Ultraviolet Grasslands

At-a-glance: OSR lineage • d20 mechanics • 3-6 players + GM • Low prep • Rules-lite • Campaign length • Caravan-crawl structure

Theme and Setting

Welcome to the Ultraviolet Grasslands, a roleplaying game of heroes on a strange trip through mythic steppes in search of lost time, broken space, and deep riffs. Inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games, UVG presents a world where the weird is commonplace and the commonplace is weird.

The setting begins at the edge of the Rainbowlands in the Violet City, the last bastion of civilization before the endless ultraviolet steppes. Even this 'civilized' land is strange to our eyes—teeming with multihued humanity (greenlanders, bluelanders), porcelain princes who live simultaneously in multiple psychically linked bodies, body-hopping ultras, and cat lords. Beyond lies the Grasslands themselves: a fever dream of the fantastic where time and space bend, ancient secrets sleep, and the only certainty is that all journeys end in vanity.

The UVG is less about combat and more about the journey itself. Players form a caravan and venture into these strange lands, trading goods, discovering wonders, and returning forever changed. It's designed to run like The Hobbit rather than Lord of the Rings—the travel itself generates the story through random encounters and player decisions.

Core Mechanics and Rules

UVG uses streamlined OSR mechanics built on a d20 foundation. Character creation is fast, emphasizing backgrounds, mutations, and starting equipment over complex builds. The system prioritizes player ingenuity and creative problem-solving over rules mastery.

The Caravan-Crawl

The signature innovation of UVG is its caravan-crawl structure—a scenario format that deserves recognition alongside dungeon-crawls and hexcrawls. The system elegantly handles:

  • Time: Simplified to weeks of travel, each with a specific resolution sequence
  • Inventory: A 'sacks' system that manages entire caravans without bookkeeping hell
  • Supplies & Survival: Streamlined rules for hirelings, pack animals, and resource management

Travel between the 32 mapped locations takes weeks, with destinations serving as hubs for discoveries. The map branches from the Violet City to the mysterious Black City on the edge of an oily sea, with each stop offering unique trade goods, factions, and weirdness.

Experience and Motivation

Rather than killing monsters for XP, players choose a journey motivation that determines how they earn experience. Twelve options include:

  • To make money: Awarded for discovering profitable trade routes and completing trades
  • To learn ancient secrets: For wizards seeking lost lore and magical breakthroughs
  • To map the unknown: For explorers charting new territories

What Makes It Unique

Psychedelic Metal Aesthetic

UVG's visual presentation is unmistakable. Creator Luka Rejec's artwork fills every page with neon colors, surreal landscapes, and strange creatures. The 2nd Edition expanded from 200 to 252 pages, packed with larger and more evocative art. This won the 2024 Silver ENnie for Best Interior Art.

Setting as Rules

The book blurs the line between sourcebook and rulebook. Random tables generate everything from spells and monsters to NPCs, treasures, cities, and dungeons. The ultraviolet tone infuses every mechanic—magic is weird and dangerous, trade is essential, and death is always one bad decision away.

Expansive but Focused

Despite its scope, UVG provides immediate playable content. The 2nd Edition includes 50 pet companions, revamped character and caravan sheets, an expanded Circle Sea region map, and a bestiary of friends and foes. Streamlined character rules make for smoother gameplay while expanded vehicle and equipment options let parties prepare for any eventuality.

Target Audience and Player Experience

UVG is ideal for groups who enjoy:

  • Emergent storytelling: The journey creates the narrative through random tables and player choices
  • Exploration over combat: Discovery and trade matter more than fighting
  • Weird fiction: The surreal, dying-earth tone of Vance, Wolfe, and psychedelic rock
  • Low-prep GMing: Random tables generate content on the fly
  • Strategic resource management: Caravan planning and trade route optimization

The player experience is collaborative and open-ended. UVG trusts players to drive the narrative through their choices—where to go, what to trade, which dangers to brave. The non-linear structure rewards curiosity and creative problem-solving. As one reviewer noted: 'Non-linear storytelling was something I had never tried before, but the result was just as good (if not better) than most RPG experiences in my five years of playing.'

Editions and Availability

The 2nd Edition (2023) is the definitive version, available in hardcover from Exalted Funeral and PDF from DriveThruRPG. It represents a director's cut expansion of the original, with refined rules, more art, and additional content. A sequel, Our Golden Age, continues the journey into new territories.



Old-School Renaissance (OSR);Science Fiction;Exploration-Driven;Rules Lite;Sandbox;Resource Management;Campaign
Ultraviolet Grasslands cover image
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What do players think?

Ultraviolet Grasslands is widely acclaimed as one of the most creative and visually stunning OSR products, winning the 2024 Silver ENnie for Best Interior Art. Reviewers praise its innovative 'caravan-crawl' structure, psychedelic heavy metal aesthetic, and seamless blend of setting and rules. The journey-focused gameplay emphasizes exploration and emergent storytelling over combat. Some note the surreal tone requires buy-in from the whole table, but most find the random tables and trade mechanics endlessly inspiring.

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