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Primeval Thule!

Dungeons & Dragons 5E
Dungeons & Dragons 5E
Online
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Horror
The game leans into fear, tension and dark themes.

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Description

System: DnD 5e 2014/2024 Platform: Discord + Roll20 Timezone: MST Schedule: Weekly 5pm MST ~4-5 hours Players needed: 4-5 Start date: TBD Age requirement: 18+ LGBTQ+ FRIENDLY! :) “Before the great glaciers covered the northern world for the last time, there was an age of legends now forgotten in the modern world. Cities of barbaric splendor and brooding ruins from prehuman times were scattered across the great isles of the north. This was the land of Thule, savage and spectacular, a world of wonders and terrors. And it lives now only in the darkest depths of prehistory and half-remembered glimmers of myth. Thule is an alternate Earth, a world in which legendary places and creatures once existed and magic, dark and mysterious, held power over young and superstitious humankind. Its civilizations arose in a warm and lush northern world, but were erased from history by the ten-thousand year reign of the vast ice sheets. This is the age of Atlantis and Lemuria, of serpentmen and savage beasts, of star-demons and sorcery. From this mythical time we draw our oldest stories of deadly monsters and bold heroes.” The land of Thule is barbaric, wild, and savage. The jungles are teaming with bloodthirsty predators, the flora and fauna belong to a crueler and more primitive age, and the peoples of the wilderness are just as savage as the beasts whose home they share. The worst are unspeakably vicious and bloodthirsty. Headhunters, cannibals, and degenerate primitives who worship inhuman monsters and eagerly torture or sacrifice any who fall into their hands. Its city states are wicked places, dens of greed, crime, and callousness. Slavery is widespread, and secretive cults dedicated to forbidden gods lurk in the shadows. Thule’s lands are mysterious, and its neighboring islands are largely unexplored. Vast jungles and forbidding mountains and glaciers deter all but the hardiest and most determined travelers, hiding many secrets: Abandoned cities, the strongholds of inhuman powers, foul temples, degenerate tribes, and hidden lands ruled by obscene monstrosities. One should be ready for anything in the wilderness of Thule. Its magic is a secret man was not meant to know. Occult learning is fantastically ancient, predating the rise of humankind. This ancient lore is dangerous in the extreme, and the most likely outcome of taking up arcane studies is a horrible and grisly doom. Priests initiated into the secrets of their god’s magic are rare individuals who belong to secretive and mysterious cabals. The gods are inscrutable, and priests jealously guard access to their power. Magic is such a dark and esoteric field of study, users of magic are rare. Enchanted swords and magical treasures are similarly rare—the great majority of Thuleans have never seen a magic item and would likely fear and shun anyone they knew to possess one. Ancient evils threaten mankind and the reign of humanity is new and fragile; older races such as serpentmen, rakshasas, or genies lurk in many places. Their realms and kingdoms have fallen into ruin, but these ancient creatures dream of reclaiming what was once theirs. They hate and resent humankind. The further back one travels, the more horrible and aberrant the ruling powers of the world become. A handful of Great Old Ones—entities as old as the Earth itself, or even older—lie dormant or imprisoned in the desolate places of the world. Its heroes are freebooters, mercenaries, and opportunists and this is an age of bold, brawling, larger-than-life heroes. Adventurers are defined by their ambitions; they hunger for gold, glory, and power. Great causes or noble crusades are all very well, but most of Thule’s itinerant adventurers are in it to get paid. If all of that sounds interesting and you are also into in a more OSR style game where we try and track resources a bit more carefully and take care to handle things with more tables and random rolls, while keeping things fast paced and pulpy. Then keep on reading! I would like to run through at least the first adventure from the Primeval Thule Campaign Setting by Sasquatch Game Studio. The setting has a quite a bit of flavor in regards to Races, Classes, Equipment, Gods, Magic that we will go over during a session 0 and character creation (there's also a bit of info in the Player Application if you are curious.). I would like 3-5 relatively mature adults, preferably a group, who can meet up periodically at least once a week during afternoons/evenings at about 4pm MST for about 4-5 hours. Ideally with a good mic and a quiet place to play with few distractions. Here Log in to view is the Player application and I hope to hear from yall. :) For more information here are a few relevant parts of the setting from the book. [Narratives] (Log in to view [Races] (Log in to view [Classes] (Log in to view [Regions] (Log in to view [Life] (Log in to view [Gods] (Log in to view [History] (Log in to view [Player companian] (Log in to view [Player Referance Cards] (Log in to view

Dungeons & Dragons 5E

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  • Location: Online
  • Game frequency: Weekly
  • Timezone:
    MST
    Mountain Standard Time (GMT/UTC -7)
  • Organizer: Colton Lane
  • Discord: Log in to view
  • Players: 3/5
  • GM: 1/1
  • Language: English
  • Added: 18. January 2026
  • Last edit: 15. May 2026
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