Category Archives: thule

Primeval Thule Release Approaching!

The container ship with our print run of Primeval Thule has docked, and we are awaiting imminent delivery of our physical copies to our “warehouse” for redistribution to our Kickstarter backers. We’ve got some fun ahead of us for the next couple of weeks, including signing all of the leatherbound books, individually packing books for shipment, and convincing the postal service that they really want to send a truck out to pick up a few hundred parcels!

If you didn’t have a chance to get in on the Kickstarter, there will are some avenues by which you might still be able to get your hands on a hardcover copy. A sizeable portion of the print run, in both 13th Age and Pathfinder varieties, is also headed to our distributor, PSI, where it will be available for hobby retailers that wish to stock copies of Primeval Thule. We may also be offering some copies for sale though our website, depending on what we’ve got left on hand after we have completed the fulfillment process.

Primeval Thule Preview: Adventure Sites

One of our goals with the Primeval Thule Campaign Setting is to provide the GM with a bountiful toolbox just full of interesting things he or she can build adventures with. Accordingly, we took the liberty of stocking the “geography” chapter with half a dozen adventure sites. In our experience, GMs are always looking for floor plans or site maps they can appropriate for their own adventure design. In addition to a useful map, we also provide a little bit of site history and a description of some of the key features, so that any GM worth their salt can quickly turn it into an evening’s adventure.This site is located near the Kalayan Sea, the inland sea of Thule. Rich Baker designed the site, and Christopher West provided the cartography. Enjoy! Continue reading

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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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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