Primeval Thule
Is there anyone interested in running a game of 5th edition or Pathfinder in this setting. Here is a overview.
Primeval Thule in Seven Sentences
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 monstrous survivors from prehuman times were scattered across the great isles of the north like a handful of gems strewn from a dead thief’s hand. 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 a world in which legendary places and creatures exist and magic, dark and mysterious, holds power over a young and superstitious humankind. This is the time of Atlantis and Lemuria, of serpent-men and savage beasts, of star-demons and sorcery.
If you’ve ever read a Conan story, if you’ve ever watched a movie about lost worlds or sword-and-sandals adventure, you know what Thule is already. But just in case you haven’t, here are seven simple truths about this forgotten age of adventure.