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  1. Poznámky

A Player's Digest

General Information

Woah woah woah! This wiki has too much information! Where do I even start?

If you're reading this post, then you're either a potential player in my LFG Tales from Thule campaign or a lost wanderer of the great web. Perhaps both.

Regardless, some confusion is understandable; this lovely site is intended as a repository of world-building—lore, factions, deities, creatures, and characterswritten for the campaign setting where Tales from Thule unfolds. Keep reading, and I shall provide you with a proper summary of it eventually. I hope that can save some time for anyone who is not yet invested enough to explore this growing wilderness of information.

Here lies the doomed space and time of Primeval Thule; its traits will be familiar to some, and strange to others. Originally published by Sasquatch Game Studio and released in 2014 for Pathfinder, D&D 4th Edition, and 13th Age tabletop role-playing games, this setting diverges from the archetypal themes and tropes of high fantasy that the tabletop genre is often known for, and instead, mirrors the gritty realms where Conan the Barbarian, Elric of Melniboné, Fafhrd and the Grey Mouser tread their soiled feet over the jeweled thrones of the Earth. Here is where we make Sword & Sorcery adventures happen.


Okay, I'm listening. What do you mean by Sword & Sorcery?

It's a sub-genre of fantasy originating from pulp fictionracy, action-based stories published in cheaply printed magazines from across the 20th century—penned by defining authors such as Robert E. Howard, Fritz Leiber, and Michael Moorcock. Their works usually feature one or two larger-than-life main characters taking center stage in a series of self-contained short stories. After all, anything epic and novel-length just wouldn't fit into a magazine or comic book adaptation. In the context of tabletop RPGs, think a bunch of one-shot adventures that all feature the same main character(s).

Although these stories are very character-driven, the worlds they take place in are hardly unimportant. The Hyborian Age, Lankhmar, or the Young Kingdoms settings are rich in detail inspired by mythology and ancient history. But these worlds are somewhat different from Middle-Earth or Narnia; those being "high fantasy" settings that typically end off better than they began. The key difference here is that in Sword & Sorcery, the setting is perpetually doomed. The world can never be "saved", which means never-ending adventures can take place in them, each one focused on character progression rather than any notion of a happy ending for the world. There can still be happy endings, but they're reserved for the characters, never the world.

Compared to high fantasy works like Lord of the Rings, the stakes in those stories aren't very high; or to put it better, the stakes are more personal than universal. While Frodo Baggins and Samwise Gamgee set out on a single quest hoping to save the entire world or die trying (not because want to, but because they HAVE to), Fafhrd and the Mouser set out to pull off yet another heist for gold and glory (not because they have to, but because they WANT to). There's still a fair bit of crossover here: in both kinds of storytelling, the courageous adventurers face dangerous challenges and must make witty or moral choices to overcome them.

In the simplest terms, a Sword & Sorcery hero is someone who is

1. using decisive action to

2. to pursue self-motivated goals while

3. standing outside the normal rules and conventions of society.

And pretty much everything else about the sub-genre flows from that. For example, Conan the Barbarian is a staunch anarcho-primitivist and would sooner behead a judge than be lectured on the superiority of byzantine laws. Elric of Melniboné is a sickly anemic who relies on drugs and a soul-eating sword to stay alive, much to the contempt of those who vie for his imperial seat on the Ruby Throne. Fafhrd and the Gray Mouser are swashbuckling thieves. None of these heroes are knights in shining armor; yet due to the chaos and cruelty of their surroundings, they end up being the "good guys", or at least the most morally-consistent ones.

Now, I could talk about how S&S themes and story structures might influence how I narrate the campaign (and honestly, as a newbie GM with a Chaotic alignment, I'll be anything but consistent about this). But the purpose of this digest is to inform you players about player-relevant things, so I'll leave it at that. To prepare for our game, your responsibility is to create a character for whom you will role-play with others as, until they have reason to leave the party (death or otherwise).


Hm, alright. But does my character also have to be like what you just described?

No. The 3 archetypes for S&S heroes listed above are merely guidelines, NOT rules, for envisioning your character.

I'd say #1 is the only ubiquitous "rule", but don't be afraid to create a patient character who comes to decisions slowly and piecemeal. Inquisitive characters like Geralt of Rivia sometimes embody that kind of disposition. Just don't be completely indecisive, because we are trying to keep a game running.

#2 and #3 seem okay, but I can see how they might be misinterpreted as a preference for some self-serving loner character, which is reasonably a pile of sin at most tables. Since you'll be coexisting with other player characters in a group, you could take a page out of Leiber's Fafhrd and the Gray Mouser: a duo of thieving besties who share similar goals and sentiments despite their superficial differences (the former is a romantic barbarian who talks and sings like a bard, and the latter is a cynical rogue with a warlock flair). Even archetypal "lone wolves" like Conan or Guts (Berserk) have many adventures where they must work with others of roughly equal skill and import (Bêlit of the Black Coast, Red Sonja of Hyrkania, Subotai and Valeria in the 1982 movie; Guts' Party after the Eclipse arc).

And while those examples are decent, feel free put your own spin on it or make something entirely different. I would not mind more selfless glue within the party to offset any borderline egomaniacs. Your main limitations are the setting: a Lawful Good "Christian knight"-type static character would not fit at all. I'd even go as far as to say you're 100% forbidden from making a true lone wolf or any socio-/psychopathic supervillain. No PC should try to kill, betray, or steal from another (without permission). TL;DR Bottom line is, I think all player characters ought to have these three characteristics: CourageousCapable, and Cooperative.

This is ultimately a game of role-players working together to have fun, not a lone writer's novella or character study, so we must all strive for that.


Might be fun. But shouldn't I know more about the setting before I make a character for it?

Perhaps. You could have a character who has only lived in one place all their life, before they began adventuring. That would be totally understandable for a person who lived in ancient times, back when much of the world was unknownand to quote a notorious hypocrite"the oldest and strongest kind of fear is fear of the unknown." Or heck, your character may have arrived in Thule from another time period or dimension!

There are legitimate boons to role-playing with some knowledge of the setting you're imagining yourself in. It can make for an immersive experience for the whole group, which is one of the big reasons people are drawn to fantasy role-play in the first place. And it isn't solely my job as the Gamemaster to generate that kind of experience. But I am supposed to take the lead on that, so I'll tell you some things about my version of Thule.


I'm all ears, I guess?

Don't you mean "all eyes"? Haha! Alrighty, I'll get to it.

First of all, your character in Thule must be a human. You will not play elves, dwarves, hobbits, aliens, robots, alien-robots... you get the point. I fully understand the turn-off this can be for fans of D&D and other fantasy RPGs. That being said, Thule is supposed to be set on Earth—yes, our Earth (and specifically the subcontinent we call Greenland nowadays)—but thousands of years into the past from now. It takes place only a dozen centuries after the world-changing cataclysms espoused in real-world mythology, such as the "Great Flood" and the "Fall of Atlantis" myths. Human civilization is still in the Beta testing phase. There are still some cave-people running around without bows and arrows.

One could argue that Tolkien was trying to do a similar "real-world" thing for Middle-Earth, but the only intelligent race he truly set apart by "othering" was the orcs. In Thule, however, everyone that isn't human is an "other". In fact, humans themselves can be "others"there are stark differences between pompous city-dwellers and wilderness savages, for example—with their decadence or barbarity dialed up to eleven.

Non-human fantasy peoples and creatures do exist in Thule, but most of them are bitter rivals or enemies of humankind. They compete against us for survival in a savage land. We may have the numbers and adaptation advantage, but many of them are superior to us in various other ways, be it the wielding of magic or the old fashioned "I make my snacks out of creatures like you" dynamic. In gamer terms, they are the NPCs and mobs to be interacted with.

But don't fret just yet! Don't forget that we humans are a truly diverse spectrum of souls! Historically, we have divided ourselves by beliefs, class, ethnicity, individual, language, lineage, or otherwise. In most fantasy stories, with or without exclusively human characters, any character's "race" or "species" is just a tip of the iceberg. We are what we eat, drink, read, speak, listen, believe, and...


Okay, okay! Humans are great! But what's separating them in Thule?

For Tales from Thule, I have written four unique ancestries of humankind that fit well into the setting's lore (which has been inspired by other S&S worlds, ancient myths, lost continents, theosophy, etc). They are as summarized below, and I hope they interest you enough to make a character based on one of them. 

Thuleans. The most diverse, all-encompassing ancestry of humans in Thule. Thuleans are any human descended from the hunter-gatherers who migrated to Thule from the Far North during the end of the previous Ice Age (and when the Great Flood/Fall of Atlantis happened). They are the bulk of humans who live outside the walled city-states, especially those who dwell within the vast swathes of untamed wilderness that cover the continent. Thuleans are very tribal and traditional, worshiping a variety of nature spirits. Each tribe has its own "spirit animal", which is a kind of animal that members of the tribe can actually understand and communicate with, and potentially (but rarely) form a bond with. This spiritual connection is, however, lost to Thuleans who choose to live urban lifestyles. Most tribes are hunter-gatherers making use of Neolithic technology, but some do practice farming and basic metallurgy; the latter is steadily becoming more common as these tribes trade and mingle with city-dwellers or rural folk who live near the cities or along the major trade routes. The possibilities here are quite endless; you could be a nomadic horse-archer of the Nar highlands, a painted witch-doctor of the Dhari jungles, a hermit ascetic of the Zinandar mountains, and so many more.

Lemurians. Sort of what happens when you toss a bunch of Bronze and Iron Age civilizations in a blender. The Lemurians have a Noah's Ark-esque legend to explain how they survived the Great Flood and arrived in Thule after a 40-year voyage. Then came along a famous general called "Kalayan the Conqueror." This guy helped his people build a big network of tributary states/trading partners. Kalayan's maritime empire quickly fractured after his death. The Lemurian city-states he left behind still remain, but are all ruled by competing sovereigns. The hottest ongoing rivalry is between their most militant city (Lomar) and their richest city (Quodeth). Lemurian citizens are part of a loose confederacy of coastal city-states and can move freely between them. Their society features both a large merchant class and warrior class, since trading and warring are their two favorite pastimes. Lemurians tend to be cosmopolitan (allowing some non-Lemurians to visit and trade with their cities, and even assimilate them) and are more divided by wealth status than by culture. A couple more noteworthy facts about the Lemurians: they dislike unnatural things like monsters and magic. Magic in particular is not well understood because Lemurian blood was cursed by it: whenever a Lemurian casts a spell, it is twice as likely to cause a random chaotic effect. Because of this, Lemurian magic users are rare (cultists aren't, since divine magic isn't affected by the curse), but those that do exist are greatly feared. For most Lemurians, mundane technology is considered superior and more reliable than magic, especially the innovations that help them win more wars or make more money. 

Vrilerinnen. Genetically-engineered humans with a few traces of Atlantean (and potentially other non-human) ancestry. The last prince of Atlantis and his human consort created the Vrilerinnen to carry on the intellectual legacy of the Atlanteans, but without the inherent flaws of that species—immortality, narcissism, and sociopathyto hold them back. Their human traitsmortality, kinship, empathy, ambition, and altruismdifferentiate them from their alien forerunners. They appear human, except for occasional elfin features, and they age a bit slower than other humans. The pyramid hierarchy in Vrilerinnen society is supposed to be a meritocracy, with a "philosopher-king or queen" at the top. But by legal right, this monarch is solely responsible for defining what "merit" is. As a result, Vrilerinnen city-states often become elitist and tyrannical, forcing many political dissidents who don't fit the social mold to revile and flee their home cities. Their culture is strictly erudite, with each Vrilerinnen being obligated for apprenticeship to a master of some trade, typically one within their own family. Any disreputable, unskilled trade is left for slaves; although one city called Katagia has "outlawed" slavery, while ironically using thousands of imprisoned criminals for free labor. Vrilerinnen magic users are still quite rare, but such power isn't beyond belief. Much like a nuclear science, they treat magic very cautiously, even though the Vrilerinnen people actually have a natural-borne resistance to magical effects. For safety's sake, the arcane arts are kept under wraps by a few chosen practitioners. And due to political circumstance, proficient magic users are almost exclusively part of their military class. As a consequence of draconian leadership and cultural insularity, the Vrilerinnen cities have many enemies, such as barbarian tribes pressing their borders or rival city-states. Those who travel and live among other peoples think twice about revealing knowledge about their homeland, unless they have a reason to commit treason.

Hyperboreans. Probably the rarest of the four human ancestries in Thule, but also the most noticeable. Hyperboreans are exceptionally tall humans (around 7 feet height) with colorless pale skin, originating from a land called Hyperborea described as "the northern rim of the Earth." They are a spartan people, resistant to intense cold and able to go for long periods without warmth, food, or water. These adaptations helped them thrive in the harshness of their homeland. For the longest time, the Hyperboreans were their own enemy (besides polar bears, walruses, and whales). They rarely fought true wars, instead enjoying glorious (and "fair") arena battles beneath their underground cities of everlasting ice. But at some point in recent times, cataclysm struck. Suddenly out of nowhere, the Hyperborean cities were attacked by a combination of sweeping blizzards and hordes of undead known as the Pale-Walkers. Those who stayed behind to defend their holds were eventually forced to join the armies of the wintry revenant, while hundreds of others fled into exile, migrating across the stormy boreal seas in hopes of reaching "safety" in Thule. Now lost and ever-dwindling in number, these Hyperborean exiles must live among the small-folk, offering them their strengths and services in exchange for bare resources and tolerance.

These four aside, there's also mixed-ancestry options and the "traveler from another time or dimension" option available.

There are certainly other ancestries of humankind in Thule, but not the kind we are used to dramatizing as adventuring heroes. These are your blind cave-dwelling troglodytes who get zero sunlight, accursed and territorial beastmen (animal-human hybrids) who are constantly at war with wilderness tribes and cities alike, mutant miscreations spawned from Atlantean mad science, and other degenerate folk who follow dark gods of ritual cannibalism, headhunting, or human sacrifice. These are, of course, not playable.


Oh, that's not bad, even if they're all just weird humans. And you mentioned a few locations there, so what about those?

Like the Greenland we know, Primeval Thule is a surprisingly big place. There is a world map available (linked right here; don't use it if you want to steer clear of spoilers or meta-gaming behaviors). But many of those marked places are intentionally left unexplained with no more than a name attached. I believe this is intentional game design, to allow the Gamemaster some leeway to make things up as they go (especially for those who haven't purchased the released modules, myself included). For this reason, I cannot tell you what each landmark entails... not yet. But I promise, when Tales From Thule is well underway, any local landmark ripe for the party's exploration will receive its own informational entry on this site.

On the flip side, I recognize how some locations must be described before the campaign starts to help you players envision where in Thule your characters come from.

So let's start with the old colloquial expression: "There are two types of people in this world (Thule);" there are tribesfolk and there are city-dwellers. In general (but not always), these two cultural groups distrust and dislike each other. The uncivilized jungle hunters or tundra nomads regard the people of the cities as corrupt, decadent, untrustworthy, and greedy beyond all reason. In return, the citizens of Thule’s city-states think of the barbaric peoples of the continent as ignorant, lawless brutes, all too ready to meet any obstacle or setback with senseless violence. Of course, neither of these judgements are entirely true nor false; we can agree they are missing nuance and empathy.

I could go in depth about how life is generally different between these two categories, but some information can be surmised, and others are best saved for a separate article.

Tribesfolk. I can't say much about tribes because, frankly, there are probably thousands of them sprinkled across the large swathes of Thulean wilderness. I don't have the time and brainpower to make good world-building considerations for them all right now. Those of you who want to make a tribesfolk character, I would suggest inventing your own tribe. I can supervise the creative process, but I want you to do more of your own imaginingand if you're really passionate about this—do your own research on actual tribal peoples that have or still exist on Earth. If multiple players want to, they can create characters who share the same tribe.

City-dwellers. This is where things get a little bit more specific. As I've mentioned before, human civilizations at this stage of history are not very old. There are a great number of small settlements, like barbarian towns and villages, rural farming communes or trading posts scattered throughout the land. But true cities—or anything that can even claim to be a city—are not common at all. Most scholars would name perhaps sixteen to eighteen cities in Thule and the surrounding lands, depending on whether one would call a place like Ur-Ghom a “city” or not.

The cities of Thule include: Spoiler Alert!

Akal-Amo. A distant and mysterious city on the great northern island of Hellumar.

Droum, the City of Tusks. The people of Droum are abandoning their city in the face of Nytharian raiders and the approaching glaciers, leaving behind a plague of restless dead.

Ikath, the Hive City. Built upon the ruins of a great Myrmidon hive, Ikath is the Lemurian gateway to the Dhari jungles and their rich trade in lumber, spices, ivory, gems, and hides.

Imystrahl, the Bastion of Doom. An ostensibly impregnable stronghold where the last Atlantean immortals are holding out, Imystrahl is falling into ruin under constant siege by its neighbors, and the influences of an opiate known as the "Black Milk" introduced by a pernicious cult.

Jomur, the Place of Spirits. The meeting-place of many Thulean tribes in the North, Jomur is virtually abandoned for three-quarters of the year. The exceptions to this are whenever tribal shamans gather here to make communion with the nature spirits.

Kal-Zinan, the City of Starry Nights. A cloudless mountain refuge of innumerable ascetic and spiritual cults, where the Wardens of the Dawn—a warrior cult of the goddess Asura—make their nighttime stands against Starspawn invaders who fear nothing but the Sun.

Katagia, the Free City. A zealous, draconian Vrilerinnen city of the southern coastal plain, where crime and "decadence" is forbidden. Scores of criminal offenders are imprisoned and set to work (not slavery, but "re-education") in the great cavernous dungeons of her mad royalty. To be fair, those who are able to follow the strict Katagian Code tend to lead prosperous lives here, with fertile soil to tend many crops—that's if countless raids from the city's long list of enemies don't stop them. 

Lomar, the City of Triumphs. Self-proclaimed the cultural and economic heart of the Lemurian people, Lomar is an impregnable fortress located at the junction of two rivers emptying into the Kalayan Sea, where a natural moat forms. The city has no royalty, instead ruled by an autocratic and militant Despot who claims stewardship of the throne. His legions represent the strongest armed force to be found in Thule, forcing many neighbors to pay tribute or face their wrath.

Marg the Crimson, the City of Slavers. Home to the Crimson Slavers, Marg is a cruel and oppressive place whose cheap slave markets are filled with wretched captives—often the victims of barbarian raids, and occasionally wars waged by city-states near and far.

Nim, the City of Reavers. A lawless and brutal harbor on the northern coast, Nim is the refuge of the Reaver Kings of the boreal seas, known for their raids on all shores of Thule.

Nith, the City of Ghostly Fires. During the Atlantean Expulsions, the holdouts at Nith self-immolated, knowing they could no longer hold off the constant sieges. But instead of passing into the afterlife, they remained restless and vengeful at night—as ghosts. A mortuary cult has since settled in Nith, bent on restoring the haunted city to its original splendor in hopes of putting the ghosts at peace. But in spite of their progress, some fear the cultists' intentions are far more sinister.

Orech, the City of Mazes. Cloaked in mystery and madness, Orech is an isolated city under the influence of reclusive yellow-clad priests who worship an unspeakable god believed to walk among them.

Quodeth, the City of Merchants. Largest and richest of Thule's cities, Quodeth was once a great Lemurian stronghold—until its princes laid aside their warrior traditions in favor of luxury and decadence. They allowed commerce to flow freely from her great seaports, and appointed a powerful eunuch called the High Vizier to govern their state for them. Since Quodeth is now overrun with mercenary companies and thieves’ guilds, some name it the City of Thieves instead of the City of Merchants.

Ren Shaar, the Immortal City. Since the turmoil of the Atlantean Expulsions, Ren Shaar has changed hands and banners countless times in history. Today, its diverse populace claim independence and elect their own monarchs. Ren Shaar’s economic importance is easy to see; it connects the southern coast to Thule’s interior via the Torchbane Tunnels beneath the Starcrown Mountains. Surrounding city-states all wish to conquer this bastion of trade, but they still fear the Ren Shaari people cannot be tamed, given their reputation for bloody resistance. 

Rime, the City of Ore. Laid against the shade of the mountain god, Kang, this Lemurian mining city falls at the doomed doorstep of the Pale Death. Rime is the head of all ore production in Thule: its deep mines are a prime source of copper and tin for bronze, coal and iron for steel, gold and silver for coins. So too can diamonds and other precious gemstones be harvested from Kang's sacred rock. Discreetly but not secret, all city-states (especially Lomar and Quodeth) vie for control of Rime's exports, and would pay handsomely for corsairs to ransack the trade-ships carrying ore and slaves from her ports.

Ruritain, the City of Vaults. This Vrilerinnen stronghold is known for its catacomb vaults, sealed shut and abandoned since the Atlantean Expulsions. The contents of these vaults are unknown but for the eerie sounds that vibrate from them on occasion. Inexplicable cases of Ruritainians going missing are sometimes blamed on the vaults, putting the locals who dwell above them on edge.

Thran, the City of the Black Circle. Remote and forbidding, Thran’s obsidian walls conceal the strongest and most wicked cabal of magicians in all of Thule.

Ur-Ghom, the City of the Beastmen. Hardly a city at all (in the human sense), Ur-Ghom is the seat of the brutal beastman Cur-za-cur, or Chief of Chiefs. Folk of other kinds enter at their own peril.

There are also rumors of hidden cities concealed in Thule’s vast jungles or in the trackless mountains, but these places remain undiscovered for now and have no dealings with the known cities of the continent.


Wow. That's a lot of cities I'd never want to live in. And—Beastmen, Beastlords, Myrmidons, Starspawn, Pale Death, Black Milk, Crimson Slavers, Reaver Kings, Atlantean Expulsions, Katagian Code—what are all these dangerous-sounding thingies?

Thingies I hope none of us ever have to deal with in the 21st century CE.

If you're curious, here are some short explanations of the subjects listed above: Spoiler Alert!

The Beastmen are cursed animal-human hybrids; as savage and territorial as animals, and as cunning and war-like as humans. The Beastlords are talking animal spirits who "rule" the animal kingdom and were responsible for turning humans who angered them into beastmen. The Myrmidons are giant bugs infected by a fungal strain which turns them into hive-minded servants for an ancient evil; the fungus can infect humans too. The Starspawn are deadly alien invaders transported to Earth from distant star systems; they usually hate yellow dwarf stars (like our Sun) and only come out at night. The Pale Death isn't just a cold wave of climate change responsible for the Ice Ages; it's a powerful weather-spirit wielding both necromancy and winter magic to cataclysmic effect. The Black Milk is a sinister narcotic that the last Atlantean holdouts have been addicted to, and may continue to be for the rest of their immortal lives. The Crimson Slavers are a sprawling merchant company at the forefront of the continental slave trade. The Reaver Kings lead marauding bands of tribal outcasts engaged in coastal raids around the continent (kinda like Vikings). The Atlantean Expulsions were a series of genocidal wars waged against the last survivors from sunken Atlantis. The Katagian Code is a draconian set of laws that govern the eponymous city and her surrounding lands; it is the source of buildup for her imprisoned labor force.

These menaces of society or nature alike are just a few known examples of what an adventurer may come face to face with in Thule; many more await discovery. This land is saturated with perils of all shapes and forms, tangible and abstract, known and unknown. They are what makes it a challenging, hopefully fun adventure setting, but also an awful place to live inunless you're something of an S&S hero yourself, a valiant explorer and daredevil!


I think I get the setting now... kinda. But what about the plot? Where does the story begin?

I plan to talk with the players about their adventure & character interests before I make more grounded decisions about the this.

Since the campaign is unlikely to begin until June, there will be a lot of time to plan. I am committed, but also in no rush. The premise for the first adventure should be released sometime in May.


Well, I might be onboard. What now?

If you are a player in Tales From Thule, you need access to the players' resources, which I provide. These are as follows:

Discord. There is a server used for chatting with me and other players in and out of the game. Moreover, links to other resources will be provided in the Discord server since it is the main hub for communication within our game group. This is where I can discuss and answer your questions about our campaign setting, your characters, access to resources, and our game.


Foundry VTT. This is the platform I run my game on (access linked in Discord). For players, FVTT is browser-based and completely free as long as access is given. Because I am self-hosting the game on my home network (via port-forwarding), access to the game is ONLY available to players whenever I have loaded into the game on my computer, and assuming there is a stable ethernet connection as well.

When it's time to play, I would recommend opening the game on a Google Chrome or Mozilla Firefox browser. Firefox is much better if you have issues with memory usage and lag. You can also optimize your own performance in the Settings Configuration, by adjusting maximum framerate, shadow and lighting quality, animations, etc.

You can learn more about the system requirements for running FVTT here, and how players can use FVTT here.


Low Fantasy Gaming RPG. This is the game system we are using for this campaign.

The core rulebook is available to everyone for free in PDF file form (download link from the original website here). They're all you need to learn the system. Parts of the rulebook and 4 additional class option supplements (Cultist, Druid, Ranger, and Unlikely Hero) are also available as Journal Entries in the Foundry VTT game, in addition to several house rules.


Kanka. This site (https://kanka.io/en-US/campaign/59542) contains all the campaign setting information you or I need. Some entries from Kanka are also available as Journal Entries in the Foundry VTT game.

This Notes entry (linked here) is what I call "The Same Page Tool": a checklist of options to clarify the kind of game I intend to run for us. This way, everyone in our group can understand what this game is, in terms of expected play-styles and what is/isn't allowed. Democratic amendments to this checklist can be made when the entire group gets together for the first time to discuss the game, like a "session zero".


When does the game take place?
📅 Sessions begin once a week every Sunday @ 8:00 AM HST (GMT-10:00), each lasting 4 hours give or take. 📅
Our Session Zero begins on June 6th!

Our 1st Session begins on June 13th!