Mechanics

  • The Knochenvolk revisited

    The misbegotten children of the wyrd is this week’s focus. Born with an unsettling appearance and a jumble of out of place ideas in their heads Knochenvolk are strange, creepy and goofy in equal measure.

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  • Knights of the Fey Courts

    The Knights of Faerie are a common sight in the Feengrenze as they go about their errands and quests for their leige, which means that they can prove potent complications, enemies and rivals with their inflexable ways and oathbound quests.

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  • The Great Game: Running a Domain for the Clueless

    Your players have a realm and a title, now what? What can they do with their new realm? How do they run it? More importantly, How can you use their realm to make their lives more intresting. Well crack open this guide and learn how run a domain.

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  • The Drollish Cap is an evil artifact of pure anarchy. It seeks to destroy all semblance of society and usher in a world where everybody constantly acts on their worse impulses. Lydia von Falkencrest aka the Grand Absurdist is an example of what prolonged exposure to the cap can do to a person.

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  • Is anyone up for some playtesting? I plan to release a free companion PDF to the Liberation of Sliberberg in the same release window. Nothing too big, just a few new origin options for the new species featured in the Feengrenze, a few new character backgrounds, and a new mechanic called fey boons to play

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