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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
While the Basic Rules focus on personal quests and small-scale adventuring, the Expert Rules are designed for players who want their characters to also build strongholds and rule entire realms, engage in intrigue and faction power struggles, forge alliances, establish dynasties, and advance their own agendas in Thule. Perhaps even become the High King of Thule!
This book also expands on world-building, the Thulean heritage, character progression, and intricate game mechanics, and allows the GM to create a dynamic world that will undoubtedly create a richer experience for the players, regardless of how they play their characters.
Rather than trying to emulate the realities of today or porting modern problems into a fictional setting, I offer players the chance to fully explore a world that is truly different from our own - one that is partly based on how the world once was.
NB! This game is not for those sensitive to old-fashioned, pre-Christian, and conservative worldviews.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
While the Basic Rules focus on personal quests and small-scale adventuring, the Expert Rules are designed for players who want their characters to also build strongholds and rule entire realms, engage in intrigue and faction power struggles, forge alliances, establish dynasties, and advance their own agendas in Thule. Perhaps even become the High King of Thule!
This book also expands on world-building, the Thulean heritage, character progression, and intricate game mechanics, and allows the GM to create a dynamic world that will undoubtedly create a richer experience for the players, regardless of how they play their characters.
Rather than trying to emulate the realities of today or porting modern problems into a fictional setting, I offer players the chance to fully explore a world that is truly different from our own - one that is partly based on how the world once was.
NB! This game is not for those sensitive to old-fashioned, pre-Christian, and conservative worldviews.