Primer for New Players

This document contains the basic sketch information for the tone, style, genre, and setting of the game. In addition to the current hooks and rumors document, it provides a quick introduction to the style of game.

Genre and Tone

The genre is classic sword and sorcery and horror, like that found in the hey-day of pulps like Weird Tales. (The game's tone is especially influenced by Clark Ashton Smith, Fritz Leiber, Robert E. Howard, and Michael Moorcock.) Tonally, Weird Fiction tales are dark, wondrous, violent, exotic, and often sexy. Unlike epic adventure fantasy (e.g. Tolkien and those he influenced), the genre has a personal, local focus and often features flawed or morally compromised characters. Horror elements are intrinsic to the genre, which also shows traces of planetary romance (and other early sci-fi).

In the setting, the world has attained roughly 16th century technology. Merchantilism is the dominant economic paradigm. Everyday life has been transformed by the printing press, increased skill in mechanization and metallurgy, and firearms, as well as by increasing global trade and exploration. Still, the vast majority are poor, defenseless, and oppressed.

Game Basics

Open Table Principles


Old School and DIY Ethos


Magic and the Supernatural

In Weird Fiction, the supernatural is unnatural, wondrous, and inherently dangerous. It is not simply another kind of physics or technology, nor is it constrained by laws or conventions. Rather, it is perversion and corruption of the natural order. Although sorcery and the supernatural are not uncommon, common folk are deeply suspicious (and superstitious) about any hints of magic. Their prevailing attitude might be summed up as:

Magic is dangerous and unpredictable. Those drawn to its power are unstable, foolhardy, or sociopathic. No one in their right mind would trust foul sorcery or those who practice it. Better to stay home, mind your farm or shop, provide for your family, and leave the meddling with dark forces to those poor sick fools who are going to die young.

Magic takes many forms. In some places in the world, it seems to well up from reality itself, like some sort of raw, primal energy. In other places, ancient technology and knowledge has fixed it into powerful, mysterious effects. The world is strewn with unique artifacts and relics, each of which swells with scarely contained power. Meanwhile, a few bold, fearless souls devote themselves to ancient mystical techniques, technological tomes, scholarly experiments, faith leaders, forgotten knowledge, primal totems, or forbidden rituals.

Anyone can use the magic latent in an artifact, relic, ritual, or mystical place. Through dark knowledge, dangerous technology, or fierce will, sorcerers are also uniquely able to summon and control spells, which is the common name given to the extradimensional plasmic entities that Sorcerers have lured or trapped, and then bound to their very souls. Such plasmic beings, once tamed, may be temporarily bent to the sorcerer's will and forced to exercise their strange, extradimensional geoenergies to bend reality or create fantastical effects.

Extra Dimensions

Reality is composed of a layer of dimensions that are completely interleafed and coextensive. Knowledgeable scholars describe the dimensions as "stacked" on one another, but--strictly speaking--they all occupy the same space. Even the most knowledgeable scholars do not know whether there are infinite or finite dimensions, nor whether the known dimensions would exhaust that number.

Among the educated and dimensionally experienced, there are at least four definitely known dimensions:

Scholars have debated the existence of additional dimensions, ones whose properties are not well understood, and which may not be alternate dimensions at all. Foremost is Hell, the original home of demons. Some diabolists believe that Hell is actually a material place on this plane, while others argue that is a separate dimension. Some theorize that Hell may, in fact, be a sort of cosmic cancer that infects other planes and consumes them, and which may have already twisted infinite worlds.

Disagreements also exist about The Shadow and The Light, which some scholars hypothesize are places of pure creative and destructive energies, respectively. Even if they do exist, no one is known to have returned from either dimension, so there is no extent knowledge or insight into the truth of the matter.


Cults are common across the planet. In general, cults fall into three categories: Demon Cults, Plant Cults, and Reptile Cults (Lizards/Dinosaurs). Some cults are relatively accepted within society, but others practice dark magic, seek to bring about apocalyptic prophesy, unleash demons, or otherwise wreak havoc. Some cults are highly organized and bureaucratic, while others are chaotic and prone to in-fighting. Some cults adhere to strict codes or dogma, while other practice rituals, body-modification, social engineering, terrorism, or the whole other spectrum of human affairs. In the Kingdom of Umiyid, cults are technically prohibited, since the state religion is Emperor Worship. In practice, however, cultic activity--both covert and overt--is common.

Geography and Culture

The Kingdom of Umiyid (Campaign Home Base)

A Turkish/Arabian/North African-inspired desert empire ruled by Muawiya, the Eternal Emperor, who is reputed to have lived more than 1000 years. The capital, also called Umiyid, and is a massive metropolis of more than 1.5 million people. Most of the empire is drifting sand, isolated oasises, or gravel/salt flats. Umiyid is bordered to the east by tall mountains, and to the south by a high, rocky plateau. A few vibrant towns may be found along the main river, the Khabur, which flows west from the mountains to Umiyid (City).

Umiyid City was established where a large river, the Khabur, becomes a large delta and meets the sea. Umiyid City is divided between the fortified High City and the urban sprawl and slums of the Low City. Access to the High City is highly regulated and classist. Inside, the High City is adorned with Islamic architecture, art, gardens, markets, and expansive estates. In the Low City, villas and upscale commercial/political districts give way to sprawling squalor. Slums reach for days past massive ports established throughout the river delta.

In the south, Umiyid's second city, Al Khour, sits in a fertile, irrigated floodplain. In the west is a small city, Khasib, founded near a large oasis. The remaining towns and hamlets are small, distant, isolated, and desperately poor.

In Umiyid, the color of one's clothing denotes social station: gold, then green, red, blue, and tan. Tunics and sashes are traditional garb, and are worn with jewelry (by both men and women) and curved blades. The people of Umiyid are fiercely traditional, and many are strongly attached to their kinship or tribal networks. Honor is an important social concept in Umiyid, though the poor observe it more often in the breech than the act.

The Fire Isles

These rocky, semi-tropical islands, due west of Umiyid, just became accessible due to an unknown event that resulted in major changes in ocean wind patterns. (Previously, a storm wall of fire, lightning, and wind blew vessels away, from which the islands have taken their name.) The islands are scattered with untouched Torgisch ruins and magitech. The natives are highly alien and generally xenophobic towards outsiders.

Burkan al-Khafion

This large island is three days sail due west from Umiyid. Burkan al-Khafion is the site of an immense Cyclopean Fortress (the campaign's megadungeon). A shared Joint Expeditionary Camp has been established on the island by the three great powers.

The Pearls

A massive, lush, tropical archipelago stretching all along the north of the continent, and ranging hundreds of miles north from there. The geography is a mixture of Caribbean and South Pacific. The archipelago has began to be colonized by the three major powers (Umiyid, Venoz, and Lyriamos). It is also home to various local, independent power centers, including independent states, pirates, natives, etc.


An old Arzantim fort overlooking a deep bay, now ruled by a pirate warlord, Oddo Zabatino. Around the bay is a no-man's-land shantytown, home to smugglers, privateers, criminals, anarchists, and exiles. Duskhall hosts a weekly market where most any good can be purchased (except slaves; slavery is outlawed on the island).

The Ornats

An island group continually inhabited for centuries. The Ornats are home to rare cybalt mines, which produce rare mystical elements useful in various magical rituals and processes. The island's nominally independent governemtn is currently dominated by the Pearl Sea Company.


A large island with a caldera lake in the center. Volcanic vents all over the island emit hallucinogenic gases. In addition to the weak colonial government, competing claims to areas of the island are maintained by several mystery cults, minor religions, and diabolists. On an island in the center of the lake is an extensive Cyclopean Facility of unknown purpose, with mostly uncharted lower levels that reach deep in the bowels of the island.

The League of Venoz, beyond the eastern mountains

Venoz is a Venetian-style city state that reigns as the hegemonic head of the nominally consensus-based League of Venoz. The Venidzi are highly merchantilist, and the League fields the world's greatest navy.

Traditionally, the Venidzi cover their bodies in tattoos that record and display their exploits and experiences. Venidzi men wear baggy trousers and shirts, women wear either dresses or the same clothing as men, and the third gender may wear either, but tends to prefer tunics and wraps.

The major cities of the League of Venoz include:

Ancient Lyriamos, along the rocky southern shore

The Elyriki compose a Byzantine-style empire in its twilight, ancient and decadent. The empire is home to intricate Byzantine architecture. The geography is rocky and mountainous, with interspersed mediterranean valleys, a craggy coast, and large coastal islands.

Elyriki of both sexes traditionally dye their skin in pastel shades of blue, mauve, green, or ochre, and they wear ornate clothing and accessories, including jewelry, heavy makeup, and ornate headgear. They are highly observant of ancient religious rites.

The major cities of Lyriamos include:

Quenzhong, in the distant southwest of the continent

Very, very far beyond the high mountain plateaus and snowy steppes lies is the extensive realm of Quenzhong, a central Asian-inspired culture (e.g. Khazak, Mongolian, Chinese). Quenzhong is an empire home to strict social castes and governed by a dynastic bureaucratic state. The Quenzhongese are skilled horsemen and savvy merchants. The empire is a major producer of drugs and silk, and—despite its distance—does engage in sporadic direct trade via old trade routes through Lyriamo, though most trade is substantially indirect, via a water route plied by adventuresome Quenzhongese and Venidzi captains.

Prehistoric Civilization

In the distant past, the continent was formerly settled by the Torgisch World-Empire (a race of giant half-elemental troll-men, 8-10 ft tall, highly biologically attuned to the seasons). Now all that remains of the ancient empire are ruins and stories, warped by time. Most Torgisch sites on the continent were long ago looted or destroyed. Due to the gigantic scale of their remaining architecture and artifacts, the Torgisch structures are often called Cyclopean by common folk. Little else is known definitively about the ancient people; their writing remains untranslated (even with magical assistance), and their technology and culture are unfathomable.