I'm still invested in Primeval Thule even though it has not quite reached its goals. The campaign has four days left and about a third left of its goal (about $20,000). That's a long way to go, but I've watched James Raggi do it before, although he may have access to forbidden Finnish magic. The jury's still out on that one.
Anyway, Primeval Thule is a pulp genre mash-up setting that draws heavily on the traditions of Robert E. Howard — savage sword-and-sorcery action with the threat of big, nasty Lovecraftian horror in the background. Primeval Thule uses the core conceit of Forgotten Realms (mythic Earth) cross-pollinated with the Hyperborean Age or Middle-earth (prehistoric Earth) — Thule was the mythic Thule of the Greeks, the fabled northern continent, but has since become a lost land. Humanity is a young race, having arisen in a savage wilderness with aspects of ancient cultures and creatures.
As is the way of sword-and-sorcery, Thule is predominantly human, although demihumans do occur. They are, however, rare; there is probably just one city of elves, one city of dwarves, and so forth. These demihuman enclaves are small and hard-to-find. (The game will also note the possibility of using the demihuman races, but just making them cultural variants of humanity.)
Likely the best way to experience Thule is through Sasquatch Game Studio's website. They have a post describing Thule in seven sentences, as well as a post talking about adventure design in Thule. The news feed is also a good place to look: it features articles describing the lost continent of Thule, a sample star-spawned danger of Thule (with Pathfinder statistics), twenty-five adventure seeds, and how demihumans will fit into Thule, among other information.
The Primeval Thule Kickstarter ends August 1. Primeval Thule is compatible with Pathfinder, D&D 4e, 13th Age, and Call of Cthulhu.
Yeah, I put in my money for the 13th Age version. If only because I love the idea of Lovecraftian-esque horror in the background.
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