Menzoberranzan is a national anthem for a fictional location. As the second album by the Ohio dungeon synth artist Faydark, it recalls the history of the titular region. In Dungeons & Dragons lore, Menzoberranzan is a city-state from Forgotten Realms, a popular campaign setting. Faydark, real name Jake Kohn, who also composes under the alias Vale Minstrel, characterizes it with grand orchestral synths that move through its eras, seasons, and regimes. It’s like a non-verbal documentary delivered with an enthusiasm befitting a YouTube lore deep-dive.
Compositionally, Menzoberranzan is closer to classical music with its dramatic swells and long-form movements than it is traditional dungeon synth, or even video game soundtracks. The latter is a large influence on Kohn. Final Fantasy and EverQuest moulded his mind. The densely-layered melodies imprinted a hunger for the fantastical. To him, if one is to convey the scripture of a land, it must be large, robust, mighty, and hearty. There’s no space for minimalism.
Kohn made that obvious in a conversation with Kaptain Carbon, “Fantasy to me represents endless imagination and a natural desire to experience the universe in a much more profound and interesting way.” That’s the best way to absorb Faydark–a realm we cannot reach, represented with highlights and hues we recognize but cannot produce with our hands. Although Faydark honors the dungeon synth forefathers, he reworks them to fit the Hero’s Journey. He celebrates fantasy tropes as much as he does the genre’s solitary roots.
Last year, Kohn performed at Great Lakes Dungeon Siege under his Vale Minstrel mantle. He returns to the festival next month as Faydark. We spoke to him about his new record, gear set-up, and more.
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You take inspiration from old-school RPGs. How is composing for Faydark different than composing for video games, which are more loop-based and inherently repetitive?
Faydark, I feel, is closer to something like classical in its structure, with movements, scenes, and isolated sequences as opposed to repetitive, loop-based video game music. It’s not particularly complex music like classical tends to be. Structurally, the riffs are more like old-school dungeon synth. Mortiis, Gothmog, Depressive Silence, and, for me, Morketsvind, but stretched out. Each section sets up the next. At times, themes are visited in each part that are subtly interwoven through the whole song, or certain riffs are revisited for repetition and emphasis. So I think it’s quite different. Spiritually I think it (could be) quite the same!
How difficult was it to write Menzoberranzan as a single piece? Did you have to change your mindset since Lost Empires was four different, albeit long, songs?
It ended up being easier, actually. That method just seemed to be what this album called for. As I started writing it, I intended to just make it four long songs, like Lost Empires, but it seemed hard to finish the first track. Each successive part seemed to spill into the next one in a natural way. After 15 minutes or so of material I had the idea, what if this just kept going and was one long 45-minute narrative? I think to make a long 10-minute song with a beginning, middle, and end that all go together takes a degree of focus that I had a hard time finding last year, so it became easier for me to make something like three-to-six minute “scenes” and string them all together in a way that made sense. That’s just how this one turned out.
You recorded Menzoberranzan on a 1990’s Roland JV hardware, how pivotal is that gear to Faydark?
Totally essential! I think Menzoberranzan is actually spread out quite a bit, a little bit too much with the sounds it used, as far as patches. I had just recently got the JV-1080 and filled it full of some of the expansion cards that Spectrasonics made for Roland in the ‘90s (four in the JV1080, and one in the JV90 for a total of five). So, at the start of Menzoberranzan, I had like 1,400+ patches across those two pieces of hardware to write with. Frankly it was too much! An overwhelming flood of new sounds. It slowed me down and made everything take a lot more time. Since then I have gotten more used to it. For the new Faydark album I am primarily returning to just the JV90 and Orchestral 1 expansion card. Those are still the best!
How does that compare to your gear for Vale Minstrel?
Completely different. Vale Minstrel was 100% VST. Not a single piece of hardware. Faydark is almost all hardware. Maybe like 85-90% anyways. There is some VST backup behind the audio of Faydark, mostly just to keep the MIDI around in the event I want to change something later and re-record the audio. It can also help to punch through the mix a bit and make it slightly richer in some cases. There’s also some drums and percussion in Faydark that is VST, although not much. On the new album, nearly all the percussion is hardware only (JV90). Other than that, Faydark is all JV hardware and probably always will be! Although I use a Korg X5D for live shows. It is much smaller than the JV90 but has the same powerful 64 voices and patches from the same era.
Faydark’s music is compositionally quite rich (I think specifically of “Cormanthyr ”). What led you to favor this sound instead of the skeletal strain of dungeon synth?
Probably just taking inspiration from other artists that have similar style of epic and long sagas of music and media through the lens of Fantasy Fantasy, which, in its essence, is epic. Nothing short and skeletal can really be considered epic! It must be a long journey, with many peaks and valleys. Moods and narratives. Battles, seasons, and dreams. It just has to be really, really long! Just like all the great fantasy books. I also really enjoy the artistic decision-making that comes with longer, sometimes complex compositions. It makes everything more interesting and more fun! But it is a lot more work.
Lost Empires covers four different regions of Faerûn. How did you convey their history and personality differently on each of the tracks?
Each track was composed with the lore of these regions fresh and ingrained in my mind. Envisioning the rich tapestry of oil paintings from the ‘80s and early to mid ‘90s. All the fantasy art of TSR. The novels that many grew up reading and all the characters and locations that are endemic to The Realms. I have been a fan of this setting since I was a young teenager, so it really just made sense to have it ingrained into this project. I feel like there are many synergies with the project’s name Faydark, which of course comes from Everquest, a game I feel is very plainly and obviously styled after Dungeons and Dragons, in particular, the golden era of 2E and 2.5E. It’s the quintessential high fantasy setting and imagery that I enjoy the most.”
For someone unfamiliar with D&D, can you explain the significance of Menzoberranzan and why you’d dedicate an album to it?
I think there’s a fair argument that Menzoberranzan is the most unpleasant place in all of Toril. Within the Material Plane anyways. I mean, what could possibly be worse? An entire city absolutely crazed with murder and paranoia. A non-stop orgy of torture, death, ritualistic sacrifice, dark magic, and warfare. An absolute nightmare. More or less the last place you’d ever want to be. The original idea of Faydark was ‘Ambient Drow’ music and the earliest tracks I composed go back to 2020 or 2021 and are much, much more ambient in nature. I plan on releasing that stuff at some point, probably as a split EP. Those ideas got shelved and the first album ended up just being related to Faerûn in general, but I knew the time was ripe after that to finally make a Drow album. There will surely be more I am guessing! All praise the Spider Queen!
Since you were making music as Vale Minstrel and Faydark last year, did you find that they influenced or affected one another?
Well, the way it worked out, the first four Vale Minstrel albums got progressively more orchestral in nature. That wasn’t really intentional; it just seemed natural for it to evolve that way. But eventually it got so far outside what the first few Vale Minstrel albums were, which were very upbeat and light medieval fantasy synth music, that eventually it made more sense for me to port the more orchestral sounds over into something which fit that style more. Faydark, meanwhile, still had the early ambient material sitting around that I wasn’t happy with at the time, so I decided it would make more sense to revive Faydark and continue the style that Vale Minstrel had become but through a different lens. And with hardware! I do still think there will be some new Vale Minstrel at some point in the future but for now I am fully focused on Faydark.
Do you try to tell unbiased histories of the locations in Faydark, or are they accounts by an unnamed narrator with their own views?
I think they are open to interpretation, like your own game or campaign that you are writing, you may take some bits and pieces of the lore and histories of the setting, but ultimately add plenty of your own material to the mix. I find it strange when I do that with writing, in games like Dungeons and Dragons, when your stories begin to take on a life of their own and have odd synergies with the established lore that seem to connect coincidentally and not by design, as if the world is something that is mutable and bendable to your will. I guess music can be much the same in that sense.
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Menzoberranzan is available now. Buy tickets for Great Lakes Dungeon Siege here.

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