an engulfing and nightmarish element that can create immortal undead enemies from corpses, or husks. In some places, the darkness is so dense and thick that can control minds, causing hallucinations and insane fear. The other derivative elements shaped this primordial and harsh world, creating their own ecosystem of creatures and altering the minds and bodies of other living creatures in contact with them. Every element is ruled by an ancient creature. In this case, Lussi is the ancient God controlling darkness, a fearful witch born from nightmares.

In Toymaker, Frost is not simply an effect of cold, but a sort of disease, infecting people and spreading. Frost creates zombies covered in ice, broken puppets of the Winter Gods. Frost covers everything and kills every life, and the only way to fight it back is through an insane control of fire. The Frostcrater is the God controlling Frost, an isolated entity spreading this disease. Some women become cold witches, bound to the Frostcrafter but not mutated. They have strong powers and are usually cast away from their community, always fighting for their mind to keep the Frostcrafter away. Gnomes are especially victims of the Frost, but also Root creatures follow the same destiny, easily becoming Frost Spawns. Frost Spawns are strong and colossal beings, often keeping the shape of the creature they devoured, with increased size or more worm-like bodies. They are also often characterized by a beard made of icicles.

Snow is the emblem of Winter and is different from Frost. It is more related to the wind and storms, debilitating people affected by it. Snow is also a synonym of Winter in Toymaker’s world, the embodiment of this harsh ecosystem. Of course, the God born from the fear of the winter is the Toymaker itself. Snow creatures are amorphous masses of melted snow, usually gigantic beings without a clear anatomy. They are more blobs of half-melted snow than discernable creatures.

Root is the everchanging element, moving underground, causing rot and decay in living beings. The roots live secluded and hidden in their underground world, a series of twisted tunnels connecting everything, engulfed in wood and darkness. A sheltered world that wants to remain hidden. The God associated with Roots is an old and forgotten being called the Hidden. Root creatures are thin beings and masses of roots, often taking a humanoid shape or, other times, just appearing as twisted and amorphous masses. However, some of the root beings are instead gigantic and creepy creatures, similar to a more twisted version of trolls.

Spirit is the sparkle of life, the energy composing souls, a warm and green vibrant fire. The element embraces lost souls, which travel around in the winter nights, often possessing inanimate objects or attacking living beings. Spirit is a complex element that can alter the minds of other people, making them savage and bloodthirsty. The Spirit creatures are twisted souls made of fire, yellow or green entities flying around the map very quickly with twisted faces painted on them. Other times, Spirit creatures can control dolls or other puppets, creating even creepier beings. It is not clear who is the God associated with Spirit, since Lussi is clearly darkness. It could be the mysterious Straw Goat, who is only hinted at in the Prologue.

The Faces Behind Fears: The Old Gods

In the beginning, there was only frost, winter, and nightmares. Then, people started to imagine faces in the snow, trying to give meaning to the people killed by the elements. How could a disembodied element like Frost exterminate a village? Surely something more powerful was behind it. They were not simply accidental deaths or natural disasters, “somebody” was responsible for them. After enough people believed in those faces behind the elements, the Toymaker, Frostcrafter, and Lussi were born. Each of them embodies those deadly forces. Gods are also based and shaped around Pagan figures related to Christmas rites in North Europe.

The Frostcrafter was alone in the mountains, isolated in its realm of ice and silence. One day, the Gnomes got too close to the mountain, awakening the slumbering God and spreading Frost as a disease. The Frostcrafter is a true servant of the Toymaker, using Frost to brainwash gnomes thus providing the workforce for the Toymaker’s Workshop. The Frostcrafter kills everything it touches, unable to understand life but still craving for it. For this reason, it uses Frost to create and twist living beings, but only to achieve mockery of life through ice and snow. For that, it now wants only to stay alone. The Frostcrater is a colossal giant made of ice, with a very disturbing and ghostly expression on its face. During the battle, the giant is a tough opponent with a lot of life, which uses strong frost-based attacks.

Lussi is a bad dream and a scary whisper that became real, feeding on fear. Lussi reigns over darkness, engulfing entire land in it, and swimming through shadows as if it was water. Born from nightmares, Lussi is a witch who rules over fear, a real boogeyman of everything unknown. In her realm, dead things are alive. She keeps dead things close to her, so she can care for them. Her servants are rotten Husks, rotten things reanimated by darkness, immortal beings serving their mother without being able to control their bodies. Lussi feeds on fear and can imprison people in worlds of deep trauma inside their minds. Lussi appears as a female humanoid, dressed in white, crowned with candles, and crying darkness from the eyes. During the battle, Lussi casts strong spells and can create duplicates of herself. Lussi is based on different characters from North European folklore, especially from the Norse witch with the same name hunting during the longest night of the year, but also Saint Lucia for the crown of candles.

The Straw Goat is very enigmatic, only mentioned in the main game and instead the central figure in the Prologue. The colossal humanoid creature, hidden beneath fur and a hood, was once a servant of the Toymaker, roaming the hills without bothering humans. At some point, something broke, and the Straw Goat got imprisoned by the Toymaker in a cage inside the Field of Candles. During the imprisonment, or maybe even before that, the Straw Goat became completely mad, to the point that now madness is a key element to describe this God. The Straw Goat seems to create a bond with human children, selecting a chosen one. In the past, it was worshipped by humans, especially Skalds and Hornhunters. The Straw Goat is a typical figure that marks the beginning of Christmas in North Europe, but the Yule Goat is also a far creepier figure usually wandering around towns and demanding gifts.

The Hidden, also called the Broodmother, is the God ruling and spreading Roots. As the name suggests, this God decided to hide from humanity, finding a secluded place to be forgotten inside a coffin. It is still possible to find old statues from when the God was worshipped in the depths of the tunnels, surrounded by roots and darkness. The Hidden has strong telepathic powers, can attract people, and create illusions. In Toymaker’s world, The Hidden act as the secret superboss. Fighting the Broodmother is an extremely challenging battle since the creature has multiple tentacles, each of them capable of using strong abilities and independently attacking.

The Toymaker is the supreme God of this land and Winter personification, followed by the other Gods and feared by every creature. In the past, people built machines and made sacrifices for him. Then, he cast everyone out and closed its gates. It now lives alone in the mountain, surrounded by dolls and souls. The Toymaker kidnaps especially children, and then it traps their spirits into dolls. According to the Toymaker, exchanging bodies with its dolls is a special gift and an honor. The Toymaker still lives in his Workshop on the top of a mountain, surrounded by disturbing dolls moved by children’s souls, existing till people fear and believe in him.

Surviving the Harsh World: Races and Tribes

Humans try to survive in this harsh world by living in primitive societies. The Herders are a tribe mainly living of goats, in peace with nature and trying to survive by avoiding dangers. They have tendencies to be nomadic, and they prefer to flee to better locations than facing dangers. The Hornhunters are instead a tribe focused on hunting and killing other animals. Bloodthirsty and tribal, they ferociously hunted especially the Reindeers, creating a bloody feud. It is said that they left Reindeers’ skeletons to mark their territories. And it is also said that those skeletons were screaming in pain even after death. The Hornhunters became mysteriously extinct after a bloody massacre. The Skalds are like outsiders, worshipping nature, and studying forbidden lore and knowledge. The Skalds are a mysterious tribe, often considered the guilty behind the changing of the Toymaker.

The Gnomes were the first servants of the Toymaker, helping it in its Workshop by building dolls and puppets. When they abandoned the Toymaker in its madness, the Frostcrafter forced them to work again there. In fact, Gnomes are in a constant fight against the Frostcrafter, and many of them were turned into Frost Spawns. From this fight, two main factions developed. One is the Candlelights, gnomes obsessed with fire, burning everything to fight frost. They live surrounded by bonfires and cast away the ones starting to turn… or burn them. The other faction is embracing Frost, learning spells from it, and thinking that serving the cold is the only way to learn how to survive. Even if the weak ones will turn into Frost Spawns.

The Reindeers are strong anthropomorphic creatures that once served the Toymaker, as well as the Gnomes. But while the Gnomes built dolls to welcome the children’s souls, the Reindeers assembled traps to lure and ensnare them. They live in an almost barbaric society, strong and brave fighters, where honor is everything for them. When they lose honor, they also lose the horns. The Reindeers were in a huge war with the Hornhunters, humans hunting them down. At that time, some Reindeers became Maneater, literally feeding on humans as revenge for this bloody hunt. Now they live isolated in a walled wood village. Even if the Hornhunters are no longer a menace, their lands are scourged by Lussi and her darkness. Some of them became husks while trying to fight the witch, while the others now live in the village tormented by nightmares.

An Ancient World: Iconic Places

The world is a primitive and harsh land, shaped by perpetual snow, tall mountains, and forgotten ruins. Glyphs and runes are everywhere, but people have forgotten about their true meaning. The Ruins of Hare Temple is an example of this, a place of pyramid and monolithic structure completely forgotten and covered in snow. Skald legends say that the Hare was a creature close to the Toymaker, and, regardless of whatever happened between them, the Toymaker still wants to keep the ruins intact. The Hidden Temple is the most secluded place where The Hidden is resting outside the world. To access the place, as revealed in the Prologue, five knockings are necessary to open the door. This is also reflected in the gameplay, where the player needs to press five times on the locked place on the map to unlock it.

The Field of Candles is a forbidden place to humans, an unexplorable land filled with souls and green fires. Legends say that the Straw Goat is caged in these lands. The territories engulfed by Lussi’s darkness are swamps empty of life, where only immortal husks roam. While venturing into these lands, the player will have their own heart portrayed on the map. Too many encounters with the ghastly beings, and something bad will happen. However, the Toymaker’s Workshop is surely the most emblematic place in this land. Built on top of the tallest mountain, the Workshop is a gigantic wooden house filled with Toymaker’s statues. The empty halls, deprived of life, are now hosting only the disturbing dolls created by the Toymaker.

The grim world of the Pale City: where cannibals are looking for eternal life and babies are born crawling out of Tunnels [Grimdark Worlds]

If by looking at the images you are thinking that this is another random game made using RPGmaker and with a corny plot, well, I hope you will change idea because this is a really dark and original RPG with incredible writing. The best thing about the Pale City is definitively the world-building, which has an insane amount of lore. The gameplay is pretty standard but satisfying. Often you will fight alone against multiple opponents, and a good strategy and balance will be necessary to survive. 

This is truly the essence of a grim world, where babies are born crawling out of tunnels to then finish in an indifferent city hoping that somebody will adopt them. Of course, the few ones that can crawl out alive. Gods are dumb or insensitive beings far from humans, living isolated or eternally digging tunnels. Then, you have a huge variety of weird cults, totally insane characters, and every possible mischievous act. This is not a game for the faints of heart, because some moments could go really dark.

The Platform and the Dark Sea

The world is a sad and grim place, a land lacking any kind of hope or wishes. Only the Platform exists, a tall structure surrounded by a deadly black sea. Dumb gods and hideous creatures dig and crawl inside the Platform, creating tunnels and chambers in the entrails of this gigantic structure. On top of the platform, a giant town is the only place inhabited by living things. A crawling hive of chaos and criminality, always expanding on top of the Platform. But there is even a stronger binding between the Platform and humanity. In fact, the Platform is composed of living matter, precisely, the bodies of all the humans dying that are absorbed inside the structure, improving its growth. Moreover, if dead bodies composed the Platform, some theories claim that humanity’s blood created the dark sea beneath. And this is not all, because humans are also born inside the Platform. Hidden in the secluded depth of the Platform, a room called The Womb is where all humans are born as babies. The poor infants must dig their way out of the tunnels, avoiding starvation and other beasts. Only the babies that come out alive from the tunnels can join the society up in the city. Of course, only if they find somebody kind enough to adopt them. And in this world of violence and selfishness, this is not a trivial task.

The Three Gods

This grimdark world has three main gods, and all of them couldn’t mind less about humanity. Melchior is the most human god, a sort of old wizard who lives in a huge tower. The god went silent long ago, refusing to speak again to humanity, except for a few chosen ones, and living hidden in his tower. Wretched people surround the tower in the hope that the god will speak again. But their wait became a trap for their mind, and all the worshippers went insane. Or well, another possibility is that the god itself radiates a sort of madness, and this is why he decided to isolate himself. Moragar the Ravenous is a god that hides inside the Platform, a gigantic and dumb creature constantly digging tunnels. It doesn’t mind any living beings and shows no other value. The god only knows how to dig inside the Platform, expanding the colossal maze inside of it, as a gigantic mouth devouring millennia of dead bodies. The last god is more cryptic and mysterious, a sort of living darkness, Balthier the Dark, spreading inside the tunnels. Balthier’s core is a sentient being existing through darkness, while the monsters crawling beneath the ground are its immune system, killing everything inside. Once it rested enough, the darkness of its body spread inside the tunnels, never going out. The Pit is a huge opening where, from the surface, people can have a glimpse of the darkness beneath. This works as a lure for madmen and wretched humans, who worship its presence and suicide by jumping inside the darkness.

The Inhabitants

The City is inhabited mainly by humans, but other beings also exist. Demons live hidden in dark places, including an entire society inside a well. Magic exists, and so are humans powerful enough to rip people apart with a gesture, or living in symbiosis with a skin parasite. A race of powerful Reptilians once walked the land, and who knows if they are still there. There are also other beings existing in parallel realities, such as the Gatewalkers summoned by mages.

Cults, Factions, and Peculiar Places

The city is full of weird places and mischievous or bizarre associations. While some of them are described only in a few lines, probably just hidden in a room of the gigantic main tavern, others are instead very well described, providing several quests and moral choices. In the first category fall the Silent Speakers, a group of people always in silence but constantly speaking with their minds. The Ones Which Stand In The Dark are instead a mysterious group of people hiding in a room constantly engulfed in darkness. They believe that darkness creates equality in people, afterall, we are all the same in complete darkness.

The Cult of Life is probably the biggest and most characterized faction… and also the most disturbing. Their people dress in red and live together in a huge building, like a proper sect. But the most peculiar element is their unnatural health and life span. Some of them claim to be immortal or with eternal youth. How did they achieve that? By eating the bodies of the infants that were unable to crawl out of the tunnels. As cannibal scavengers, their members patrol the tunnels to retrieve the dead babies before they are absorbed by the Platform. Only then, they prepare their famous stew, stealing life from life itself. They are not intrinsically evil, claiming to do a necessary task without hurting anybody… or at least this is what they believe. The main character will also face this horrible dilemma at the end of the game. Will you join this grotesque cult to drastically improve health?

The Infirmary is a peculiar place without much content related. There are no quests or big events associated with it, but it offers very peculiar vibes. The Infirmary exists to monitor people who survived a spirit possession. Usually, the survivors are left barely human, almost as empty husks, existing only for sleeping or staring at the void. Be aware, that the Infirmary is not there for healing people, but only for observing and monitoring, trying to learn the most from the patients. Because the patients are observed for 500 days… and then sentient to death.

The Chain House is a very peculiar building associated with a long quest. The structure is a prison for just one person: a giant and muscular man. But the guard of the prison is also only one, so what is happening here? Long ago, the two had a feud over something… that both parties don’t remember. To punish the giant… for something, the other used all his money to build a magical prison. The colossus is now forced to live in chains, in his dirt, and eating rats. Why all this hate? The main character can decide the side in this feud, even by freeing the giant from his magic prison. Of course, the first action of the giant after regaining his freedom is to brutally kill the other man. Apparently, only death could solve this futile rivalry.