It’s been a couple of weeks since we’ve returned from Gen Con, and we quickly dove back in to organizing and planning and writing Primeval Thule. But that doesn’t mean our Gen Con Trip wasn’t noteworthy, Rich already put up a post on his own blog, but here are a few more notes and comments about the Sasquatch expedition to Indianapolis!
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Category Archives: sasquatch
Thule Is Just the Beginning!
A number of our Kickstarter backers have naturally asked us about ongoing support for Primeval Thule after we publish our campaign setting book. We’ve been pretty cagey about answering that question because we’re naturally focused on our Kickstarter and creating the best damned campaign setting book anybody ever wrote. But now that we’re getting close the end of the Kickstarter, we feel like we can at least say a few a little bit about where Thule goes next.
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Primeval Thule: Sword-and-Sorcery, or D&D?
As you might expect, we’ve been paying attention to a dozen different message forums and blog chatter about our Primeval Thule Campaign Setting Kickstarter. One of the themes that’s come up in a few different places is the question of just how much D&D needs to bend in order to be faithful to the expectations of the sword-and-sorcery genre, or vice versa. The short answer is that we’re aiming for something that falls in between. It’s more D&D-ish than Conan, and less fantastic than most full-on D&D worlds. In other words, we see Thule as basically a D&D world that is no longer right down the middle of the fairway, but leans hard toward sword-and-sorcery tropes.
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The Gods of Primeval Thule
There are myriad gods in Thule: Protectors of cities, patrons of merchants, spirits of forests or beasts, and dark things remembered only by a few savage tribes or vile cults. This is a superstitious age, and humankind is surrounded by mysterious powers. In such a world, people naturally seek to understand the forces around them by giving them names and seeking to win their favor or avert their displeasure. Whether the gods take note of such things or not, few indeed could say, for the gods of Thule are inscrutable.
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Thule’s First “Dungeon Builder” Backer
Dave got on Skype with Jim from California, the first of our $250 “Dungeon Builder” backers, so we could talk about his ideas for the adventure site he’s helping us develop for Primeval Thule. (We’ve had other dungeon backers since then, and we’ll be contacting them, too. Jim was just first.)
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Preview: Character Narratives
Every character has a story. Character race describes your natural gifts and your roots from early childhood, while character class describes your skills, talents, and pure fighting ability—but neither of these truly describe what you do with your talents and gifts. That’s where character narrative comes into play.
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Pathfinder Preview: Stranglers of Nheb
Primeval Thule has many dangers, from the wild beastmen, to the marauding barbarian tribes, to the alien star-demons that seek an end to the burgeoning human civilizations. Here’s a preview and Pathfinder rules for one such horror. Continue reading
25 Adventures in Primeval Thule
The internet likes lists, and you might be wondering just what adventurers typically do in Thule? What are the iconic adventure experiences of this setting? Here are 25 ideas to show off the creative range of the setting. In Thule, your characters might…
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The Lost Land of Thule
Every fantasy setting has its own basic conceit about where and when it exists in the multiverse of possibility. Krynn and Athas are simply other worlds. Toril is another world, but one that long ago was tenuously linked to our own Earth through magical gates (or similar contrivances) in such a way that the fantastic creatures and magic of the Forgotten Realms provided us with many of our own legends of these things. Tolkien’s Middle Earth and Robert E. Howard’s Hyboria are simply “Earth of long ago,” a time many millennia before the dawn of recorded history in which now-lost lands and kingdoms existed. This is the conceit that the Primeval Thule setting shares: Thule once existed on Earth, but now is lost.
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Demihumans of Thule
Sword-and-sorcery settings like Primeval Thule are generally low-magic, human-centered worlds. So why do we make a place for elves, dwarves, and all the rest of the high fantasy baggage of D&D? Continue reading