The Döömenvalley Redux: The Karelia Offensive
Mörk Borg One-Shot of Retribution and Remembrance
THE SITUATION
The DNS (Definitely Not-Sees) remnants fled east. Now the So-Be-It Regime occupies what's left of Döömenvalley—claiming "liberation" while cataloging everything that made it home. Commissar Draganov, the officer who killed Döömenpapa's family during the war, has returned to finish what he started.
They're not just taking gold this time. They're taking the Valley itself—house by house, memory by memory, photographing and cataloging it for the Eastern archives where gentle things go to be frozen in state vaults, severed from the people who made them mean something.
Tonight, you take it back. Again.
CONTENT & SAFETY
The List uses ontological erasure as horror—characters and memories can be permanently deleted from reality. This is powerful drama but can be uncomfortable.
Safety valve: Players may veto burning their PC's name. If vetoed, Draganov instead burns an allied NPC tied to that PC (GM and player collaborate on who). The horror remains collective without blindsiding anyone's agency.
CORE MECHANICS
Refer to Mörk Borg rules. The Valley doesn't forget how to fight.
THE HOUSE CAR: MOBILE MYTH
The freight car you're reclaiming isn't just Döömenpapa's childhood home—it's been reassembled from wreckage multiple times across occupations. Each reconstruction incorporates fragments from destroyed Valley buildings:
- Door from the burned library
- Floorboards from the demolished school
- Window frames from the razed church
- Roof beams from the community hall
- Foundation stones from homes that no longer exist
This isn't a house. It's the Valley's architectural memory, compressed and mobile.
MEMORY FRAGMENTS (Mechanical Benefit)
When characters shelter inside the house car during Scene 2, they can invoke the ghost of a destroyed building. Roll d6 or choose:
GM staging note: When a Memory Fragment is invoked, change the scene's soundscape. The house becomes a theater of ghosts—not haunted, but remembering.
THE LIST: LEDGER OF UN-BEING
Draganov carries The List—a ledger of every Valley resistance member, annotated with family histories, addresses, relationships. When he burns a page, that person doesn't just die—they're retroactively erased from reality.
ONTOLOGICAL ERASURE (Mechanical Horror)
When Draganov burns a name (tied to the Border Clock—see Scene 2):
- Roll d6 to determine whose name burns (see Draganov's entry)
- All PCs must pass Presence check or forget that person ever existed
- Items associated with them become unidentifiable
- Photographs blur
- Memories dissolve into vague impressions of "someone we traveled with"
IF A PC'S NAME BURNS:
- Safety check: Player may veto. If so, an allied NPC tied to that PC burns instead (player and GM decide who)
- If not vetoed: Other players immediately write down three facts about that character (appearance, one skill, one relationship)
- These become the only things remembered
- Everything else—mannerisms, history, why you trusted them—gone
- The character continues existing, but no one remembers their importance
COUNTER-MECHANIC: SONGS OF REMEMBRANCE
Snuffken's "The Valley Listens" ability can restore one burned name per session by playing a song that forces collective memory to cohere.
But: Memory restored this way is fragmentary, dreamlike. You remember the person existed and mattered, but details remain hazy, like trying to recall a childhood friend's face.
COUNTER-ARCHIVE (Resistance Through Duplication)
Whenever the party saves a photo, ledger page, or map from The List or So-Be-It archives, they may copy it during a rest (using ink, charcoal, blood, whatever's available).
Each copy becomes a +1 die (d4, d6, etc.—GM's choice based on copy quality) usable once to resist erasure:
- Add the die to any Presence save vs. The List
- Or: Use it to automatically remember one detail about a burned name
- Once used, the copy is exhausted (memory fades from repeated handling)
You fight bureaucracy with duplication. They have one archive. You'll have dozens.
THE HEIST: THREE SCENES
Each scene demands payment. The Valley takes what it's owed.
THE BORDER CLOCK (GM Tool)
Instead of tracking rounds, track the train's progress through three stages:
CLOCK STAGES:
- DEPARTURE (Railyard → Open Track)
- RIVER BRIDGE (Crossing the Kymijoki)
- BORDER GATE (So-Be-It Checkpoint)
WHAT HAPPENS AT EACH TICK:
When the clock advances:
- Draganov burns one page from The List (roll d6 for whose name)
- Train accelerates (all PCs make DEX checks or take d6 damage from increased speed/wind/ice)
- Reinforcements arrive (new enemies enter from rear cars)
- GM chooses one complication from the scene list to trigger
The clock advances when:
- 4 rounds pass (GM counts quietly)
- Players trigger it through failed rolls or narrative choices
- A major objective is completed (securing the house car advances clock immediately)
At BORDER GATE: Mission fails if house car crosses. Artillery begins (final complication).
This ties all timers to one mechanism. The ritual remains; the bookkeeping thins.
SCENE 1: THE RAILYARD (Sacrifice)
Forkmaiden's rebuilt drone shows: Freight train with 6 cars (including Döömenpapa's dismantled family house—the reassembled archive), So-Be-It garrison of 12 soldiers, Commissar Draganov coordinating from command car, 2 guard towers, searchlights sweeping snow, Archivist-Soldiers photographing everything before loading it.
Objective: Board the train before it departs. Separate the house car from the rest of the convoy.
Border Clock Status: Not yet started (you have time for planning/positioning)
Complications (failed rolls):
- Searchlight catches movement (Clock starts immediately at DEPARTURE)
- Guard rotation happens early (double patrols, disadvantage on stealth)
- Little Pyy's distraction works too well (entire garrison mobilizes; Clock starts)
- Archivist-Soldier photographs you (catalogued—see enemy entry for immediate effect)
- The Grøke manifests in searchlight beam (all radios shriek static, both sides spooked; Forkmaiden's drone feed distorts)
What this costs: The element of surprise. The assumption anyone gets out clean. The belief that revenge ends cleanly.
SCENE 2: THE TRAIN (Momentum)
You're aboard. The train is moving. Draganov knows you're here—he's been expecting this. The house car is locked, rigged, and defended.
Border Clock Status: DEPARTURE → RIVER BRIDGE → BORDER GATE (track the progress)
Objective: Reach the house car. Defeat Draganov. Uncouple the car before BORDER GATE. Prevent him from burning The List.
Clock Advancement Triggers:
- Every 4 rounds of combat/action
- When players complete a major objective (reach house car, defeat commissar guards, etc.)
- When players trigger it through critical failures
What Happens at Each Clock Tick:
- DEPARTURE: Draganov burns first name. Train accelerates (DEX saves). 4 reinforcements arrive from rear.
- RIVER BRIDGE: Draganov burns second name. Train accelerates again. The Grøke appears on the roof. 4 more reinforcements.
- BORDER GATE: Draganov burns third name (if still alive). Artillery locks on. Mission enters final desperation phase.
Complications (ongoing):
- So-Be-It reinforcements push from rear cars (new wave at each clock tick)
- House car is booby-trapped with thermite (disarm check or everything the Valley built burns—if this triggers, lose all Memory Fragment benefits permanently)
- The Grøke walks along the roof, frost trailing behind her (temperature drops; metal becomes brittle; guns jam on natural 1s instead of just 20s)
- Forkmaiden's radio ghosts: When using Overwatch, she hears her own voice on enemy frequencies—delayed by 3-5 seconds, saying things she hasn't said yet. The Grøke isn't following her. She's becoming her own future.
LITTLE PYY'S PRECISION MOMENT:
Once per scenario, Little Pyy can spend a full action to place one charge with perfect structural understanding.
If detonated later: Stalls the train for one clock tick (delays advancement) with no roll required.
Cost: The explosion destroys one Memory Fragment in the house (player chooses which room/ghost is lost forever—Library, School, Church, Hall, Workshop, or Home).
Simple trade: time for history. Some rooms can't be saved if everyone is to survive.
What this costs: Time you don't have. Blood on your father's floorboards. The friend who stays behind in the rear cars to buy you seconds.
SCENE 3: THE BORDER (Entropy)
You stopped the train. Maybe. The house car sits smoking in no-man's-land between Valley territory and So-Be-It checkpoints. Draganov is dead or dying. Reinforcements converge from both directions—So-Be-Its from the east, and something worse from the west (the Valley itself, rotting from occupation).
Border Clock Status: BORDER GATE (or just past it if you failed—you have minutes, not hours)
Objective: Move the house car to safe ground. Survive what comes after.
Final complications (GM chooses two, not all three—avoid slapstick apocalypse):
- Border minefield (navigation checks or d10 damage)
- House weighs more than physics should allow—it's laden with memory (Strength checks to push; failure means someone must be left behind as counterweight)
- Draganov's final artillery order (6 rounds until impact—increased from 8 to heighten urgency)
- The Grøke stands in the middle of no-man's-land, unmoving. To pass her is to carry your grief. Each character must describe one thing they'll never get back. Those who can't or won't answer are frozen (Presence save to break free).
- ~~Radio intercept: "Oberst Snaff sends his regards"~~ (Optional escalation: DNS forces arriving to reclaim the Valley from the So-Be-Its—three-way standoff. Use only if you want maximum desperation. Otherwise, cut for tonal consistency.)
What this costs: The house can't fit everyone. Someone doesn't make it home. The Valley remembers who stayed behind so others could carry what remains forward.
VICTORY CONDITIONS
- House reclaimed + most survive: The Valley has something to rebuild around
- House reclaimed + heavy losses: You saved the memory, but buried the mourners
- Partial success: Some rooms made it back. That's enough. It has to be.
- TPK: At least you died carrying home on your backs
SO-BE-IT RADIO CHATTER
Forkmaiden intercepts signals through a modified drone. Roll d6:
THE CHARACTERS
DÖÖMENPAPA (The Patriarch—Older, Slower, Angrier)
HP: 10 (age catches everyone)
Agility: -2 (joints remember old wounds)
Presence: +2 (authority earned in blood)
Strength: +2 (will over muscle)
Toughness: +3 (refuses to die before revenge is complete)
Weapon: Ancestral Pickaxe (d8, ignores 2 armor, always)
Special - NO RETREAT: When defending family/house/Valley soil, cannot be moved by force. Enemies must kill you or flee.
Special - LIVING LEGEND: So-Be-It soldiers must pass Presence check or fight with disadvantage (they've heard the stories from the DNS survivors)
Flaw: HP cannot regenerate above 10. Every wound from the war stayed. This is the last ride.
"Draganov killed my wife. Burned my house. Tonight, I'm bringing it home—"
FORKMAIDEN (The Operator—Haunted by What She Became)
HP: 8 (learned to take hits)
Agility: +2 (muscle memory)
Presence: +1 (quiet competence)
Strength: +0 (sufficient)
Toughness: +1 (scarred by the last heist)
Weapon: Rebuilt FPV Drone mk.II (d10 ranged, can kamikaze for d12 area—one use) + The Fork (d6 melee, no longer desperate)
Special - OVERWATCH II: Mark up to 2 targets; allies attack with advantage. Can see through drone in real-time.
BUT: Each use adds Dissociation token. At 3 tokens, you can choose to Embrace the Cold.
Special - EMBRACE THE COLD: At 3 Dissociation tokens, Forkmaiden can voluntarily become the Grøke for d4 rounds:
- Gains all Grøke abilities (Touch of Cold, Aura, freeze time)
- Loses player control—GM narrates her actions
- She always protects the party, but terrifyingly (killing enemies with cold precision, freezing time to save allies, moving through walls)
- When she returns, she remembers everything she did and must reckon with it
- Dissociation resets to 0
COST - THE LONG COLD: Each time Forkmaiden embraces the cold, she permanently loses one memory. Player chooses which:
- A food she can taste (everything tastes like frost now)
- A face she can picture clearly (even loved ones blur slightly)
- A word she can say without her voice echoing
- A song she knew by heart
- The feeling of being warm
- Her own name (she remembers it intellectually, but it doesn't feel like hers)
Mark each lost memory on the character sheet. They don't come back. Power becomes sacrament; transformation has a price that lingers in the fiction.
Special - SIGNAL GHOST: Hack So-Be-It radios (Presence check). On success, feed false intel, scramble comms, or play Little Pyy's playlist at max volume. BUT: Sometimes you hear your own voice on the enemy frequencies, delayed 3-5 seconds, saying things you haven't said yet.
Flaw: The Grøke follows you specifically now. When you're alone, frost forms on your goggles. She remembers what you became last time. So do you.
"I've set tables, set crosshairs, and set fires. Tonight, I'm setting things right. Or I'm becoming something that can't be set right. One of the two."
SNUFFKEN (The Wanderer—The Valley's Conscience)
HP: 8
Agility: +2 (still moves like smoke)
Presence: +2 (earned through witnessing)
Strength: +0 (enough)
Toughness: +1 (weathered, not broken)
Weapon: Repaired Harmonica (d6 sonic, morale damage) + Molotovs (d8 area, 5 uses—learned to make more) + Knife (d4, principles have limits)
Special - REQUIEM: Play a song that forces all enemies in earshot to confront their choices (Presence check or flee/surrender/fight with disadvantage for d6 rounds). The song sounds like grief and accountability.
Special - THE VALLEY LISTENS: Once per session, ask the Valley a question. GM answers truthfully (Where is Draganov? What did they take? Who betrayed us?). The Valley always knows. Also: Can restore one name burned from The List by playing a song of remembrance. All PCs reroll Presence saves to remember. Success means fragmentary memory returns (dreamlike, incomplete, but real).
Flaw: Cannot harm unarmed targets. Cannot abandon wounded enemies. Some principles are worth dying for.
"I've wandered everywhere. The Valley is the only place that ever felt like stopping. So I'm staying—no matter who tries to take it."
THE GRØKE (Entropy Manifest—No Longer Waiting)
HP: 12 (grief grows)
Agility: -1 (inexorable)
Presence: +3 (impossible to ignore, worse to acknowledge)
Strength: +2 (cold that breaks bone)
Toughness: +3 (cannot be stopped, only endured)
Weapon: Touch of Cold (d8, freeze limb on crit—victim loses use of arm/leg until thawed) + Aura of Absolute Zero (all within 15' move at half speed, metal becomes brittle)
Special - THE LONG WINTER: Once per session, freeze time for 2 rounds. Everyone stops. When time resumes, all living creatures take d4 cold damage (grief always costs something).
Special - GRIEF MADE FLESH: Target one creature who has lost someone. They must pass Presence check or be paralyzed by memory (can only move/act if another PC physically moves them or speaks the name of what they lost).
Special - RECURSIVE HAUNTING: The Grøke appears on Forkmaiden's drone feeds, in reflections, in radio static. When Forkmaiden uses Overwatch, the Grøke sometimes acts through her—Forkmaiden's targeting cursor moves on its own, selecting enemies with cold precision. This doesn't cost Dissociation tokens. It adds them.
Flaw: Still cannot speak. Still cannot be comforted. Follows Forkmaiden specifically now—the drone operator who became her, briefly, and survived. The Grøke wants to know: if you become me again, will you stay?
[Radio static. Frost on steel. Forkmaiden's voice, delayed: "I'm already here." The certainty that some things can never be warm again.]
LITTLE PYY (The Chaos—Graduating to Structural Saboteur)
HP: 7
Agility: +3 (physics is a suggestion)
Presence: +2 (infectious despite everything)
Strength: -1 (momentum over mass)
Toughness: +1 (survived the lighthouse; learned to duck)
Weapon: Dual Pistols (d6 each; fire both at disadvantage OR alternate for sustained suppression) + "Surprises" (3 improvised explosives—d10 area, she made them from DNS/So-Be-It ordinance)
Special - AGENT OF ENTROPY: When you roll natural 1, something absurd happens that somehow helps (examples: ricochet kills three enemies, accidentally unlock door, enemy radio explodes into Moomin theme song, train coupling spontaneously fails)
Special - UNHINGED OPTIMISM: Immune to morale. Once per scene, allies reroll fear saves because her laughter is either inspiring or brain-damaging.
Special - LIGHTHOUSE TRAUMA: Once per session, Little Pyy can flashback to "something she learned at the lighthouse." This retcons that she prepared for this exact situation (planted explosives earlier, stole a uniform, befriended a guard dog, memorized train schedules). GM decides plausibility, but lean toward yes.
Special - STRUCTURAL UNDERSTANDING: When examining enemy infrastructure (trains, buildings, supply lines), Little Pyy can make Intelligence check to identify critical failure points. Success means she knows exactly where to place one explosive for maximum cascading damage. She's stopped being random chaos—she's elegant demolition.
Special - PRECISION SABOTAGE (One Use): Once per scenario, spend a full action to place one charge with perfect structural understanding. If detonated later, stalls the train for one Border Clock tick with no roll. Cost: Destroys one Memory Fragment in the house (player chooses which room is lost).
Flaw: Must pass Presence check to NOT do the chaotic option. On fail, she does the fun/stupid thing.
Character evolution across scenes:
Early game: "Let's blow up a train!"
Mid-game: "The tracks are how they write their story on the Valley. We erase one line at a time."
Late game: [Plants explosive precisely on coupling mechanism] "Carpentry and demolition aren't that different. Both reshape what was into what should be."
THE SO-BE-IT REGIME FORCES
Ideology: Preservation Through Possession
The So-Be-Its don't burn or destroy—they catalog and confiscate. Everything belongs in archives. Everything must be photographed, documented, removed from its context and frozen in state vaults where "it will be safe."
Their crime isn't erasure—it's appropriation: "This belongs in a museum" (meaning: Moscow's basement, where no Valley citizen will ever see it again).
Official phrase (repeated like liturgy): "Secured for posterity." On armbands. In ledgers. Over radios. Three words that make every theft sound benevolent.
Soldiers wear catalogued artifacts as insignia. Rank = number of items archived. A captain might wear twelve Valley wedding rings on a chain. A lieutenant carries a satchel of confiscated family photos.
So-Be-It Soldier (Standard)
HP: 5 | Armor: 1 | PPSh-41 (d6, burst fire) Fight in squads, extremely disciplined, retreat only on orders. Wear catalogued Valley artifacts (embroidered cloth scraps, wooden buttons, small icons).
Archivist-Soldier (Priority Target)
HP: 6 | Armor: 1 | Camera (non-lethal) + Rifle (d6)
Special - DOCUMENTATION PROTOCOL: Must photograph target before shooting. This telegraphs attacks (players see the flash, get 1 round warning).
Special - CATALOGUED (Immediate Danger): If an Archivist-Soldier photographs a PC and survives, that PC is catalogued.
Immediate effect: All enemies roll attacks with advantage against that PC until the camera is smashed or the film destroyed. The state knows your outline; you're easier to hit.
Long-term effect: If the Archivist escapes with the photos, future missions become harder (So-Be-Its recognize you, know your tactics, have your measurements for custom traps).
Loot:
- Camera (contains photos of deported families—potential rescue mission hook)
- Catalog ledger (lists confiscated items and their "archive designation numbers")
- Film canister (your face, if they photographed you—destroy it or they'll always know you)
So-Be-It Commissar Guard (Elite, 4 per train)
HP: 8 | Armor: 2 | SVT-40 (d8) + Bayonet (d6 melee)
Special - POLITICAL LOYALTY: Fight to the death protecting Draganov, The List, or ideological assets (the house, the archives). Cannot be intimidated or bribed. Pass all morale checks automatically.
COMMISSAR DRAGANOV (The Man Who Killed Your Family)
HP: 16 | Armor: 2 | TT-33 Pistol (d6) + The List (ontological weapon)
Special - THE LIST OF NAMES (Burns at Clock Ticks): Draganov burns one page from The List each time the Border Clock advances (not every round—tied to DEPARTURE, RIVER BRIDGE, BORDER GATE).
Roll d6 when burning occurs:
Special - SURVIVOR'S CUNNING: If reduced below 5 HP, Draganov attempts one final act (detonate thermite on house car, shoot Döömenpapa, burn the entire List at once—all PCs make Presence saves or forget why they came). Players must stop him in 1 round.
Special - IDEOLOGICAL CONVICTION: Immune to Snuffken's Requiem. He's already confronted his choices and made peace with them. "I serve the future. You cling to the past. History will judge which of us was right."
Loot:
- The List (partially burned—some names saved, some lost forever; can be copied during rest for Counter-Archive dice)
- So-Be-It medals (worthless as currency, priceless as evidence of war crimes)
- Journal (documenting "pacification efforts" in clinical language—"relocated 47 families," "artifacts secured for posterity," "eliminated resistance elements")
- 1 photograph: Döömenpapa's family, stolen from the house before it burned. The only surviving copy. Döömenpapa's wife is smiling. Can be copied for +1d6 Counter-Archive die.
"Korpi. You should have stayed dead. The war ended. The Valley belongs to the future now—my future. Your past is ashes."
WHAT DID YOU LEAVE BEHIND ON THE TRACKS?
After the mission, each surviving character rolls d6:
The Grøke leaves nothing behind. She accumulates.
When she passes through the final scene, frost remains on everything she touched. Twenty years later, those railings will still be cold.
AFTERMATH: THE RECONSTRUCTION
If you survived and reclaimed the house:
The So-Be-Its are retreating east, cataloging their losses ("Operation terminated. Artifacts secured for posterity: 73%. Acceptable margin."). The DNS remnants are scattered north, licking wounds. The Valley is contested ground—no one's and everyone's. But tonight, in the clearing where the house once stood generations ago, there are foundation stones. There is timber from the train car, scorched but sound. There is a fire built from Draganov's List—the pages you saved, and the pages he burned.
Döömenpapa kneels in the snow, placing the first beam with hands that shake. He does not stop. He does not speak. The pickaxe rests beside him, silent.
Forkmaiden sits nearby, goggles off, watching static on a dead drone screen. The Grøke stands behind her, close enough to feel but not touch. Frost forms on the screen's edges. Forkmaiden doesn't turn around. She knows.
Snuffken plays a broken tune on a broken harmonica—the notes that remain. It sounds like hope with grief running through it, which is the only kind of hope the Valley knows anymore.
Little Pyy is already sketching plans for the next mission—there's a So-Be-It supply depot, a weapons cache, maybe the university archives if they're still intact.
"Pyy."
"Yeah, Papa?"
"Tomorrow."
She looks at the half-built foundation, the fire, the old man's hands placing beam after beam with the precision of ritual.
"...yeah. Tomorrow."
The Valley keeps its dead warm with stories. Tonight, you proved that gentle creatures, when pushed to the edge, rebuild. Not because rebuilding wins. Because rebuilding is the only victory that matters when everything else has been taken.
SEQUEL HOOK: THE DÖÖMENVALLEY ARCHIVES
Draganov's journal mentions Project Zima (Winter)—a joint DNS/So-Be-It plan to "relocate entire populations for their own protection," erasing cultural memory by physically moving landmarks and people to separate locations. The Valley's identity would be frozen in Moscow's archives while the actual Valley is repopulated with "reliable citizens."
Both regimes want the same thing: a Valley with no history to resist with.
The university's basement contains: census records, birth certificates, property deeds, maps, cultural documentation, proof that the Valley existed before occupation. The So-Be-Its are "digitizing" it (confiscating it). If the archives leave the Valley, the population becomes legally non-existent—no proof of ownership, lineage, or habitation.
The lighthouse Little Pyy burned? It's being rebuilt—not by So-Be-Its or DNS, but by someone coordinating both sides. Someone who wants the Valley erased so thoroughly that even arguing over it becomes pointless.
NEXT MISSION: THE ARCHIVES
Objective: Not to destroy the archives (that's what occupiers want—erasure by fire is still erasure). Instead: Copy them. Smuggle duplicates. Create a counter-archive that can't be confiscated because it exists in multiple hidden locations.
Thematic shift: Previous missions were extraction/destruction. This one is multiplication and dispersal. You win not by taking something back, but by ensuring it can never be fully taken.
Genre shift: From action (heist) → suspense (lighthouse) → war (train) → archival horror. The final boss isn't a soldier or commissar—it's a filing system. You defeat occupation not by killing occupiers, but by making your existence un-erasable.
Little Pyy's role evolution: Not as demolitionist, but as copy-machine operator under fire. The chaos agent becomes information smuggler. Her manic energy is reframed as speed: she can photocopy faster than anyone while under assault, her hands moving with the same precision she used to plant explosives.
"You know what's more permanent than blowing something up? Copying it so many times they can never destroy all of it. That's real demolition—demolishing their ability to erase us."
Title card for Mission 4: DÖÖMENVALLEY ETERNAL: The Archive Wars
Tagline: "They can burn the books. They can't burn every copy."
END SCENARIO
Roll new characters if yours died. The Valley still needs you.
The house is half-built. The occupiers are still here. But tonight, you proved something both regimes fear:
Memory is portable. Home is what you carry. And some things refuse to stay buried.
CREDITS
System: Mörk Borg SRD (Stockholm Kartell)
Inspired by: Sisu: Road to Revenge (2025), Sisu (2022), Tove Jansson's Moominvalley, Finnish sisu, Soviet occupation, the weight of houses, ontological erasure, and the gap between what was lost and what can be rebuilt.
Legal: This is a transformative parody. The So-Be-It Regime is definitely not referencing anyone specific. Nope. All Döömenvalley characters remain satirical commentary on the transformation of gentle creatures under occupation. The Grøke, Döömenpapa, Forkmaiden, Snuffken, Little Pyy, and the DNS/So-Be-It Regimes are original creations.
CC BY-SA 4.0
The Valley remembers.