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Crossing Over to Thule

Long ago, in the days before the the First Opening, ignorance, want, and conflict was known far and wide. Then, the Ileans opened the First Gate, and thus was signalled the beginning of the New Age. Now, though conflict is still no stranger to Thule, all needs can be met, for those who have access to the portals that join all of Thule together. Those who live far from a gate or who still live under rigid control of the gates close to them, suffer in darkness. For profit, knowledge, or adventure, welcome traveler, to the World of Gates.

Thule is a campaign setting for the Pathfinder Roleplaying Game designed around a single concept: gates of teleportation to all parts of the multiverse are common from the world of Thule. Commoners, aristocrats, and all manner of beings are able to use the gates to visit far off lands, travel to other planes, and exploit those who lack the power that this teleportation magic provides.

Within this guide, gamemasters and players will find explanations of how to use the campaign setting to discover some of the strange nuances that the so-called "World of Gates" will unfold. Gamemasters will find that incorporating their own adventures and ideas into this world is remarkably easy and players will be challenged by concepts that may seem tired in a traditional fantasy setting, but which come alive in new ways within Thule.

Here are some of the things you'll find in this guide:
  • A map of the world indicating the most well known gates
  • A guide to how gates work and some of the politics and cultural influences the gates have had
  • Descriptions of major locations within Thule
  • A history of the world and how the gates were first made
  • An explanation for how the Pathfinder races fit into Thule
  • A new Mage class which replaces the sorcerer and wizard
  • A new Priest class which replaces the cleric
  • An updated Ranger class to reflect the changed role of magic