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13th Age: Primeval Thule

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Poh Tun Kai

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Apr 1, 2015, 3:16:58 AM4/1/15
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Now I have my Primeval Thule book at last, I'd like to check with the Friday night crew about the possibility of playing more 13th Age. There are a whole bunch of kickass materials in the Organised Play adventures that I can draw upon if we want to stay in the Dragon Empire setting. 

Alternately, there's Primeval Thule, which is more of a sandbox setting filled with savage adventure and excitement. It's a fantasy continent set in our world's mythical bronze age, "between the time when the oceans drank Atlantis, and the rise of the Sons of Aryas." Very much like what you'd see in the Conan films.

You've got all kinds of interesting places and cultures, like:
Imystrahl: Crack Fiend Elves
Katagia: Arrogant Atlanteans
Lomar: Black Sparta
Dhar Mesh: Tarzan Land
Quodeth: Thieves' World
Ice Reavers: Post-Ragnarok Proto-Vikings
Hyperborea: Albino Arctic Arcane Scientists

Anyway, this is something I'd like to explore for gaming at Papa's Cafe in Tropicana. What say you all?

Razzman Khaliff

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Apr 1, 2015, 3:29:32 AM4/1/15
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I'm willing to give it a shot.

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Poh Tun Kai

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Apr 1, 2015, 9:53:07 PM4/1/15
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QUODETH
You are a citizen of Quodeth, known throughout Thule as the City of Merchants, the City of a Hundred Bridges, the City of the Peacock . . . and the City of Thieves. Quodeth lies at the mouth of the Quosa River, a strategic waterway that serves as the most vital trade route in all of Thule. It is rich, decadent, and corrupt, a city of fantastic wealth and shocking poverty. Quodeth is also quite old, and is home to mysterious temples and countless astrologers, fortune-tellers, and self-proclaimed seers. Character narratives that are well-suited for a Quodethi include Atlantean noble, free blade, guardian of the Nine, initiate of mysteries, panjandrum, Quodethi thief (naturally), sacred slayer, and soothsayer.

QUODETHI VALUES
Outsiders sometimes view Quodethi as a race of greedy, corrupt shopkeepers and thieves, devoid of honor and not to be trusted if there’s a copper piece to be gained. It is true that the people of Quodeth value ambition and industriousness as the keys to building a good life for oneself, and that bribes flow like the waters of the River Quosa throughout the city—nothing important happens without someone’s palm being greased. But Quodethi see wealth as a means to an end: Living the good life. Quodethi are sophisticated and unashamed about enjoying the pleasures in life, and those who can afford it are often hedonists of the first degree. Driven to seek success by any means, Quodeth’s people are often highly superstitious and pay great attention to anything that might offer a glimpse of what fortune holds in the future. As a result, astrology and soothsaying are highly regarded professions in Quodeth.

Poh Tun Kai

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Apr 1, 2015, 9:55:40 PM4/1/15
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KATAGIA
Your home city is Katagia, the Last Bastion of Atlantis. Here the learning and lore of the mightiest empire ever known are still held in high regard, but the Atlanteans are a race in decline. Whether some memory of the glory of Atlantis survives into the Age of Man or follows the sunken empire into darkness and ruin remains to be seen. Katagia lies in western Thule, on the southern coast of the Nar Highlands. It is a strongly fortified city-state whose walls and towers were built by Atlanteans at the height of their empire. While much Atlantean learning is preserved in Katagia’s vaults and scriptoriums, the city also recalls the old martial traditions of Atlantis with spectacular gladiatorial games. Good choices for Katagian character narratives include Atlantean noble, bearer of the Black Book, Katagian pit fighter (of course), myrmidon, and occult scientist.

KATAGIAN VALUES
Atlanteans are the most literate of Thule’s peoples, with long traditions of scholarship, scientific inquiry, philosophy, poetry, and drama. Most adults can read and write, and are familiar with the great epics of their culture. Katagians hold knowledge in the highest regard, and honor individuals who have achieved mastery of any skill or art. Katagia preserves many of the old noble lines of Atlantis and is more class-conscious than most other realms of Thule, but is also highly meritocratic at the same time. Common-born citizens of Katagia enjoy many rights and privileges before the law, one of the prouder legacies of ancient Atlantis. Not even the most powerful noble houses can trample on these rights.

Poh Tun Kai

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Apr 1, 2015, 9:59:14 PM4/1/15
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IMYSTRAHL
Your home city is Imystrahl (pronounced ihm-iss-STRALL), the City of the Black Lotus. The elven realms that once wrested a continent from the cold talons of the serpentmen have long since fallen into ruin elsewhere in Thule, but Imystrahl still stands . . . for now. The last city of the elves is in steep decline, and sinks deeper into decadence and decrepitude with each passing year. It is doubtful that anyone—prince, mage, rebel, or hero—could now strike the spark needed to arouse Imystrahl from its fatal slumber. The days of the great elven heroes are long past, but from time to time Imystrahl’s failing houses give rise to individuals who are not content to dream away their lives. Some are atavisms who were simply born in the wrong age, while others possess ambition, curiosity, or interests too great for Imystrahl to contain. Character narratives suited for Imystrahlan characters include bearer of the Black Book, free blade, myrmidon, occult scientist, and star-lore adept.

IMYSTRAHLAN VALUES
Once upon a time Imystrahlans admired martial excellence, magical learning, and work of great skill in many different crafts and arts, but those days are gone. In this age, the city’s denizens are given over to the pursuit of hedonistic pleasures and drug-induced dreams. Everyday existence is unbearable; a fatal ennui lies over the city, and the Imystrahlans seek meaning and purpose in ever-stranger sensations and experiences. Most Imystrahlans are jaded, cruel, and unbelievably narcissistic, but the best among them fight to preserve the rich traditions of elven culture against the degeneracy poisoning the realm.

Poh Tun Kai

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Apr 1, 2015, 10:01:10 PM4/1/15
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DHAR MESH
Your homeland is Dhar Mesh, a vast region of forests, jungles, hills, and swamps that lies in the center of Thule at the western end of the Kalayan Sea. Even by the standards of Thule, this is a savage land. Huge expanses of jungle are virtually unexplored by civilized peoples. Dangerous beasts such as giant sloths, great vipers, and fearsome saber-tooth cats stalk the shadows of Dhar Mesh, along with the occasional survivor from millions of years past. The warlike Dhari tribes are no less deadly than the predators that roam their wild home; many are cannibals, headhunters, or devotees of hideous jungle gods. Many of the tribes of Dhar Mesh are isolated or reclusive and have little contact with the rest of Thule, but others engage in trade with neighboring lands. Young men and women of the jungle tribes sometimes set out to see for themselves if the stories about civilized folk and cities are true, or are driven out into the wider world by misfortune or tragedy. Character narratives appropriate for Dhar Mesh include the beastfriend, Dhari hunter, free blade, jungle trader, sacred slayer, and tribal outcast.

DHARI VALUES
Dhari have a highly developed code of personal honor. They believe that courage, honesty, and respect for the spirits of the forest are the measures of manhood (or womanhood). Even a tribe as wicked and depraved as the Kyr hold to a version of these values, although the Kyr tend to equate ferocity with courage and choose to venerate dark and savage spirits with bloody sacrificial rites. It’s important to remember that honesty means that Dhari disdain lying—taking things from other people is fine, so long as one does so without speaking falsehoods or breaking promises.

Poh Tun Kai

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Apr 3, 2015, 1:21:36 AM4/3/15
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KAL-ZINAN
Your home is the city of Kal-Zinan, a dwarven stronghold in the eastern mountains of Thule. Your people are fearsome warriors, tough mercenaries, and master smiths who hold a secret of great power: The secret of ironworking. Since the destruction of Atlantis, the dwarves are the only people who can forge arms and armor from iron or steel. As you might expect, these weapons are highly prized throughout Thule, but dwarves do not sell their best work—iron is a gift that must be earned. Guarded and reclusive, dwarves form few friendships with people of other races. Few venture alone into human lands—when dwarven mercenaries take service with human lords or dwarven smiths bring their wares to human markets, they travel in large companies and keep to themselves. As a result, wandering dwarven freebooters are scarce indeed in the primeval continent. Narratives suitable for a character from Kal-Zinan include the guardian of the Nine, myrmidon, sacred slayer, soothsayer, and tribal outcast.

ZINANDAN VALUES
Hard work is the measure of any dwarf. Dwarves believe that anything worth doing is worth doing well, and anything done well has a value that can never be measured in coin alone. Masterful works in any craft are in fact too valuable to trade, and can only be given as gifts. Outsiders sometimes think that dwarves are stingy and hoarders of coin since they won’t pay for good work and dislike paying too much for ordinary work, but in fact dwarves can be amazingly generous. They delight in giving princely gifts to friends and allies who will appreciate the work that went into the making of the gift.

Poh Tun Kai

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Apr 3, 2015, 2:01:35 AM4/3/15
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THE THOUSAND TEETH
Your homeland is the wild northern coasts and mountains of Thule. This cold and misty wilderness is known as the Thousand Teeth for the innumerable islets and seastacks that dot its shores, and is home to savage beasts and even more savage barbarians. Of all the peoples of Thule, none are more likely to wander far from their homeland or take service in distant cities than the fierce tribesmen of the Thousand Teeth. The only natural resources abundant in the Thousand Teeth are fish, game, and bad weather, and those do not lend themselves to keeping restless warriors close to home. Blood feuds between rival tribes (or even family members) make it even more likely for a young warrior to leave. Most who set out for other lands find few reasons to come back. Narratives suited for a character from the Thousand Teeth include beastfriend, free blade, Golden Sea corsair, ice reaver, Katagian pit fighter, and tribal outcast.

NIMOTHAN VALUES
Nimothans are brave (often recklessly so), impulsive, and expressive. They laugh loudly, boast extravagantly, love passionately, and in the face of loss, grieve terribly. They speak plainly and say what’s on their minds, but that doesn’t mean they are always truthful—Nimothans see life as a competition, and strive to win by any means necessary. If an adversary is slow-witted enough to fall for a bald-faced lie, that’s his or her own fault. Nimothans are quick to fight and can fly into a rage with the slightest provocation, but they rarely hold grudges. However, they see little honor in drubbing weaker victims, especially if the weaker person shows the courage to stand up for themselves.

Poh Tun Kai

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Apr 4, 2015, 9:19:29 PM4/4/15
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Looks like, of all things, we're going to have the Flames of War guys give this a try at Wira. :)

Poh Tun Kai

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Apr 5, 2015, 8:33:42 AM4/5/15
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LOMAR
The most recently arrived of Thule’s human peoples, the Lomari came to the primeval continent only a few short generations ago, migrating from lands over the ocean. They are comparatively few in number and are dominant in only one city, Lomar. There are no savage or barbaric Lomari tribes, but Lomari freeholds and homesteads are scattered throughout the hills south of the Kalayan Sea. Already these outposts are adopting more of the ways of their barbaric neighbors, although it is too soon to say that they have forgotten civilized ways.

LOMARI VALUES
The Lomari are a martial race; war and conquest are the pillars of their society, and civic life revolves around the honors (and plunder) each warrior wins in the city’s endless campaigns. In personal dealings, the Lomari tend to be courteous, honorable, and generous. They are nearly as pious as the Kalays, and as moderate in behavior as the Dhari. However, Lomari are very proud and can be quick to take offense; a Lomari is likely to respond to an insult by challenging the offender to a deadly duel.
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Poh Tun Kai

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Apr 5, 2015, 8:57:16 AM4/5/15
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SWAMPS OF PHOOR
Thule’s largest contiguous swamp, Phoor is a nearly trackless wilderness. Most settlements lie on the swamp’s periphery, and the interior is left to monsters, beastmen, and vicious headhunters (including the notorious Kyr tribe). Many civilized Thuleans consider stories of tribes of child-sized people living in Dhar Mesh or Phoor to be mere fables. Natives of the forests and jungles of Thule’s steaming interior, halflings are a barbarian people who build no cities and regard the ways of civilization with suspicion. They are the undisputed masters of stealth and woodcraft, using the terrain of their chosen homeland to easily avoid larger enemies.

HALFLING VALUES
Halflings have a reputation for being shy and suspicious of strangers, but this is not entirely deserved. They are often quite friendly and hospitable to strangers, once they have determined that the strangers are not enemies. Like other savage peoples, halflings know little of gods or arcane matters. Instead, they learn the secrets of nature spirits, calling upon them to help protect and nourish the tribe. They are deeply religious in their own way, and are often shocked to learn that civilized people are ignorant of the nature spirits. Curiosity about other people and no small amount of wanderlust encourage halfling adventurers to overlook the ignorance and bad manners of most humans.

Poh Tun Kai

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Apr 11, 2015, 8:54:50 PM4/11/15
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HEROES OF THULE
Deadly wilderness and wicked foes are only part of what makes Thule savage, O King. The heroes who call this primeval land home are just as distinctive—and dangerous—as the land they live in. This is not a world of chivalrous knights, scholarly wizards, and noble quests. Thule’s champions are made of different stuff, and they often have more self-serving motivations that the shining heroes of less savage lands. The typical warrior in Thule is a hot-tempered barbarian roaming the world in search of loot and glory, or perhaps a steely-eyed mercenary constantly searching for a prize worthy of her ambitions; the wizard is a master of forbidden lore for whom commoners and nobles alike step aside, shaking in dread.
The cruel cities and the deadly wilderness have a thousand tales to tell, but they all begin with a character driven to attempt great things. Thule’s heroes, like those of any land, are unique individuals who have the right combination of fighting skill, a powerful drive or motivation, and the opportunity to excel. You have specifically commanded me to tell you of the heroes and villains of this lost land, Majesty; what follows is a selection of the narratives I have perused.
Atlantean Noble: Throughout Thule’s teeming cities, the oldest and most honored noble houses claim descent from the royalty of vanished Atlantis. Even though the island empire was destroyed more than three hundred years ago, its learning and culture still shape Thulean society today. In fact, nobles without a drop of Atlantean blood often lay claim to this ancient lineage, simply to bask in the respect it brings. Many Atlantean nobles lead lives of pampered luxury, which would seem to be poor preparation for a life of adventure. But long ago, the people of Atlantis were bold and confident explorers. Those in whom the old blood runs true are often driven to seek out new places and new adventures.
Bearer of the Black Book: Arcane magic is not a simple matter of study and practice in Thule. Humans are born with no supernatural powers, of course, and there is no tradition of arcane scholarship among the human cultures of the continent. To master supernatural powers, a human mage or warlock must turn to non-human traditions, which involves seeking out a suitable tutor or deciphering the occult writings of some earlier race...such as the writings found in the Black Book.
The Black Book is a forbidden grimoire of terrible age, passed down through the years from one adept to another. Some say the Book is alive and aware, a demonic entity with a sinister purpose. Others say that the Book exists in many times and places at the same time. Whatever the truth, the mage who possesses it is well on his or her way to becoming one of the most powerful wizards of Thule.
Beastfriend: Thule’s ferocious animals are an everyday threat to a hunter of the tundra or jungle—but for a few warriors with powerful intuition and keen understanding of the natural world, Thule’s beasts are allies, not foes. Beastfriends possess an uncanny ability to communicate with beasts both mighty and small, and frequently befriend the most fearsome predators. A warrior jogging along with a dire wolf or a saber-tooth cat at his side is almost certainly a beastfriend. Beastfriends are extremely self-reliant, but they rarely feel comfortable among other people and do not stay in one place for long.
Dhari Hunter: Natives of Thule’s deepest and most dangerous jungle, the Dhari people are renowned as warriors, guides, trackers, and hunters. Most Dhari hunters are suspicious of civilized folk and have no interest in a softer life, but others are drawn to see the great cities of the coastlands by curiosity or simple wanderlust. Fighting skills and uncanny stealth honed by lethal tribal warfare provide the typical wandering hunter with all he or she needs to earn a living in the city-states.
The Dhari are only one of Thule’s many barbarian tribes, Mighty King, but they are strong, numerous, and respected throughout the continent. They are known to be tough and trustworthy—and fierce enemies when crossed.
Free Blade: Freebooter, mercenary, sellsword—Thule is home to many a bold adventurer looking to earn his fortune with the edge of a sword. The free blade often takes service as an ordinary mercenary if nothing else presents itself, but an adventurer of this stripe is not just a sword for hire. Instead, the true goal of the free blade is to find fame, fortune, or a place in the world, to strike it rich or win a title through some bold masterstroke. Until that opportunity presents itself, the free blade moves from place to place and keeps her nose to the wind.
Golden Sea Corsair: Piracy is all too common in the dangerous waters of Thule. The corsairs of the Kalayan Sea—the great central lake of Thule—are a violent and quarrelsome brotherhood who recognize no law save their own bloody code. It’s not unusual for corsairs to serve as seagoing mercenaries, taking the gold of one city-state to plunder the trade of another. Unfortunately, corsairs are notoriously fickle and untrustworthy, and are quick to change their colors. Individual pirates are free to follow any captain they choose or jump ship when a better opportunity comes along, so a single corsair may over the course of a few months serve as a crewman on half a dozen different galleys; in some ways, the Golden Sea corsairs are a single great horde of marauders who happen to be split up between a score of ships.
Guardian of the Nine: Most people in Thule, both city-dwellers and wilderness tribes, are thankfully ignorant of the alien races and cosmic evils that lurk in the world’s hidden places. The society known as the Guardians of the Nine, however, is not. These priests and scholars constantly shore up the world’s age-old defenses against forces from beyond the Earth, fighting a secret and never-ending war against unthinkable calamity.
Ice Reaver: The fiercest and most warlike barbarians of Thule’s wilderness are those who make their homes in the shadow of the encroaching glaciers. Driven from their once-green homelands by the relentless advance of the ice, these hardy warriors frequently turn to a life of raiding and plunder, pillaging the peoples who live in less harsh climes. The sight of their dragon-prowed longships sweeping down on the coastlands is enough to panic all but the strongest and best fortified cities. While the northern reavers are feared and hated with good cause, not every barbarian from the icy realms comes to pillage. Individual ice barbarians often seek work as mercenaries or guards in the rich southern cities and are highly valued for their strength and ferocity.
Initiate of Mysteries: The priesthoods of Thule’s cities represent a wealthy and powerful social class that jealously guards its prerogatives and secrets—especially the secrets of priestly magic. Those individuals who are initiated into the inner circles of a temple hierarchy gain access to powers that few others understand, but in return they are expected to use their status and their command of magic to advance the interests of the priesthood...and, if possible, the deity they profess to serve.
Jungle Trader: Suspicions run deep between the people of the cities and the tribes of the jungle, but a few intrepid merchants set out to make their fortunes by trading for the ivory, hides, gemstones, and other treasures the jungle offers. Part explorer, part diplomat, and part thief, jungle traders have a reputation as sly, double-dealing cheats and scoundrels, but this notoriety is somewhat undeserved. To survive and thrive in their chosen trade, they must carefully cultivate relationships with dozens of potentially hostile tribes. As a consequence, jungle traders are rumormongers of the first degree, and seem to be the first to hear about anything new in the wilds of Thule.
Katagian Pit Fighter: Most cities in Thule host arenas of one kind or another, but none are so pitiless or bloody as the fighting pits of Katagia. Some pit fighters are free men and women who battle for the rich purses offered by the arena owners, but many more are slaves or convicts doomed to die for the entertainment of the masses. Pit fighters who survive their time in the arena are usually highly sought after as bodyguards and enforcers by various underworld figures—there are few people more intimidating than someone who has killed frequently and publicly for sport.
Myrmidon: Loyal soldiers sworn to fight for city or master, myrmidons are the most disciplined and welltrained warriors to be found in Thule. Every city-state (and most noble houses) retains elite formations of myrmidons for defense against the threats of a savage world. Most myrmidons are naturally expected to stay close to their barracks and serve alongside their fellows, but some are trusted with more freedom of action or retained to act as agents or assassins at large for their masters.
Occult Scientist: Thule is a land mired in ignorance and superstition. Most people see magic in the workings of anything they don’t understand, which includes both supernatural and scientific phenomena. The occult scientist brings a reasoned and deliberate approach to the study of all sorts of matter and energy, seeking understanding of the deepest secrets of the universe. The occult scientist often enjoys a somewhat better reputation than most arcane spellcasters in Thule, since he seeks out knowledge for its own sake. In fact, the occult scientist may even attract the support of wealthy patrons interested in his research.
Panjandrum: Most cities are governed by a despot of some kind or another, and any effective despot builds a loyal base of civil servants to enforce his or her rule. A panjandrum might be a military commander, a magistrate, a vizier, or some other important bureaucrat who wields power in the name of the sovereign. Low-ranking panjandrums are often used as spies, investigators, and diplomats, traveling widely and looking after their city’s interests, while high-ranking panjandrums are usually among the most powerful and wealthy figures in the city.
Quodethi Thief: Thieves’ guilds are a fact of life in any major city, but the city of Quodeth is home to guilds numbering hundreds of thieves. These huge organizations are stronger than all but the richest and most powerful noble houses of other cities, and Quodethi guildmasters think nothing of giving orders that will be obeyed by men and women a thousand miles away. To belong to a guild of Quodeth is to belong to an army of vicious, conniving cutthroats, an army in which one can climb through the ranks by one’s wits, daring, and record of success. While guildmembers constantly scheme for influence and position, they are quick to close ranks when some external foe insults the guild or damages its operations.
Sacred Slayer: Temples are rich and politically influential, which means that most priesthoods acquire many powerful enemies. Sacred slayers are the guardians and avengers of Thule’s temple hierarchies. Serving as bodyguards, agents, and assassins of the priesthoods, sacred slayers are expected to be fanatically loyal and obey the orders of their priestly masters or die in the attempt. The most capable sacred slayers are given dispensation to work as free agents, spying on behalf of the temple and acting in its interests wherever they find themselves.
Soothsayer: Thuleans see hidden meaning in many things—the movements of the stars, dreams, prophecies, and scores of everyday omens and signs. Soothsayers serve barbarian chiefs or civilized nobles as advisers, interpreting the will of the gods and offering guidance in supernatural matters. Many soothsayers are capable practitioners of magic, but not all; some are simply wise, insightful advisers valued for their counsel alone.
Star-Lore Adept: Wizards of any sort are rare in Thule; each city is home to only a handful of true mages, and these individuals are regarded with awe and fear by the people around them. Wizards who dabble in the lore of the Great Old Ones and the antediluvian races of the primordial earth are rarer still. There is no doubt that the star-lore adept’s path to power can be shockingly swift, but the risks they accept would make lesser mages blanch in horror. Few dare to meddle in the business of a wizard who masters such dark and dangerous lore.
Tribal Outcast: Many barbarians leave their native tribes to seek their fortunes in the rich city-states. Naturally, warriors who are held in high honor by their people or who are content with tribal life are not likely to seek their fortunes elsewhere, so a large proportion of the barbarians who find their way to the cities are outcasts of one sort of another. Unable or unwilling to fit in with the tribes of their birth, they are wanderers and exiles in search of a new place in the world.

Poh Tun Kai

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Apr 11, 2015, 9:06:37 PM4/11/15
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A QUICK OVERVIEW OF THULE’S TOPOGRAPHY
Thule is a vast, mountainous island-continent that stretches more than fifteen hundred miles end to end. Nearby lie the great islands of Hellumar and Nimoth, with stranger lands yet beyond their shores. All three lie in the northerly reaches of the Atlantean Ocean, but in this age, they are warm and verdant. The ice is only just beginning its relentless advance.
The dominant feature of Thule is the rampart of mountains ringing its coasts. The Shields of Sunset guard the high plains of Nar in the west. To the south, the mighty Starcrowns reach elevations of more than 10,000 feet and shelter a maze of fjords and inlets known as the Claws of Imystrahl. In the east, the volcanic Zinandar Mountains smolder and fume. In northern Thule, the highlands and peaks are covered by the great glacier known as Kang, the Pale Death. This ring of mountains forms a gigantic basin or lowland in the center of Thule. A great lake known as the Kalayan Sea lies here, surrounded by deep jungles and trackless wilderness.
As one might expect from a land of such extremes, each region of Thule has its own rugged beauty. The Claws of Imystrahl are majestic fjordlands, home to Thule’s oldest cities—seaports with their faces turned toward the Atlantean Ocean. The mighty Starcrowns virtually wall off these steep islets and peninsulas from the rest of Thule. The Nar Highlands in western Thule are wide, rolling plains and hills where fierce nomads roam. Kalayan the Golden is the region around the inland sea, home to the jungles of Dhar Mesh, the swamps of Phoor, and the richest and most powerful cities of the continent, great powers such as Quodeth and Lomar.
The northern coasts are known as the Thousand Teeth, after the countless rocky islets and spires that dot the Sea of Mists. These are barbarian lands with few cities. Finally, Thule’s northeastern reaches are known as the Lands of the Long Shadow. Vast tundra plains and barren, windswept hills mark the creeping onset of everlasting winter, with the grim expanse of the glaciers looming on the northern horizon. Here the secret of Thule’s wonders and majesty is made plain: This is a doomed land, and its beauty will not last.

Poh Tun Kai

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Apr 11, 2015, 10:05:00 PM4/11/15
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PATRONS AND ENEMIES (ICONS)
Many different forces are at work across Thule: Secret cults or organizations with plans to dominate the continent, barbarian tribes that chafe at the corrupt inf luences seeping out of civilization, mighty kings with dreams of conquest, baleful supernatural entities that threaten to bring about the end of the human age, and more. During the course of your character’s adventures in Thule, he or she may find both allies and enemies among these greater forces. Choosing which causes to fight for and which to fight against is perhaps the single most important decision your character makes in the course of his or her career.
THE BEAST CHIEFTAIN
The history of Thule has been the story of barbarian tribes struggling to master the wilderness, and slowly clawing their way toward civilization. Once humans were little more than beasts themselves, but as people learned to master nature, they rose above the level of beasts and became the lords of the Earth. The beastmen—a cruder and more savage breed of humankind—are being left behind, and they hate what more advanced humans represent. The beastman Ghom, khur-za-khur of Ur-Ghom, dreams of unleashing an orgy of violence and unthinking rage on all of humankind. Yet Ghom is only the personification of a savage, sullen spirit that lurks in the shadows of Thule’s jungles, hating humans and all their works. Few humans willingly serve this fierce spirit, but a few—particularly those warriors who give themselves over completely to animal rage brutality—become its unwitting agents. THE BLACK CIRCLE
The demon-haunted city of Thran is home to the most powerful group of mages in Thule: The society known as the Black Circle. These proud, cruel wizards are bent on nothing less than world domination, and constantly seek ancient artifacts, forgotten spells, and unwholesome allies to bring their dark dreams to fruition. Until they find the tome or ritual that will give them what they seek, they carefully husband their power, staying in the shadows and working through intrigue and manipulation. Spies of the Black Circle operate in most of Thule’s major cities, and the wizards are not above conjuring demons and other monsters to destroy those who get in their way.
THE EMPEROR OF KATAGIA
The rulers of Katagia, the Last Bastion of Atlantis, have long tried to re-create the lost empire by gathering Atlantean knowledge, magic, and technology within their city. The Emperor of Katagia sees Thule as a land in danger of being lost to darkness, barbarism, and superstition. To save it, he will impose civilization in the high tradition of Atlantis, even if he must do so at the point of a sword. The Emperor can easily finance expeditions, make Katagia’s store of magic and technology available to heroes engaged in his work, or assign soldiers or agents to promote causes he supports—or attack those working against his purposes.
THE GREAT SERPENT
The cult of Set is older than humankind. Long before the first human nomads found their way to Thule’s shores, the serpentmen of Neskk honored the Great Serpent with horrible rites and obscene sacrifices on steaming jungle altars. Even though the empires of the serpentmen are gone, this vile cult persists. Every city is home to worshipers of Set; some practice their dark faith openly in grand temples, while others carry out their rituals in secret. These worshipers form a vast network of spies, assassins, and zealots who obey any order the cult’s high priests give in the name of the Lord of Night.
KANG, THE WHITE DEATH
A malicious spirit of hate and destruction lurks in the great glaciers of Thule. Kang, the White Death, is the mightiest of them all, and it is a vast and implacable menace to all civilization. As one might expect, the ice-spirit wants to bring endless winter and death to all within its reach, crushing all the Earth in its gelid grasp. But Kang also stands for doom—the ending of the age—and the necessary destruction that must come before this chapter of history closes and a new one begins. Its weapons are ill fortune and ironic doom, and its agents are (sometimes unwitting) nemeses of the proud and mighty.
LAST HERO OF THE ELVES Long ago, the elven empires defeated the prehuman monstrosities that dominated the primeval continent and helped to civilize the barbaric human tribes that shared Thule with them. Now the great elven cities are in ruins, and the great warrior-heroes of elvenkind are no more … except, perhaps, Orethya, the Silver Sword of Imystrahl, sometimes known as the Last Hero of the Elves. Orethya has led a dozen desperate quests across the centuries, challenging the ancient enemies of elvenkind or safeguarding dangerous legacies left behind by her people. Some believe that she is deliberately erasing the history of her people, ensuring that future civilizations will not be influenced by the arcane lore and haughty pride of their predecessors.
LIGHT OF MITHRA
Mithra’s temples are among the most influential in Thule. Mithran priests stand at the side of many monarchs, staunch defenders of royal power and privilege. Many are corrupt and venal, but behind the vast wealth and venal interests of Mithra’s temples lies an ancient power of truth and good. Mithra checks the ambitions of evil gods who would drag Thule’s civilizations into an age of darkness and despair, and he stands as an important protector of the human world against the Great Old Ones and their terrible servants. Mithra does not always work through his priests, but every now and then a brave barbarian or plucky rogue confronting elder evils has found the Light to be on his side without ever knowing that he was serving as Mithra’s champion.
NYARLATHOTEP
For the most part, the Great Old Ones take little interest in the affairs of mere humans. Some sages believe they aren’t even aware of their own cults, and are utterly indifferent to the fates of their most ardent supporters. Nyarlathotep, the Crawling Chaos, is the exception. This fearsome being is sometimes referred to as the soul or the voice of the Great Old Ones, the only one of their number that seems interested in humans—for good or for ill. In his guise as the “Dark Pharaoh,” Nyarlathotep spreads chaos, madness, and despair, bringing moral decay and destruction to human realms. But to those who serve him, the Dark Pharaoh bestows gifts of unholy power and knowledge.
QUEEN OF THE PEACOCK THRONE
The great city of Quodeth is home to greedy merchant lords, corrupt panjandrums, and swaggering thieves, but it is also the seat of Deyane Verix Hazeda, the Queen of the Peacock Throne. She wields little power in her own city, and is little more than a figurehead. However, she stands for something much bigger: The beauty and splendor of Thulean civilization. No other city captures this moment in history or is so inextricably interwoven with the story of Thule as Quodeth, and the Queen of the Peacock Throne is the symbol of the city. The Queen has little strength to arm legions of champions and few agents to help those who fight in her cause—her aid (or opposition) comes in the form of influence and suggestion.
THE REAVER KING
The barbarian tribes of Thule regard civilization as weak, decadent, and corrupt. Many barbarians eschew civilization’s vices, but others see the need to sweep it away altogether and make a clean start of things. The Reaver King of Nim is one such chieftain. The city of Nim is heir to the strength and fury of the Nimothan people, and whoever holds the throne of Nim is effectively the king of Thule’s barbarians. The Reaver King gives aid and support to those who aspire to plunder city-states, battles civilizing influences wherever he finds them, and inspires lesser chieftains to launch their own wars against civilization’s wickedness and dissolute ways.
THE SAGE OF ATLANTIS
On the outskirts of Katagia stands a lonely tower, overlooking the sea. This is the home of Hyar Thomel, the legendary Sage of Atlantis. A white-bearded old man now bent with age, Hyar Thomel is the last living person who was born on the island of Atlantis. How this is possible, none can say, since he was already an old man when the sea claimed Atlantis, and that was three hundred years ago. Hyar Thomel seeks to preserve the legacy of Atlantis by sharing his scientific and cultural advances with the younger races of Thule. The Sage of Atlantis is an excellent source of information; if Hyar Thomel is an enemy, he provides crucial information to the hero’s rivals or villains the hero opposes.
SERVANTS OF R’LYEH
The cult of Cthulhu is ancient and widespread in Thule. The city of Quodeth stands atop the ruins of a prehuman city countless thousands of years old where Great Cthulhu was worshiped; many other secret temples and black shrines lie hidden in Thule’s jungles and shores. This continent-spanning cult waits for the day when the stars are right, and Cthulhu is released from his eons-old prison to rule over the Earth once again. Since this day may be long in coming, the Servants work tirelessly to speed it along by hoarding terrible lore, forging alliances with unhuman races, and recruiting the poor, the destitute, and the desperate to join in their blasphemous rites. Cthulhu’s followers dream of remaking the Earth in the belief that a paradise awaits.
THE SEVEN KNIVES
As the largest and most powerful thieves’ guild in Quodeth, the Seven Knives are by extension the most powerful thieves’ guild in all of Thule. Not only do they largely control the richest city in the continent, the Seven Knives control gangs of thugs and spies in every city of the Inner Sea. The Seven Knives represent what is worst about Thulean civilization: ambition, greed, corruption, vice, and decadence. But they also stand for the ability of the weak to band together and defy the powerful, and the triumph of talent and hard work over low birth and poverty. The Seven Knives control the most extensive spy network in Thule, and can help their friends by providing rumors, resources, or agents to help in causes they care about—for a price, of course.

Poh Tun Kai

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May 4, 2015, 9:22:19 PM5/4/15
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Just wanted to cheer my players on for making the first two Thule sessions lots of fun. Our band of outcast Atlanteans encountered a malevolent iceberg in the Kalayan Sea, joined forces with Prince Yarsheem of the Golden Sea Corsairs to battle his dread rivals for a claim on the ice, then braved horrible frost-wurms (Remorhaz spawn) and a weird Hyperborean engineer to breach the secrets of a forbidden laboratory and its deadly ice beacon. In addition, while facing the Engineer and his Wattsian experiments, a dream orb was unleashed. Aiko and Kamina encountered visions of their twisted past, Yoluck relived the opening of the Vikings TV show, Lhomac saw dreams of fleeting glory and eternal decay, and V'ger relived a pleasant memory from the Cthulhutech backstory.

Great roleplaying and adventure from my players. During the session, our heroes gained an incremental level-up and captured a 20-foot crystal globe. And also set the new land speed record for bobsledding in Thule. Looking forward to more thrills in the primeval continent!.

Kumiko Yamazaki

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May 4, 2015, 9:47:17 PM5/4/15
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Thanks and Kudos to the great GM who made the great story for us all to enjoy and act up in. :)

DWL

On Tue, May 5, 2015 at 9:22 AM, Poh Tun Kai <ptik...@gmail.com> wrote:
Just wanted to cheer my players on for making the first two Thule sessions lots of fun. Our band of outcast Atlanteans encountered a malevolent iceberg in the Kalayan Sea, joined forces with Prince Yarsheem of the Golden Sea Corsairs to battle his dread rivals for a claim on the ice, then braved horrible frost-wurms (Remorhaz spawn) and a weird Hyperborean engineer to breach the secrets of a forbidden laboratory and its deadly ice beacon. In addition, while facing the Engineer and his Wattsian experiments, a dream orb was unleashed. Aiko and Kamina encountered visions of their twisted past, Yoluck relived the opening of the Vikings TV show, Lhomac saw dreams of fleeting glory and eternal decay, and V'ger relived a pleasant memory from the Cthulhutech backstory.

Great roleplaying and adventure from my players. During the session, our heroes gained an incremental level-up and captured a 20-foot crystal globe. And also set the new land speed record for bobsledding in Thule. Looking forward to more thrills in the primeval continent!.

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"She's so many women 
He can't find the one who was his friend 
He's hanging on to half her heart 
He can't have the restless part
So he tells her to hasten down the wind"

- The Late Great, Warren Zevon.

Shift244

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May 5, 2015, 7:08:19 AM5/5/15
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In the next episode: 

"Face-huggers swarm on the male heroes while Khamina gets assaulted by a strangely phallic inspired monster. WWTET? (What were the engineers thinking?) Meanwhile, the astral tentacle monsters got hold of little Aiko! RNWWTET??? (Really now, WWTET?!)"

No pixelation scenes as the screen quickly cuts to V'ger rocket punching the engineer and asking in a calm voice "Are you satisfied with my care?", then getting smashed and initiating rebooting sequence. 

"Will the fallen Atlantean automaton return (in time) to save his human companions? Will the mechanized minstrel even sing again? Will the beautiful ranger ever get proper snow gear?"
"Find out, all these and more in the next chapter!"

--<Just a random joke post, typed with the voice of the pro-bending commentator reading each word aloud>--

Poh Tun Kai

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May 8, 2015, 2:48:28 AM5/8/15
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Perhaps we can answer these questions in a couple of weeks. How's Sunday, 17 May for the next session?

Kumiko Yamazaki

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May 8, 2015, 6:13:57 AM5/8/15
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Should be okay... will confirm tonight..but sounds good.

Want to hold it at Castle Lakefields again?



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Poh Tun Kai

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May 8, 2015, 9:17:22 AM5/8/15
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Sounds good.

Razzman Khaliff

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May 10, 2015, 4:56:48 AM5/10/15
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Good to go on 17th.

On Friday, 8 May 2015, Poh Tun Kai <ptik...@gmail.com> wrote:
Sounds good.

Shift244

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May 11, 2015, 1:39:13 AM5/11/15
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I'm OK for 17th.

Poh Tun Kai

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May 15, 2015, 11:22:35 PM5/15/15
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Then see you all at 2pm on Sunday at Doug's. The adventure will be titled "Chains of Duty."

Razzman Khaliff

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May 15, 2015, 11:45:13 PM5/15/15
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Lhomac will take those chains and strangle duty with it.

On Sat, May 16, 2015 at 11:22 AM, Poh Tun Kai <ptik...@gmail.com> wrote:
Then see you all at 2pm on Sunday at Doug's. The adventure will be titled "Chains of Duty."

Kumiko Yamazaki

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May 16, 2015, 11:00:39 AM5/16/15
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when you kill duty, can I have the remains to play with? :D

Razzman Khaliff

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May 16, 2015, 12:22:41 PM5/16/15
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As long as you clean after it. 

Ban

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May 17, 2015, 12:29:57 AM5/17/15
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lol

Poh Tun Kai

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Jun 22, 2015, 9:28:30 PM6/22/15
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I'm interested in continuing Primeval Thule this Sunday, although our necromancer won't be around. Who's in?

Razzman Khaliff

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Jun 23, 2015, 12:59:36 AM6/23/15
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Yeah I'll be in.

On Tue, Jun 23, 2015 at 9:28 AM, Poh Tun Kai <ptik...@gmail.com> wrote:
I'm interested in continuing Primeval Thule this Sunday, although our necromancer won't be around. Who's in?

Poh Tun Kai

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Jun 23, 2015, 11:22:44 PM6/23/15
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Ok, so there's a FoW demo at Wira on Sunday. Not sure of the details but it does mean that Sherman and Ivan (and maybe Darren) will have fun times that day. Meanwhile, Razz, Eugene, Aaron, we can still play but it'll be more of a small side quest.

Razzman Khaliff

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Jun 24, 2015, 6:15:38 AM6/24/15
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Venue? I can't feed during the daytime.

On Wed, Jun 24, 2015 at 11:22 AM, Poh Tun Kai <ptik...@gmail.com> wrote:
Ok, so there's a FoW demo at Wira on Sunday. Not sure of the details but it does mean that Sherman and Ivan (and maybe Darren) will have fun times that day. Meanwhile, Razz, Eugene, Aaron, we can still play but it'll be more of a small side quest.

Poh Tun Kai

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Jun 25, 2015, 12:09:27 AM6/25/15
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Possibly Papa's? It's relatively central for all of us...

Ivan Tam

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Jun 25, 2015, 12:10:19 AM6/25/15
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Am good to go barring work crap

On 25 June 2015 at 12:09, Poh Tun Kai <ptik...@gmail.com> wrote:
> Possibly Papa's? It's relatively central for all of us...
>

Razzman Khaliff

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Jun 25, 2015, 12:10:44 AM6/25/15
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Fine, but you have to arrive before I do and we have to have dinner there.

On Thu, Jun 25, 2015 at 12:09 PM, Poh Tun Kai <ptik...@gmail.com> wrote:
Possibly Papa's? It's relatively central for all of us...

Razzman Khaliff

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Jun 25, 2015, 12:11:19 AM6/25/15
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Or rather, buka puasa for me.

Poh Tun Kai

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Jun 25, 2015, 1:07:28 AM6/25/15
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Yeah, we'll likely be there for all that.

Shift244

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Jun 25, 2015, 8:23:09 PM6/25/15
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I should be back for dinner with the family after weeks away. Will see Darren/Aaron's arrangement.

Poh Tun Kai

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Jun 26, 2015, 12:15:43 AM6/26/15
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Darren's not on the team.

Ivan Tam

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Jun 26, 2015, 12:17:35 AM6/26/15
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Eugene, taser Darren and drag him along.

On 26 June 2015 at 12:15, Poh Tun Kai <ptik...@gmail.com> wrote:
> Darren's not on the team.
>

Poh Tun Kai

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Jun 27, 2015, 9:57:38 PM6/27/15
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Okay, after reading a Robert Howard short story I am inspired to prepare some loose plot points titled PIT OF THE MAMMOTH AND OTHER STORIES!!! Fear the tread of the mammoth, mwahahahaha...

Poh Tun Kai

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Aug 3, 2015, 10:06:24 PM8/3/15
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This Sunday, 9 August, Orava of the Pashar tribe will bring war and destruction down upon Droum, City of Tusks. Can our heroes stop the barbarian threat before it's too late?

Primeval Thule continues!

Razzman Khaliff

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Aug 3, 2015, 11:08:33 PM8/3/15
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Lhomac confirms his attendance, Orava will know the secret of steel when I plunge my sword into his puny heart.

On Tue, Aug 4, 2015 at 10:06 AM, Poh Tun Kai <ptik...@gmail.com> wrote:
This Sunday, 9 August, Orava of the Pashar tribe will bring war and destruction down upon Droum, City of Tusks. Can our heroes stop the barbarian threat before it's too late?

Primeval Thule continues!

Poh Tun Kai

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Aug 7, 2015, 1:50:46 AM8/7/15
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Confirmed for Douglas' place. Looks like we have five players and fun times.

Kumiko Yamazaki

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Aug 7, 2015, 2:31:35 AM8/7/15
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And singing gophers.


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Razzman Khaliff

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Aug 7, 2015, 5:02:23 AM8/7/15
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Excellent.

Poh Tun Kai

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Aug 10, 2015, 8:47:26 PM8/10/15
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Despite my abject embarrassment at getting Darren's character's name mixed up with the villain's, we seem to have had a successful session - one half dealing with threats within Droum's walls (by trolling snake cultists with an inane puppet show) and one half uncovering the rakshasa influence behind Dambar's barbarian horde. The Golden Mammoth seems to be a malign and unnatural force that is tying the barbarians to the rakshasa capital of Adga Jand. Meetings with Zuur the Ghoul Lord and Gath Nikal the seneschal of Droum have determined that the enemy rakshasa may seek a now-dead rakshasa within Droum.

Accordingly, our heroes decided to troll the rakshasa with necromancy. To be continued.

On Friday, 7 August 2015 17:02:23 UTC+8, Razzman wrote:
Excellent

Kumiko Yamazaki

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Aug 10, 2015, 9:44:35 PM8/10/15
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"Look... I have a cute coin purse. *.*

Isn't it cute Nii-chan?"

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Poh Tun Kai

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Sep 2, 2015, 4:59:10 AM9/2/15
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Is it true that Eugene is coming back? Got a chance for a packed Thule game on Sunday?
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