TEXT: RICHARD BAKER, DAVID NOONAN,  
  and STEPHEN SCHUBERT
  RICHARD BAKER, DAVID NOONAN,  
  and STEPHEN SCHUBERT
  P L A Y E R ’ S  C O M P A N I O N
  P L A Y E R ’ S  C O M P A N I O N
  
  Player’s Companion
  CREDITS
  Design: Richard Baker, David Noonan, 
  Stephen Schubert
  Development: Richard Baker, 
  Stephen Schubert
  Cover Art: Klaus Pillon
  Interior Illustrators: Lucas Durham, 
  Micah Epstein, Liz Green, John Kaufmann, 
  Klaus Pillon
  Art Direction: Richard Baker
  Graphic Design: Corey Macourek
  Production Specialist: Nissa McCormack
  Primeval Thule Player’s Companion is published by Sasquatch 
  Game Studio, LLC, under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Sasquatch Game Studio 
  LLC, the Sasquatch logo, and Primeval Thule are trademarks of 
  Sasquatch Game Studio, LLC. All characters and the distinctive 
  likenesses thereof are property of Sasquatch Game Studio LLC. This 
  material is protected under the copyright laws of the United States of 
  America. © 2015 Sasquatch Game Studio, LLC.
  Product Identity: The following items are hereby identified as 
  Product Identity as defined in the Open Game License version 1.0a, 
  and are not Open Content: All trademarks, proper names, dialogue, 
  plot, storylines, locations, characters, artwork, and trade dress.
  Open Game Content: All game mechanic text (including the 
  names, stats, and rules text of new character features and spells) is 
  hereby designated as Open Game Content.
  Disclaimer: Sasquatch Game Studio is an independent game 
  publisher. This product is not licensed by, endorsed by, or authorized 
  by any third party.
  Sasquatch Game Studio, LLC 
   
   
  Auburn, WA
  sasquatchgamestudio.com
  CONTENTS
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  Thulean Class Options   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Barbarian: Slayer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Cleric: Cold Domain .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Cleric: Fury Domain  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Druid: Circle of the Fang  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Paladin: Oath of Victory   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Rogue: Poisoner .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  Sorcerer: Great Old One   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Warlock: Patrons  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  New Narratives  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  Escaped Slave  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  Time-Lost Adventurer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  New Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  Spells of Thule  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .16
  Narrative Characteristics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .20
  
  Introduction
  2
  H
  ail, stranger, and welcome to the savage 
  land of Thule! You are now entering a land 
  of steaming jungles and forbidding glaciers, 
  decadent civilization and mysterious ruins, terrible 
  beasts and sinister villains. This is a realm of grim heroes 
  and prehuman monsters, fierce barbarians and lost 
  cities, wonders and terrors enough to fill the chronicles 
  of a thousand adventures. This is Thule, beautiful and 
  deadly, primal and untamed. And it is now your home. 
  This sourcebook is an expansion to the Primeval 
  Thule Campaign Setting, providing you with a variety 
  of new options for creating characters for a Primeval 
  Thule game. In these pages you’ll find new class builds, 
  such as the slayer barbarian or the Cold domain for the 
  cleric; two new heroic narratives, the Escaped Slave and 
  the Time-Lost Adventurer; and a selection of new feats 
  and spells suitable for Thulean characters. In addition, 
  we have included tables that provide personality traits, 
  ideals, bonds, and flaws for each of the narratives 
  originally presented in the Primeval Thule Campaign 
  Setting. You are of course free to create the character 
  story you want to play, but if you’re looking for a little 
  inspiration or some suggestions for roleplaying your 
  Thulean character, explore the narrative trait tables and 
  see what comes up! 
  If you are not familiar with the Primeval Thule 
  setting, you’ll find that many of these options are per-
  fectly suitable for any 5e game. New class options, new 
  In Thule, deadly peril and glittering opportunity walk hand-in-hand. A brave 
  hunter from a savage tribe goes alone to face an evil from beyond the stars; a sly thief 
  from Quodeth hatches a scheme to pillage the tower of a dread sorcerer. It is a land of 
  mystery, wonder, and danger, a place with a man or woman with nerves of steel and a 
  strong sword-hand—or perhaps mastery of forbidden lore—can carve his or her name 
  into the annals of fate.
  
  Class Options
  3
  feats, and additional spells provide you with a variety 
  of interesting tools for creating characters—especially 
  those who perhaps hail from a particularly savage corner 
  of the world. The new narratives are much like the 
  backgrounds described in the core rulebooks. The tables 
  of narrative traits refer to narratives introduced in the 
  Primeval Thule Campaign Setting, and the rest of the 
  narrative descriptions (and benefits) can be found in 
  that book. 
  If you’d like to know more about Thule, we recom-
  mend downloading the Primeval Thule Traveler’s 
  Guide (available at www.drivethrurpg.com ). It’s a free 
  PDF accessory that gives you a great overview of this 
  savage and intense setting.
  THULEAN 
  CLASS OPTIONS
  The city-states and tribal peoples of Thule create a 
  unique mix of decadent civilization and barbaric fe-
  rocity. The primeval continent is home to a selection of 
  heroic paths that are rare or unheard-of in other lands: 
  slayers, priests of cold or fury, master poisoners, or 
  sorcerers who derive their magical power from the taint 
  of extraterrene influence. This section therefore presents 
  seven new character class archetypes, expanding your 
  range of choices for creating Thulean barbarians, clerics, 
  druids, paladins, rogues, and sorcerers. In addition, 
  Thulean warlocks may select a specific entity such as 
  Hastur or Yog-Sothoth as their patron.
  BARBARIAN
  Thule is a barbaric land, and many of its most notable 
  heroes—and villains—hail from the warlike tribes 
  that roam its jungles and plains. As one might expect, 
  a great number of Thule’s barbarians are berserkers, 
  eager to measure themselves in battle. This is the most 
  common path for barbarians in this setting. Barbar-
  ians devoted to animal spirits or primal totems are 
  less common, since supernatural powers—even those 
  derived from the spirits of the forest, the skies, and the 
  hunt—are strange and fearsome to Thule’s superstitious 
  peoples. But there is another path for barbarians of 
  Thule: the path of the slayer.
  PATH OF THE SLAYER
  Like totem warriors, slayers are shaped by the beasts and 
  the elements of the savage world in which they come of 
  age. But where totem warriors see a world of spirits to 
  honor or follow, slayers see a world full of deadly dangers. 
  The dire wolf, the saber-tooth, the giant viper—these are 
  not supernatural beings, but instead rivals and enemies. 
  The Thulean wilderness hardens the body and sharpens 
  the wits, offering a never-ending series of lethal lessons 
  only the strong, the quick, and the cunning survive.
  Many barbarians—berserkers, for instance—glory 
  in battle, losing themselves in savage bloodlust as they 
  charge mindlessly into the fray. The slayer’s battle-mad-
  ness, however, takes on a different form. His rage leads 
  instead to a cold and deadly place, a place of iron resolve 
  and calculated murder. The fierce determination to strive 
  and survive drives the slayer to feats of strength and 
  deeds of pure endurance that seem superhuman to the 
  warriors of more civilized lands.  
  Slayer’s Rage (3rd level): Double your rage damage 
  bonus when you fight using a two-handed weapon. In 
  addition, when you reduce an enemy to 0 hit points on 
  your turn, you gain a bonus action to move up to your 
  speed. Slayers learn to strike hard and keep moving, 
  since survival in the wild depends on taking threats 
  down fast and staying ahead of your foes.
  Grim Resolve (6th level): When you fail a save 
  against an effect, you gain tactical advantage on all 
  subsequent saves against that effect for the rest of the 
  encounter. This might apply to a single spell or con-
  dition that allows you a new save at the end of each 
  of your turns, such as the hold person spell, or it could 
  be multiple castings or uses of the same spell or effect 
  (for example, a dragon’s breath weapon) in the same 
  encounter. Your sheer, savage willpower often prevails in 
  unlikely circumstances.
  Natural Athlete (10th level): You are proficient in 
  any Strength, Dexterity, or Constitution check you at-
  tempt. When you make a long jump or high jump, add 
  5 to your Strength score for purposes of figuring the dis-
  tance or height of your jump. Survival in the wilderness 
  often pushes you to the very limits of physical ability. 
  Deadly Defense (14th level): You gain a bonus to 
  AC equal to the number of enemies within 5 feet of 
  you. You must be able to see an enemy to count it for 
  this bonus, and you lose the bonus altogether if you are 
  blinded or incapacitated. When foes press in from every 
  side, you somehow find the reflexes and agility to make 
  attacks miss.
  CLERIC
  The priests of Thule venerate many different deities. 
  Some such as Mithra or Ishtar represent civilizing influ-
  ences, and their priests are important figures in Thule’s 
  city-states. Others, such as Cthulhu or Tsathoggua, are 
  monstrously alien entities whose goals are completely 
  inimical to humankind. Between these two extremes are 
  deities who embody the savage wilderness that makes 
  up so much of the primeval continent—grim powers of 
  ice, rage, and destruction. Few priests of the civilized 
  peoples remember the brutal gods their ancestors once 
  worshiped, but the old ways still linger among Thule’s 
  barbarian tribes.
  These barbaric deities hold sway over divine domains 
  not commonly found in more civilized worlds: the do-
  mains of Cold and Fury. Thulean deities appropriate for 
  these domains include:
  Cold: Ithaqua, Tarhun, Tiamat, Tsathoggua
  Fury: Cthulhu, Herum, Nergal, Shub-Niggurath     
  
  Class Options
  4
  COLD DOMAIN
  While Thule has its steaming jungles and roiling volca-
  noes, other parts are cloaked in winter the year round. 
  Especially among the continent’s northern and eastern 
  denizens, the cold itself has a mythic, divine power. 
  Clerics with the Cold domain tap into the power of the 
  polar wastes to freeze foes in place, build structures of 
  ice, and summon blizzards that extinguish light and life. 
  At best, clerics of Cold deities are taciturn and unfeel-
  ing priests who demand respect for their grim gods; at 
  worst, they are madmen bent on invoking endless winter 
  over all the world.
  Cold Domain Spells 
  Cleric level
  Spells
  1st
  fog cloud, shivering cold*
  3rd
  gust of wind, spike growth (cold terrain 
  only)
  5th
  ice claw*, sleet storm
  7th
  hallucinatory terrain (cold terrain only), ice 
  storm 
  9th
  cone of cold, glacial bulwark*
  * New spell described in this book.
  Frostwalk (1st level): Ice, snow, and other cold-re-
  lated terrain is never considered difficult terrain for you, 
  because you have a preternatural sense of traction. Other 
  factors such as debris or vegetation might slow you 
  down, but ice and snow do not.
  Involuntary Shiver (1st level): As a combat reaction, 
  you can force a living creature within 30 feet making 
  an attack against you to shiver with a sudden chill. The 
  attacker has tactical disadvantage on the attack you are 
  reacting to. You can use Involuntary Shiver a number of 
  times per day equal to your Wisdom modifier (mini-
  mum of one).
  Ice Slick (2nd level): You can use your Channel 
  Divinity feature to create ice within a 10-foot radius 
  centered on a point you designate within 60 feet. The ice 
  is slippery and counts as difficult terrain. The ice lasts as 
  long as ordinary ice would; depending on the adventure 
  site, that could be seconds to years.
  Bone-Chilling Cold (6th level): Your flesh and 
  bones are perpetually chilled, granting you resistance to 
  cold damage and tactical advantage on saving throws 
  against fire effects. Once per day as a bonus action, you 
  can transfer the Bone-Chilling Cold to an ally within 60 
  feet for 1 minute. During this time, you lose the benefits 
  of this ability.
  Ice Strike (8th level): You can infuse your weapon 
  with frigid cold. Once per turn when you hit a creature 
  with a weapon attack, you can deal an extra 1d8 cold 
  damage if you hit. When you reach 14th level, the extra 
  damage increases to 2d8 cold damage.
  Heart of Ice (17th level): You are immune to cold 
  damage, and you have resistance to fire damage. Once 
  per day as a bonus action, you can create a protective 
  aura of deadly cold for 1 minute on either yourself or 
  an ally within 60 feet of you. While active, any creature 
  that hits the protected creature with a melee attack takes 
  2d8 cold damage, and must make a Constitution save or 
  suffer 1 level of exhaustion.
  FURY DOMAIN
  Gods of fury are primal, bloodthirsty deities venerated 
  by primitive peoples. They demand brutal sacrifices 
  and grant savage strength to those who worship at their 
  crude stone altars, delighting in the bloody strife that 
  ensues. Clerics who serve gods of Fury aspire to lead 
  the warriors of their tribes into battle, driving them 
  to overwhelm enemies with sheer ferocity. Around the 
  council-fires, Fury clerics are keepers of tribal traditions, 
  urging their fellows to reject civilization and place their 
  trust in the old ways. 
  Fury Domain Spells 
  Cleric level
  Spells
  1st
  Heroism, mark of guarding*
  3rd
  backbiter shield (PTCS), mark of might*
  5th
  bloodlust cloud (PTCS), fear
  7th
  baleful mark*, stoneskin
  9th
  contagious madness*, hold monster
  * New spell described in this book. 
  Bonus Proficiency (1st level): You are proficient with 
  martial weapons.
  Inspirational Fury (1st level): As a bonus action, 
  choose one enemy you can see within 30 feet of you. 
  Until the beginning of your next turn, any of your allies 
  who make a weapon attack against the enemy you chose 
  have tactical advantage on their attack rolls. You can 
  use this feature a number of times per day equal to your 
  Wisdom modifier (minimum one).
  Furious Effort (2nd level): You can use your divine 
  channeling to drive your allies onward in the face of 
  failure. When an ally within 30 feet of you misses with 
  a weapon attack, you can use a combat reaction and 
  expend a use of divine channeling to shout a prayer 
  of encouragement, granting your ally another weapon 
  attack against the same target he or she just missed.
  Aura of Fury (6th level): By your mere presence, you 
  encourage your allies to fight harder. Add your Wisdom 
  modifier (minimum one) to the damage dealt when you 
  or an ally within 10 feet of you score a critical hit. In ad-
  dition, you or your ally can remove 1 level of exhaustion 
  or heal damage equal to your Wisdom modifier.
  Furious Strike (8th level): Once per turn when you 
  hit a creature with a weapon attack, you can deal an 
  extra 1d8 damage to the target. The type of the damage 
  is the same as the damage type of the weapon you use. 
  At 14th level, the extra damage increases to 2d8.
  Renewed Fury (17th level): Your healing spells fill 
  the recipient with renewed zeal for battle. Whenever 
  you cast a spell that provides at least 1 hit point of 
  
  Class Options
  5
  healing to a creature, the recipient of the spell gains 
  tactical advantage on weapon attacks and gains immu-
  nity to becoming frightened until the beginning of your 
  next turn.  
  DRUID
  The savage peoples of Thule know little of the gods of 
  the city-states. They live in a world of nature spirits and 
  primal forces older than humankind, feral and danger-
  ous. Druids are the messengers and interpreters of these 
  primal powers. They guide the people of their tribes in 
  dealing with the world of the primal spirits and serve 
  as those spirits’ agents in the mortal world—ensuring 
  that their laws are remembered, defending their sacred 
  places, and fighting against their ancient foes. No true 
  druid circles exist in Thule, since each druid comes to 
  his or her own understanding of the Forest Gods and 
  what they require. But even if they do not share any 
  common organization, druids of different tribes are 
  bound together by the spirits they serve and the powers 
  they wield.
  In addition to the types of druid powers described 
  in the core rulebooks, druids of Thule often master a 
  darker and more feral set of abilities—the powers of 
  fang, claw, and the hunt.   
  CIRCLE OF THE FANG
  A savage land like Thule demands savage guardians—
  predators who hunt down anyone who threatens the 
  natural world. These druids gravitate to the Circle of the 
  Fang, where they use a combination of potent spells and 
  wild shaping to fight as champions for the nature spirits. 
  Everyone from the simple woodcutter gathering timber 
  to the sinister cultist performing rituals in a forest clear-
  ing fears the wrath of fang druids. 
  Most druids who join this circle see civilization 
  as an aberrant state; it’s a pox on the vibrant natural 
  world. City-states are “the enemy,” and no fang druid 
  shed a tear when Atlantis fell. But within the Circle 
  of the Fang, druids of different tribes hold varying 
  opinions about how to confront civilization. Some 
  druids want all of the city-states cast down until no 
  two stones stand atop one another. Others are more 
  moderate, seeing civilization as dangerous only if left 
  unchecked; they’ll defend Thule’s existing wilderness 
  but recognize civilization’s right to exist within towns 
  and city-states.
  Moreso than other druids, fang druids revel in the 
  hunt, transforming themselves into wolves, tigers, or 
  other predators, then loping through the wilderness in 
  search of prey. They do so not for sustenance or pleasure, 
  but to honor the spirits of the hunt. For the circle of the 
  fang, periodic hunts are almost like a religious sacra-
  ment—a key way to commune with the natural world.
  Alternate Feature (Wild Shape): If you choose the 
  Circle of the Fang, you do not gain the druid’s Wild 
  Shape feature at 2nd level. You get it at 6th level in-
  stead—with some improvements.
  Primal Awareness (2nd level): You can take an 
  action to expend a druid spell slot to focus your aware-
  ness on the natural world within 1 mile of you. For 
  1 minute per level of the spell expended, you know 
  whether aberrations, celestials, dragons, elementals, fey, 
  fiends, and undead are within the area. You detect only 
  their presence and what sort of creature they are (rak-
  shasas or eidolons, for example), not their exact identity, 
  location, or number.
  Nature’s Stride (2nd level): You can move through 
  difficult terrain as if it were normal terrain, and hazard-
  ous plants with thorns or spines don’t hurt you or slow 
  you down. Nature’s Stride doesn’t prevent you from 
  being slowed or harmed by magical terrain or plants, 
  but you gain tactical advantage on saves against magical 
  plants that impede movement, such as those created by 
  entangle.
  Wild Shape (6nd level): You can use a bonus action 
  to magically assume the shape of a beast—usually a 
  predator such as a wolf or bear. You can wild shape 
  twice after each rest. You can stay in beast form for 1 
  hour before reverting to your normal form. You can also 
  revert to normal by spending a bonus action to do so 
  on your turn, and you revert if you are reduced to 0 hit 
  points or knocked unconscious.
  Your druid level sets the maximum CR for the crea-
  tures you can wild shape into; consult the table below. 
  
  Class Options
  6
  Fang Druid Wild Shape
  Level
  CR 
  Max.
  Limitations
  Extra Benefit
  6th
  2
  No flying or 
  swimming 
  speed
  —
  9th
  3
  No flying 
  speed
  Beast form attacks count 
  as magical
  12th
  4
  —
  Can speak (with 
  difficulty)
  15th
  5
  —
  Beast form gains +10 ft. 
  movement
  18th
  6
  —
  Can cast druid spells in 
  beast form
  20th
  6
  —
  No use limit for wild 
  shape
  When you wild shape, the following rules apply:
  • You keep your alignment, personality, Intelligence, 
  Wisdom, Charisma, skill and save proficiencies, Hit 
  Dice, and hit points (current and maximum), but 
  your other game statistics are replaced by those of 
  the beast you’ve become. It’s worth taking the time 
  to jot down the stats for creatures you commonly 
  wild shape into, so you aren’t doing arithmetic on 
  the fly every time.
  • You can’t speak until 12th level, cast spells until 
  18th level, or manipulate objects beyond what your 
  paws, talons, or other appendages would ordinarily 
  let a beast do.
  • Using Wild Shape doesn’t break concentration on a 
  spell you previously cast, and it doesn’t prevent you 
  from taking actions that are part of a spell or other-
  wise magical (such as using your Primal Awareness).  
  • You keep class and racial benefits, as long as they’re 
  things that the equivalent beast could reasonably 
  perform. You don’t get darkvision or other sensory 
  benefits unless the base creature has them too.
  • For your gear, it merges into your new form and 
  ceases to function unless you specify otherwise, 
  in which case it either falls to the ground in your 
  space or you continue to wear it (assuming it’s prac-
  tical for the gear in question to fit both humanoid 
  and beast).  
  Improved Primal Awareness (10th level): Your Pri-
  meval Awareness feature now lasts 1 hour per level of the 
  spell slot you expended. During the duration you can 
  concentrate for 1 round to know the cardinal direction 
  of the nearest aberration, celestial, dragon, elemental, 
  fey, fiend, or undead.
  Apex Predator (14th level): Once you’ve detected 
  an enemy with Improved Primal Awareness, you gain 
  tactical advantage on ability checks that relate to that 
  enemy and use one of the following skills: Insight, Inves-
  tigation, Nature, and Perception. You also double your 
  proficiency bonus on attacks against that enemy.
  PALADIN
  While paladins who draw strength from vows of devo-
  tion or divine inspiration are vanishingly rare in Thule 
  today, that was not always the case. During the days of 
  Atlantis, highborn nobles often formed elite military 
  societies or warrior brotherhoods dedicated to preserv-
  ing the martial virtues of the empire. Some of these 
  societies were merely social clubs, but others took their 
  self-chosen standards very seriously indeed. Over gen-
  erations, these elite warrior societies encoded the ideals 
  of the noble Atlantean warrior: courage, self-discipline, 
  knowledge of strategy and military engineering, honesty 
  and a love for justice, and a deep loyalty to the Atlan-
  tean people. Few warriors in this savage age remember 
  the Atlantean ideals of honor and duty, but in a few 
  places—Katagia, Akal-Amo, a handful of aristocratic 
  houses in Quodeth—the Atlantean way of war is not 
  entirely forgotten. 
  OATH OF VICTORY
  The Oath of Victory commits a paladin to a mar-
  tial ideal: to be a strong, courageous, and disciplined 
  student of war who strives constantly to live up to the 
  highest demands of the military virtues. The paladin 
  who takes on this oath faces a lifetime of battle against 
  the savagery, bloodlust, and ignorance of this primeval 
  age. It is his self-chosen task to meet barbaric fury with 
  stern discipline, to bring law to lawless lands, to impose 
  justice where none can be found, and to inspire those 
  around him to live up to the best promise of themselves. 
  When barbarian hordes threaten to destroy enclaves of 
  civilization, when superstition and ignorance threaten 
  the hard-won progress of the ages, when people suf-
  fering under miserable anarchy cry out for new order, 
  the paladin of victory takes his place at the forefront 
  of the fighting.   
  Spells: Your oath of victory adds new spells to your 
  spell list, as shown below. The warriors of ancient Atlan-
  tis valued magic that made the elements (especially the 
  sea) their ally, as well as spells that improved the fighting 
  ability of the troops that followed them.
  Paladin
  Level
  Spells
  3rd
  fog cloud, heroism
  5th
  calm emotions, gust of wind
  9th
  beacon of hope, water walk
  13th
  control water, hallucinatory terrain
  17th
  conjure elemental, mass cure wounds
  Divine Channeling (3rd level): When you choose 
  this oath, you gain the following two options for your 
  divine channeling class feature.
  Moment of Inspiration: As an action, you can fire 
  your allies with temporary zeal. Until the beginning 
  of your next turn, all of your allies within 60 feet add 
  1d4 to any attack roll or saving throw they make. If you 
  
  SHARING POISON
  If a poisoner shares her poisons with allies, poison doses should 
  be tracked more closely. You can assume a poisoner brews enough 
  poison to begin each day with 13 doses; some doses “keep” for a few 
  days while others rapidly denature, so she can’t count on stockpiling 
  30 or 40 doses by spending several days preparing. Doses she gives 
  to others are obviously not available for her own use. In addition, 
  most other characters find it more difficult to use poison in combat. 
  Characters who aren’t proficient in the use of a poisoner’s kit must 
  use a combat action to apply poison to a weapon, and are at risk of 
  poisoning themselves in combat—any time a nonproficient character 
  rolls a 1 on an attack roll with a poisoned weapon, she is subject to the 
  poison’s effect. 
  Class Options
  7
  are using the follower combat system from Primeval 
  Thule Gamemaster’s Companion, this counts as using 
  your action to command your troops, and you gain 
  tactical advantage on your battle roll and morale checks 
  this round.
  Lead the Way: As a bonus action after you hit an enemy 
  with a melee attack, you inspire nearby allies to follow 
  your lead. Until the beginning of your next turn, all 
  of your allies within 30 feet gain tactical advantage on 
  melee or ranged attacks against the enemy you hit.
  Aura of Victory (7th level): Allies within 10 feet of 
  you gain temporary hit points equal to your Charisma 
  modifier each time they hit with a melee or ranged 
  attack. These temporary hit points last for 10 minutes. 
  At 18th level, the range of this aura increases to 
  30 feet, and your allies gain temporary hit points equal 
  to 5 + your Charisma modifier when they hit.
  Tide of Victory (15th level): When an ally within 
  10 feet of you hits an enemy with a weapon attack, you 
  can use your combat reaction to make a melee or ranged 
  weapon attack against any enemy you can see that is 
  within your reach or range.
  Moment of Triumph (20th level): As a combat 
  action, you call upon your deepest reserves of determina-
  tion and faith, pushing yourself and those around you to 
  overcome any obstacle. You gain the following benefits 
  for the duration of the encounter:
  • You regain 10 hit points at the start of each of 
  your turns.
  • The range of your aura of courage, aura of protec-
  tion, and aura of victory is increased to 60 feet. 
  Your Charisma score is considered to be 20 for the 
  purpose of your aura effects.
  • If you are using the follower combat system from 
  Primeval Thule Gamemaster’s Companion, you 
  are considered to be using your action to command 
  your troops whether you actually use an action to 
  do so or not, and you gain tactical advantage on 
  your battle roll and morale checks. 
  You can use Moment of Triumph once per day.
  ROGUE
  The city-states of Thule are renowned as dens of deceit, 
  thievery, and murder. Assassination is all too common 
  a practice among the civilized peoples, a useful tool 
  for dealing with mercantile competitors or political 
  rivals. As a result, business is good for those who make 
  killing their profession. Most rogues rely on a light 
  step and a swift blade, but others gain their deadly 
  skill through long hours of study and the right mix of 
  special ingredients. 
  POISONER
  Almost every assassin has at least some familiarity with 
  useful poisons, and is happy to incorporate them in the 
  tools of his or her trade. However, some go on to study 
  the dark lore of poisons with the dedication of a true 
  artist. The poisoner specializes in the crafting and appli-
  cation of lethal substances, killing with a pinprick or a 
  single sip instead of hacking his or her quarry to pieces 
  like a crude butcher. To smile in the face of the marked 
  man and slay without having even been noticed—that is 
  the poisoner’s art.   
  Alternate Feature (Sneak Attack): When you 
  choose the poisoner archetype, you lose the rogue’s 
  sneak attack feature, and no longer deal bonus damage 
  if you have advantage on your attack. Instead, you rely 
  on lethal toxins to do your dirty work. You gain the 
  following abilities.
  Poison Use (3rd level): You are proficient with the 
  poisoner’s kit. You know how to use it to concoct minor 
  poisons, and you can safely handle poisons to envenom 
  your weapons. As you advance in level, you learn recipes 
  for new poisons that you can create with your poisoner’s 
  kit, and your poisons become more potent. 
  The save DC for poisons you create is 8 + your Intel-
  ligence modifier + your proficiency bonus. The damage 
  you deal depends on the poison recipe and your level 
  (see Poison Recipes, below).
  Gaining Recipes: You begin with the recipe for bit-
  terroot oil. You learn the recipe for snakesblood at 7th 
  level, blinding powder at 9th level, and shadowvenom at 
  13th level.
  Crafting Poison: You create your poisons during 
  downtime and when you take long rests. Your poisons 
  are volatile, and lose potency a week after creation. 
  Some recipes require unique reagents such as mandrake 
  root, blood moss, or other expensive materials, which 
  can be readily purchased from apothecaries or tribal 
  medicine men. 
  For ease of play, you can assume that you have suffi-
  cient time during a long rest to brew enough poison to 
  last for a typical adventuring day. Whether you make 
  one, five, or ten poisoned attacks in a day, you had 
  time to make that much poison ahead of time. You 
  only need to track the money you spend on poisons 
  with expensive components.
  Poisoned Blades (3rd level): You can apply your 
  poison to one piercing or slashing weapon you wield as 
  a bonus action. The next time you hit a creature with 
  
  Poisoner Recipes
  Level
  Poison Damage
  Additional Effect on Target
  Bitterroot Oil (no ingredient cost)
  3rd
  2d6
  —
  5th
  2d6
  Con save or be poisoned until end of its next turn
  9th
  3d6
  Con save or be poisoned until end of its next turn, and then take 3d6 poison damage and remain 
  poisoned until end of the turn following.
  13th
  3d8
  Con save or become poisoned. At the end of each of its turns target takes 3d8 poison damage, and 
  can attempt a new save to end the effect.
  17th
  4d8
  As 13th level, but the damage is 4d8.
  Snakesblood (50 gp per dose)
  7th
  1d6
  Con save or become restrained until the end of its next turn.
  9th
  2d6
  Con save or become restrained. The target can attempt a new save at the end of each of its turns to 
  end the effect.
  13th
  3d6
  As 9th level, and after the effect ends, the creature’s speed is reduced by half for 1 minute.
  17th
  4d6
  As 13th level.
  Blinding Powder (100 gp per dose)
  9th
  —
  Con save or blinded until the end of its next turn.
  13th
  —
  Con save or blinded and poisoned until the end of its next turn.
  17th
  —
  Blinded and poisoned for 1 minute. The target may attempt a save at the end of each of its turn to 
  end the effects.
  Shadowvenom (200 gp per dose)
  13th
  —
  Con save or 8d6 poison damage and incapacitated until the end of its next turn. If the save fails by 5 
  or more, the target is instead stunned until the end of its next turn. 
  17th
  —
  As above, but the poison damage is 10d6, and the target takes half damage on a successful save.
  Class Options
  8
  the poisoned weapon, you also apply the effects of the 
  poison. A successful hit expends that dose of poison. 
  Distilled Toxins (9th level): Your poisons ignore 
  damage resistance against poison.
  Kiss of Death (13th level): You can distill a poison 
  so potent that a tiny needle suffices for a lethal dose. 
  To use the needle, you must be within 5 feet of the 
  target, and neither you nor your target can be in 
  combat. If you succeed on a Dexterity/Sleight of Hand 
  check against the target’s average Perception, the 
  target does not notice your attack; if the target has 
  reason to be wary of you, you have tactical disadvan-
  tage on your skill check. The effect depends on which 
  poison recipe you employ, but is delayed by 1d10 min-
  utes (it takes some time for the smaller dose to make 
  its way into the bloodstream).
  POISON DESCRIPTIONS
  As an expert poisoner, you know how to brew some of 
  the most toxic substances to be found in Thule.
  Bitterroot Oil: The most basic of poisons, bitterroot can 
  be brewed from substances found in your poisoner’s kit.
  Snakesblood: While less overtly lethal than bitterroot 
  oil, a dose of snakesblood can lock up a victim’s mus-
  cles, preventing them from easily escaping. Snakes-
  blood requires special ingredients that cost 50 gp 
  per dose.
  Blinding Powder: This powder cannot be applied to a 
  weapon. Instead it is prepared as a small packet to create 
  a cloud of stinging, toxic dust in the air. As a bonus 
  action, you can throw a dose of blinding powder to fill a 
  10-foot cube next to you. Each living creature with eyes 
  in the area is a target for the attack. Blinding powder 
  requires ingredients that cost 100 gp per dose.
  Shadowvenom: A thick, black paste, this fearsome 
  poison can disable the toughest of foes with crippling 
  pain. A dose of shadowvenom requires special ingredi-
  ents worth 200 gp. 
  SORCERER
  In the esoteric traditions of Thule, sorcery is derived 
  from the arcane powers of innately magical races. Sor-
  cerers who favor elemental magic—the sort of powers 
  and abilities commonly associated with dragons in other 
  worlds—gain their abilities by infusing themselves 
  with the energy or essence of geniekind. Although the 
  genie races vanished from Thule long ago, a few of their 
  ancient places or relics hold the secrets of power mortal 
  sorcerers can unlock. Sorcerers who master magic of 
  chaos and transmutation, on the other hand, draw their 
  powers from the ancient secrets of the rakshasas. In fact, 
  some sages wonder if the rakshasas deliberately allowed 
  some of their arcane secrets to fall into human hands to 
  sow chaos and conflict in the world of mortals.
  
  Class Options
  9
  In addition to the traditions drawn from the genies 
  of old or the sinister rakshasas, there is a third source of 
  power available to Thulean sorcerers: the unearthly magic 
  of the alien gods known as the Great Old Ones. The 
  easiest way to gain such power is to simply take the war-
  lock’s path and strike a bargain with one of these beings, 
  but a diligent and strong-willed mortal can master alien 
  texts or perform forbidden rites to unlock cosmic secrets 
  without surrendering his or her soul to an alien god.  
  POWER ORIGIN: 
  GREAT OLD ONES
  Yours is not the magic of the natural world. Instead, you 
  draw upon power that originated in other dimensions 
  and realities altogether. Great and terrible alien entities 
  sleep beneath the world, waiting for the moment of 
  their return to devour it. You tap into this dark power, 
  siphoning off some of it for your own use while hoping 
  it is not so much that the Great Old Ones take notice. 
  Perhaps you were born under the sign of a dark comet, 
  or perhaps you discovered an ancient starspawn burial 
  ground in your early studies. Or perhaps your rise is an 
  omen, the harbinger of the awakening of an ancient god. 
  Your affinity for extraterrene powers provides access to a 
  font of eldritch might, but how will you use this power?
  Secret Lore (1st level): You can read, write, and speak 
  Benthic. You can read and understand, but not speak, 
  the Mi-Go language.
  Dangerous Power (1st level): When you cast a spell 
  that requires a Charisma or Wisdom save, you can 
  expend a point of sorcery to increase the save DC of that 
  spell by 2. You must then make a Charisma save against 
  your spell’s original DC. If that fails, then you have tac-
  tical disadvantage on the next saving throw you attempt 
  within the next 24 hours. 
  Mental Fortitude (6th level): Your affinity for extra-
  terrene magic gives your mind greater resilience. When 
  you make a Charisma, Intelligence, or Wisdom save, you 
  can spent a point of sorcery to gain advantage on that 
  saving throw.
  Probability Step (14th level): You can slip through 
  dimensions, altering probability and reality to cause 
  yourself to be in another nearby place. By expending a 
  point of sorcery when you would move, you can instead 
  teleport yourself up to 40 feet to a location you can see. 
  Mind Mastery (18th level): You can dominate the 
  minds of lesser creatures. As an action, you choose one 
  or more creatures within 30 feet and spend 3 points of 
  sorcery per target. Each target must make a Charisma 
  save or become charmed by you until the end of your 
  next turn. You may choose the action of each charmed 
  target on its next turn. 
  If a target fails the saving throw by 5 or more, the 
  target is charmed for up to 1 minute, and you may 
  choose its actions on each of its turns. You must main-
  tain concentration on this effect, and the target gains a 
  new saving throw at the end of any turn in which it was 
  forced to do something against its nature.
  WARLOCK
  For many warlocks in Thule, the Great Old One 
  patron is a logical—and powerful—choice. But 
  the warlocks tempted by the mad whisperings of 
  Nyarlathotep are a far different breed than those at-
  tuned to the desolate urges of Ithaqua. If you choose 
  a specific Great Old One as your patron, replace 
  the general Great Old One pact benefit at 14th level 
  with the specific benefit below.
  If you don’t choose a different Great Old One, you 
  can assume your patron is Cthulhu. Iä! Iä! Cthulhu 
  fhtagn! You gain the normal pact benefit at 14th level.
  HASTUR, 
  THE KING IN YELLOW
  You utter words that drive your foes mad.
  Unspeakable Name (14th level): Once per day, 
  you can take an action to speak maddening gibberish. 
  All creatures within 20 feet who hear your voice must 
  succeed at a Wisdom save or be confused (as the spell). 
  You can continue to utter the Unspeakable Name for 
  up to 1 minute; doing so is equivalent to concentrat-
  ing on a spell. Creatures that enter the area must make 
  Wisdom saves immediately or suffer the consequences, 
  whether it was their movement or yours that brought 
  them into proximity. You can use this ability once 
  per day.
  ITHAQUA, 
  THE WIND-WALKER
  You become one with the polar winds.
  Chilling Charge (14th level): As an action, you 
  become incorporeal until the end of your next turn 
  and gain a fly speed of 60 feet. You can use a bonus 
  action to return to your material form. When you do 
  so, any targets within 10 feet of you must succeed at a 
  Constitution save or take 5d10 cold damage. You can 
  use this ability once per day.
  LORTHNU’UN, LORD OF 
  THE GOLDEN CHALICE
  You burrow through the ground and create a powerful 
  tremor when you emerge.
  Rumbling Emergence (14th level): As an action, 
  you gain a burrow speed of 60 feet. If you emerge from 
  the ground before the end of your turn (generally a 
  good idea), you create a localized tremor that creates 
  difficult terrain within 20 feet of your emergence point 
  and potentially disrupts spellcasters (anyone concen-
  trating within 20 feet must succeed at a Constitution 
  saving throw or suffer the effect of broken concentra-
  tion). Each creature on the ground other than you must 
  also make a Dexterity save; on a failure, the creature is 
  knocked prone. You must rest before you can use rum-
  bling emergence again
  
  Class Options
  10
  NYARLATHOTEP, 
  THE CRAWLING CHAOS
  You can turn your body and possessions into an 
  equivalent mass of crawling insects—a swarm that can 
  take your ordinary shape, or spread out into a writhing 
  colony of ants, spiders, and centipedes.
  Swarm Form (14th level): Once per day, you can use 
  a bonus action to turn yourself and your possessions into 
  an insect swarm for as long as you concentrate (up to 10 
  minutes). In swarm form, you gain damage resistance 
  against weapon attacks, plus you can’t be charmed, 
  frightened, paralyzed, petrified, prone, restrained, or 
  stunned. While in swarm form, you cannot regain hit 
  points or gain temporary hit points. You move at your 
  normal speed, but you can enter another creature’s space 
  (and other creatures can enter yours, though it counts as 
  difficult terrain). You can squeeze through any aperture 
  small enough for an ant or spider to crawl through, and 
  you gain a climb speed of 20 feet.
  SHUB-NIGGURATH, BLACK 
  GOAT OF THE WOODS
  You can take the form of a ferocious beast to hunt your 
  enemies.
  Feral Shape (14th level): Once per day, you can use a 
  bonus action to become a coal-black version of a natural 
  beast. This functions as a druid’s Wild Shape feature, 
  but you are limited to creatures of CR 5 or lower, and 
  the wild shape lasts for only 10 minutes (or until you use 
  a bonus action to end it).
  TSATHOGGUA, 
  THE SLEEPING GOD
  You can summon otherworldly chimes that bid your 
  enemies to slumber rather than fight.
  Soothing Chimes (14th level): Once per day, you 
  can take an action to create a spectral chiming sound. 
  All living creatures within 10 feet of a point you desig-
  nate within 60 feet must succeed at a Wisdom save or 
  fall asleep (unconscious until damaged or someone takes 
  an action to slap or shake them). Even those who make 
  their save are slowed (–2 AC, half speed, disadvantage 
  on Dexterity saves, and cannot both move and take an 
  action) until the end of your next turn.
  YGA-YGO, THE 
  DWELLER IN DREAMS
  Your nightmares come to hideous life for one of your 
  enemies.
  Nightmare Sleepwalk (14th level): As an action, 
  choose a living creature within 60 feet that you can see. 
  That enemy must succeed at a Wisdom save or be fright-
  ened and have its speed reduced by half. During its turn, 
  the enemy must move in such a way that it ends its turn 
  further away from you than it was when it started, taking 
  the safest possible route. You can maintain the effect by 
  concentrating, but the effect ends immediately if the 
  enemy is ever more than 60 feet away from you. You can 
  use Nightmare Sleepwalk once per day.  
  YOG-SOTHOTH, OPENER 
  OF THE WAY
  You create an otherworldly, acidic portal linking two 
  points.
  Suppurating Portal (14th level): As an action, choose 
  two points within 60 feet of you. At each point, a magical 
  portal dripping acidic goo appears, connecting the two 
  points. Any creature can step through one portal to arrive 
  at the other location; this costs only 5 feet of movement. 
  But any creature other than you who passes within 5 feet 
  of a portal (or is within 5 feet when the portal appears) 
  must succeed at a Dexterity save or take 4d10 acid 
  damage. Creatures are subject to the acid damage only 
  once if they travel between the portals. The portals persist 
  for 1 minute, and you can conjure them once per day.
  
  d6
  Personality
  1
  Hard work doesn’t scare me. Whatever the job is, I’ve survived 
  worse.
  2
  I was never educated, but now I want to learn everything.
  3
  I revel in my freedom, plunging into drink and debauchery at 
  every opportunity.   
  4
  I have found that there is worth and dignity in every human 
  soul, regardless how poor.
  5
  I am incredibly stoic. The stones will complain before I do.
  6
  I’m quick to throw a punch, but slow to draw a sword.
  d6
  Ideal
  1
  Compassion. I hate seeing people suffer as I once did, and I 
  will risk my life to aid those in need.
  2
  Forgetfulness. My past is behind me, and I never want to be 
  reminded of the things that happened to me.
  3
  Freedom. I am my own man now, and I will never again serve 
  against my will.
  4
  Greed. I have been kept in want all my life. Now I want the 
  good things that were denied me.
  5
  Rediscovery. My life was thrown off-course by my captivity. I 
  need to find out who I was supposed to be.
  6
  Revolution. The world is brutal and oppressive. First overthrow 
  the slaveholders, then take the fight to tyrants everywhere.
  d4
  Bond
  1
  My brother was taken as a slave at the same time I was, but he 
  was sold—I know not where.
  2
  I am loyal beyond measure. Nothing will make me turn on my 
  friends.
  3
  I was branded to show that I was property. Now I consider it a 
  mark of honor.
  4
  I have a score to settle with a brutal overseer.
  d6
  Flaw
  1
  I have a lifetime of hate built up inside of me. My temper is 
  uncontrollable at times.
  2
  I trust no one; I’ve seen that people brutalize anyone they can.
  3
  I don’t think anybody is worth saving, not even myself.
  4
  I mean to murder any slaver, overseer, or callous slaveowner 
  that I get a chance to.
  5
  I am completely ignorant of the world outside the fields or 
  palace where I worked.
  6
  I am desensitized to brutality and I don’t know what love is.
  New Narratives
  11
  NEW 
  NARRATIVES
  Thule is home to a wide variety of character races, distinc-
  tive cultures, castes or social divisions, and dangerous or 
  interesting professions. Two new character narratives to 
  expand your possibilities for creating heroes in this savage 
  setting, the Escaped Slave and the Time-Lost Adventurer, 
  are presented below.
  ESCAPED SLAVE
  The vile practice of slavery is endemic throughout Thule. 
  Some slaves are resigned to their lot and make the best 
  of things that they can, but that was never your way. 
  You spent years dreaming of freedom, and making 
  plans to escape your bondage. Now that you are your 
  own master, you can go anywhere you want and make 
  anything you want of yourself. You are poor, desperate, 
  and surrounded by enemies—but you are determined to 
  die a free man. 
  The great majority of slaves are common laborers, un-
  educated and unskilled. With little training in any kind 
  of profession, escaped slaves often fall back on physical 
  strength or native cunning to find their way in the world. 
  As a result, barbarians, fighters, and rogues make up the 
  majority of the heroes with this narrative. But, because 
  escaped slaves come from almost any of the peoples of 
  Thule and are subjected to a wide range of conditions or 
  training, it’s possible to find a character of almost any 
  class or race as an escaped slave. 
  Key Identity: Human, barbarian, fighter, rogue.
  ESCAPED SLAVE BENEFITS
  Most escaped slaves begin their free lives in desperate 
  poverty. Deprived of the opportunity to acquire any 
  property or goods of their own, they are poorer than all 
  but the most wretched beggars. However, some slaves 
  manage to steal clothing, arms, or small valuables from 
  their masters as they make their way to freedom.
  Skill Training (1st level): Years of oppression im-
  parted hard lessons in how to endure your labors and 
  deceive your masters. You are trained in your choice of 
  two of the following skills: Athletics, Sleight of Hand, 
  Stealth, or Deception.
  Blend with the Crowd (1st level): You excel at look-
  ing like you’re where you’re supposed to be and doing 
  what you’re supposed to be doing—casual observers 
  mistake you for a poor laborer, field slave, or house 
  servant and pay you no mind. You can use an action on 
  your turn to become hidden by blending into any modest 
  crowd of laborers or servants, such as a typical city street, 
  a tavern, a work gang, or the slaves attending to a noble 
  banquet. You can’t use this ability in combat unless you 
  are out of the line of sight of your enemies. You gain 
  tactical advantage on Charisma/Deception checks to pass 
  yourself off as part of the crowd while you’re blending if 
  someone has reason to be suspicious.
  You can use Blend with the Crowd once, and then you 
  must rest before you can use it again.   
  Brotherhood in Bonds (6th level): You enjoy only 
  one significant advantage in life: the friendship, admira-
  tion, and sympathy of the vast majority of Thule’s slaves. 
  Even those who do not dare to attempt escape are always 
  looking for other ways to strike back at their masters, 
  and are willing to take deadly risks to help you. You have 
  tactical advantage on any ability or skill check made to 
  interact with slaves.
  
  New Narratives
  12
  New Identity (10th level): Your days as a slave are long 
  behind you; you are no longer at risk of being returned 
  to captivity, and have made a new place for yourself in 
  the world. Choose one of the following narratives: Dhari 
  hunter, free blade, jungle trader, panjandrum, Quodethi 
  thief, or soothsayer. You gain the 6th-level feature of the 
  narrative you choose as your new identity. When you 
  reach 15th level, you gain the 10th-level benefit of the 
  narrative you chose for your new identity.    
  ESCAPED SLAVES IN THE 
  WORLD
  After years of oppression, you are free—but your free-
  dom hangs by a thread. Throughout Thule, slaveholders 
  claim the right to pursue and recapture their property, 
  and the laws of most cities support them. As a result, the 
  authorities are rarely your friend. You must also be wary 
  of slave-catchers (thugs who specialize in tracking down 
  and recapturing escapees), who have a keen eye for marks 
  of ownership. Escaped slaves have no legal protection 
  from being retaken and sold again.
  If they are still alive, your original people may or may 
  not be glad to see you again. In some warlike cultures, 
  the humiliation of being enslaved is intolerable; many 
  Dhari or Nimothan tribes regard their enslaved fellows 
  as cowards or weaklings for having been captured in the 
  first place, and drive them away if they ever manage to 
  find their way home.   
  PERSONALIZING THE 
  ESCAPED SLAVE
  The story of an escaped slave begins with three simple 
  questions: From whom was the slave originally captured? 
  Who enslaved him or her? And, finally, how did the 
  slave manage to escape?
  Dhari Orphan: The raiders came in the hour before 
  dawn. They massacred the warriors of your village and 
  dragged away the children—including you—to be sold 
  in the slave markets of the cities. That was many years 
  ago, and you grew to adulthood in chains. But your heart 
  yearned for the day when you could escape and make 
  your way back to your people. When that day finally 
  came, you found that your village was a ruin and your 
  people were gone. Who did this to your people—and 
  how will you make them pay?
  Ikathi Pleasure Slave: You suffered through perhaps 
  the most degrading and unspeakable form of enslavement 
  imaginable. As a member of a harem or the property of 
  a brothel, you endured things that should have crushed 
  your spirit forever, but somehow you survived. Your 
  break for freedom began with a dagger in the darkness of 
  a bedchamber and led you into a desperate flight across 
  Thule. Your striking good looks or exotic appearance are 
  your curse; the same qualities that first caught the eye of 
  your masters in Ikath often draw the interest of others 
  who deal in the trade of flesh.   
  Unbroken Thrall: Your body may have been in 
  chains, but never your spirit. Born to a life of brutality 
  in the quarries of Nim or the fields of Quodeth, you 
  never stopped fighting back. You threw yourself at your 
  overseers the moment their backs were turned; you ran 
  away a dozen times, and endured a dozen floggings 
  when you were recaptured. Now that you have won 
  your own freedom—for the moment, at least—you are 
  determined to crush out slavery wherever it is practiced. 
  Where will you begin?
  TIME-LOST 
  ADVENTURER
  The pulp traditions that inspire Primeval Thule are 
  replete with examples of “modern” protagonists who are 
  transported—often against their will—into the past, or 
  to a strange, savage world. Thus the time-lost adventurer, 
  a character from the modern world. Perhaps you stood 
  too close to an experimental supercollider, or found 
  an ancient temple at an archeological site. Maybe your 
  bloodline stretches back to the people of Thule, and 
  esoteric meditation enabled you to make a journey across 
  space and time. Whatever impelled you to Thule doesn’t 
  allow for an easy return home. But you intend to tame 
  this strange land and make Thule your own.
  Moreso than other narratives, this is one you’ll want 
  to discuss with the rest of the gaming table before-
  hand. The story of your character’s attempts to get back 
  home—or to build a new civilization in Thule with 
  modern sensibilities—is important, but it’s not more 
  important than the stories of the Thule natives you’re 
  adventuring with.
  You’ll want to come to terms with how much “real 
  world” knowledge your character can usefully employ. 
  Bringing modern scientific and engineering principles 
  to bear in a primitive world can be fun, but it can also 
  be overdone. Talk to your GM before you “invent” the 
  printing press, the lateen sail, or the suspension bridge, 
  for example. Also, there’s no guarantee that physics and 
  chemistry work in Thule as they do in our world. It’s 
  possible that in Thule, mixing sulfur, charcoal, and salt-
  peter doesn’t give you gunpowder. Maybe it just makes a 
  really great jeweler’s rouge.  
  Key Identity: Human, fighter, ranger, rogue.
  TIME-LOST ADVENTURER 
  BENEFITS
  As a time-lost adventurer, your biggest edge is a modern 
  education. Your advantages came with you when you 
  stepped across time and space, and so did your disad-
  vantages. You don’t necessarily know the basics of his-
  tory and geography that Thule natives take for granted. 
  Skill Training (1st Level): Parts of modern school-
  ing (like all those history and geography lessons) aren’t 
  useful in Thule, but other parts of your education give 
  you a decided advantage. You are trained in Medicine 
  
  d6
  Personality
  1
  I’m curious to a fault and want to learn everything about my 
  new home.
  2
  I love the creature comforts of modern life and will recreate 
  them as best I can.
  3
  I’m fascinated by magic in all its forms and varieties.
  4
  I covet wealth—especially things with value in the modern world.
  5
  I’m homesick and searching for a way back to my family.
  6
  I have ambitions of ruling this strange new land.
  d6
  Ideal
  1
  Justice. I want to spread modern ideas of law and fairness 
  throughout Thule.
  2
  Liberty. The people of Thule should have the blessings of lib-
  erty, and none should be slaves.
  3
  Business. The opportunities in this new land are astounding.
  4
  Exploration. I am the discoverer of this strange new land.
  5
  Knowledge. I want to understand the principles of magic.
  6
  Science! I want to bring Thule out of a primitive state by shar-
  ing my modern knowledge.
  d4
  Bond
  1
  I’ll do anything to get back home.
  2
  I came to Thule in search of something very specific.
  3
  I believe that others from my home have reached Thule, and I 
  want to find them.
  4
  I’m grateful to those who showed me kindness and helped me 
  survive my first days here.
  d6
  Flaw
  1
  I use real-world slang that baffles Thule’s natives.
  2
  I get frustrated when modern conveniences (or magical equiva-
  lents) aren’t available.
  3
  I get melancholy when I think of home.
  4
  I take crazy risks because I’m not entirely convinced this isn’t a 
  dream.
  5
  My (possibly willful) ignorance of Thule’s creatures and customs 
  gets me into trouble.
  6
  My scientific and historical references go over my compatriots’ 
  heads.
  New Narratives
  13
  (based on your modern understanding of anatomy and 
  disease) and Investigation (based on either formal train-
  ing or a lifetime reading mystery novels).
  Skeptic (1st Level): Few Thuleans realize it, but the 
  power of magic is largely based in belief . . . which you 
  don’t share. When you fail a saving throw against a spell 
  or magic effect, you can use a combat reaction to reroll 
  your saving throw. You must abide by the results of the 
  second roll. You can use this ability once, and then must 
  rest to regain it.
  Business Acumen (6th Level): Whenever you sell a 
  gem, art object, or magic item for gold, you obtain 10% 
  more than the standard price.
  A Modern Army (10th Level): You’ve always at-
  tracted those curious about your homeland, but now 
  you’re attracting followers so fascinated by your tales 
  that they want you to re-create modern society here in 
  Thule. You can assemble these followers into an elite 
  company of berserkers or legionaries (described in the 
  Primeval Thule Campaign Setting). When you reach 
  15th level, they improve to veterans.
  TIME-LOST ADVENTURERS 
  IN THE WORLD
  In general, Thule is not a cosmopolitan place, and telling 
  NPCs that you’re from “Kentucky” isn’t much different 
  than telling them you’re from “Katagia.” You’re consid-
  ered a foreigner, but you’re lumped in with foreigners 
  from the far ends of the continent of Thule.
  That blasé attitude about foreigners changes when 
  your real-world knowledge starts to impact the world of 
  Thule. If you introduce scientific, political, or economic 
  innovations to the world, you’ll start to attract more 
  attention, and everyone will want to hear about this 
  “modern world” you keep talking about.
  PERSONALIZING THE 
  TIME-LOST ADVENTURER
  While the default Time-Lost Adventurer comes from 
  the here and now, it’s easy to adapt the narrative for 
  characters who came from elsewhere. 
  Another Fantasy World: Instead of 21st-century 
  Earth, consider making your character “time-lost” from 
  another RPG campaign world. This character is still very 
  much a fish out of water, having to contend with strange 
  geography, gods, and history. (Your resistance to Thulean 
  spells might simply be derived from your origins on a 
  different planet.)
  One Past to Another: Your Time-Lost Adventurer 
  need not be from modernity. Perhaps you were a philos-
  opher in Enlightenment-era France, or a Roman soldier, 
  or a sailor from any era who washed up on the most 
  distant shore of all. It’s a challenge to balance two exotic 
  backgrounds, but the payoff is a narrative that’s authen-
  tically pulpy and fun to play.
  Two-Way Transposition: Rather than a one-way trip 
  to Thule, what if your modern character’s consciousness 
  found its way into a native Thulean body? This option 
  opens up nonhuman races . . . and it raises the possibil-
  ity that while you’re in Thule, there’s the consciousness 
  of a Thulean barbarian running around the modern 
  world, wreaking all sorts of havoc.
  
  Feats
  14
  THULEAN FEATS
  Heroes native to Thule are shaped by challenges and 
  foes not often encountered in other settings. As a result, 
  Thulean characters have access to a selection of feats 
  unique to this savage age. When you are considering feat 
  selections for your character, add the feats described in 
  this section to the feats presented in the core rulebooks.
  Fame, Power, and Sanity: These terms refer to the 
  expanded ability scores introduced in the Primeval 
  Thule Gamemaster’s Companion. If a feat specifically 
  requires one of these scores, then the feat can’t be 
  selected unless the GM is using that score in his or her 
  campaign. If a feat uses an expanded ability score as 
  one possible prerequisite, you can choose that feat even 
  if the GM is not using the Fame, Power, and Sanity 
  abilities—it just works a little differently depending on 
  which ability scores are in play in your game. Finally, 
  a feat that has no expanded ability score requirement 
  can be selected in any campaign, even if an expanded 
  ability is mentioned in its benefits. You simply ignore 
  the expanded ability score effects your GM isn’t using it 
  in the game.
  BLOODLUST
  The more blood and gore on the battlefield, the better. 
  Each death makes you stronger, until only you stand 
  amid the corpses strewn in your path. You gain the 
  following benefits:
  • Increase your Strength score by 1 (maximum 20).
  • When your weapon attack results in an enemy 
  falling unconscious or dying, you gain tactical 
  advantage on your next attack roll in the same 
  combat. If you somehow kill more than one enemy 
  with a single attack, you still get tactical advantage 
  on only one future attack.
  • If your critical hit results in an enemy falling 
  unconscious or dying, you gain tactical advantage 
  on your next roll, and you heal an amount equal to 
  half the damage you dealt. You can heal this way 
  once per encounter.
  DEADLY REPUTATION
  Prerequisite: Charisma 13 or Fame 13
  You have carefully cultivated a reputation as someone 
  who shouldn’t be crossed. A signature move, an intim-
  idating catch-phrase, the public humiliation of those 
  with whom you have a score to settle—these are the 
  ingredients of your story, and it’s a well-known story 
  indeed. Your deadly reputation provides the following 
  benefits:
  • Increase your Fame score by 2 or your Charisma 
  score by 1 (maximum 20).
  • You are proficient in skill checks based on Fame.
  • You can use a combat action to scare your enemies 
  by identifying yourself and making a threatening 
  display. Any enemy within 30 feet that understands 
  your words must make a Charisma save or be 
  frightened of you until the end of your next turn. 
  The save DC is equal to 8 + your Fame or Charisma 
  modifier + your proficiency bonus (if you are trained 
  in Intimidation). You can use this ability once, and 
  then you must rest before you can use it again. 
  DESPERATE RESERVE
  When the chips are down and the situation looks 
  dire, you rise to the occasion. You gain the following 
  benefits:
  • Increase your Constitution score by 1 (maximum 20).
  • If you fail a saving throw, you gain tactical advan-
  tage on the next saving throw that uses the same 
  ability score during this encounter. 
  • When you have less than one-quarter of your maxi-
  mum hit points (rounded down), your first weapon 
  attack each round deals an extra 1d8 damage if 
  it hits. 
  DEVOTED FOLLOWERS
  Prerequisite: Followers
  You inspire amazing loyalty in your followers, leading 
  by example and fighting by their side. They are your 
  shieldmates and your brothers in battle, ready to give 
  their all for you. You gain the following benefits:
  • Increase your Charisma score by 1 (maximum 20).
  • Your followers add 1d4 to their attack rolls and 
  saving throws when they are within 10 feet of you.
  • You can use your combat reaction to add 1d4 to 
  your Armor Class or to a follower’s Armor Class if 
  you are within 10 feet of your follower when you or 
  your follower is attacked. 
  Your followers include any members of an elite 
  company, raid, army, or horde you command. Other 
  player characters in your party are not your followers. 
  However, the GM may decide that some NPC allies or 
  henchmen count as your followers for purposes of this 
  feat, especially if they have some reason to look to you 
  for leadership in battle.
  FATE’S FRIEND
  Call it fortune, luck, the blessings of the gods, the favor 
  of the Great Old Ones . . . whatever the reason, you can 
  instinctively manipulate the tiniest events in battle to 
  your advantage. You gain the following benefits:
  • Whenever you roll a natural 20, you can turn it into 
  a 19 and give yourself 1 Fate Point. You also get a 
  Fate Point whenever you roll a natural 1.
  • Whenever you roll a natural 19, you can spend a Fate 
  Point and turn it into a 20. Whenever you roll a nat-
  ural 18, you can spend 3 points to turn it into a 20.
  • You can have a maximum of 5 Fate Points at one 
  time, and you lose a Fate Point after every long rest.
  HIGHBORN
  Prerequisite: Power 13
  You were born with a silver spoon in your mouth. In 
  civilized lands, your family belongs to the higher ranks 
  of the aristocracy; in barbaric lands, you are instead the 
  
  Feats
  15
  son or daughter of a powerful and well-respected chief-
  tain with hundreds of spears at his command. You gain 
  the following benefits:
  • Increase your Fame score by 2 and your Power score 
  by 2 (maximum 20).
  • If your narrative provides followers, you may use 
  the highest of your Charisma, Fame, or Power 
  scores to determine their number.
  MASTER OF POISONS
  Prerequisite: Proficiency with poisoner’s kit
  You have studied many strange and exotic formulas 
  for brewing poisons, mastering venoms few have ever 
  heard of. Every creature has its own inimical substances, 
  and you know a surprising number of these susceptibili-
  ties. You gain the following benefits:
  • Increase your Intelligence score by 1.
  • You now have resistance to poison damage, thanks to 
  your long-term exposure to many common toxins.
  • Choose one of the following types: celestial, 
  elemental, fiend, undead. You learn how to incor-
  porate special ingredients into your venoms that are 
  especially inimical to the creature type you select. 
  Poisons you craft ignore the poison immunity or 
  resistance of the chosen creature type.
  SPYMASTER
  Prerequisite: Followers or Power 13
  News, rumors, secrets—these are the coins with 
  which common thieves and mighty princes alike build 
  their empires. You have established a network of reliable 
  informants in key locales throughout your home city 
  (and, potentially, nearby cities as well) who send you 
  reports on people and events of interest to you.
  When you choose this feat, you gain the following 
  benefits:
  • Increase your Intelligence score by 1 and your 
  Power score by 2 (maximum 20).
  • You are proficient in skill checks based on Power.
  • You can make Power/Insight or Power/Investigation 
  ability checks to gather rumors or compare compet-
  ing versions of a story and determine their veracity. 
  STRONG MIND
  Prerequisite: Wisdom 13 or Sanity 13
  More than a few bold freeblades or cunning sorcerers have 
  lost their minds (or their lives) when the supernatural hor-
  rors lurking in Thule’s shadows overwhelmed their sanity. 
  You are made of sterner stuff, and have the ability to shrug 
  off horrors that would shatter the minds of lesser heroes. 
  You gain the following benefits:
  • You gain tactical advantage on saves against mad-
  ness and on saves against becoming frightened.
  • You cannot become broken by madness.
  Gamemaster’s Companion Sanity Rules: If your 
  GM instead uses the Sanity rules described in Primeval 
  Thule Gamemaster’s Companion, you gain the following 
  benefits instead: 
  • Increase your Sanity score by 2 (maximum 20).
  • You are proficient in Sanity saves.
  • You gain tactical advantage on saves against becom-
  ing frightened.
  TACTICIAN
  You have studied the art of leading warriors in battle. 
  You have a keen eye for defensive terrain, a knack for 
  spotting weaknesses in enemy formations, and the abil-
  ity to make quick and accurate decisions in the thick of 
  the fray. You gain the following benefits:
  • Increase your Intelligence score by 1 (maximum 20).
  • You and your allies gain a +2 bonus on initiative rolls.
  • You gain tactical advantage on battle rolls and 
  morale checks when you command a force (see Fol-
  lower Combat in the Gamemaster’s Companion).
  TIRELESS
  Prerequisite: Constitution 13
  Through sheer grit and years of hardship and survival 
  under the most grueling conditions, you have learned to 
  push on through fatigue that would cripple a lesser hero. 
  You gain the following benefits:
  • Increase your Constitution score by 1 (maximum 20).
  • Reduce any exhaustion penalty you suffer by 2 
  levels (for example, if you have 4 exhaustion levels, 
  you only suffer the penalty of 2 exhaustion levels).
  
  Druid Spells
  1st Level
  Seeking Serpent
  Shivering Cold
  3rd Level
  Ice Claw
  4th Level
  Venom Bolt
  5th Level
  Glacial Bulwark
  9th Level
  Avalanche
  Warlock Spells
  2nd Level
  Viper Form
  3rd Level
  Spectral Tentacles
  4th Level
  Venom Bolt
  5th Level
  Contagious Madness
  Sorcerer/Wizard Spells
  1st Level
  Mark of Guarding
  Seeking Serpent
  Shivering Cold
  2nd Level
  Mark of Might
  Viper Form
  3rd Level
  Ice Claw
  Spectral Tentacles
  4th Level
  Baleful Mark
  Venom Bolt
  5th Level
  Contagious Madness
  Glacial Bulwark
  6th Level
  Gelid Fog
  Mark of Victory
  9th Level
  Avalanche
  Summon Shoggoth
  Spells
  16
  SPELLS OF THULE
  Magic is not commonly encountered in Thule, and 
  many heroes go years at a time without stumbling into 
  adversaries who wield arcane powers. However, even 
  though the occurrence of magic is rare, the variety of 
  magical traditions in which it appears can be quite sur-
  prising. Each priestly initiate or arcane student must find 
  his or her own way to power, and as a result, the magical 
  lore of Thule includes a good deal of improvisation and 
  unique practices closely guarded by their creators.
  Cleric Spells: None of the spells presented here are 
  added to the general cleric spell list. However, several 
  appear in the domain spell lists for the Cold Domain 
  and Fury Domain, introduced earlier in this book.
  BLADE MAGIC
  Some spells are quick and spectacular—a curse that 
  drives its victim mad or slays with a gesture, an invoked 
  lightning bolt, or a summoned demon. Other spells 
  require more patience, taking the form of rituals long 
  in preparation and intricate runes or marks drawn with 
  painstaking care. The tradition of blade magic falls into 
  this latter category. Long ago dwarven smiths devised 
  runes of power to augment the work of their hands, 
  weaving spells of ruin or protection into the weapons 
  they crafted. Human bladesmiths soon learned the art 
  of blade magic from the dwarves, and created baleful or 
  benign runes of their own to decorate their weapons.
  MARK OF GUARDING
  1st-level abjuration
  Casting Time: 1 minute
  Components: V, S, M (a bear claw)
  Range: Touch
  Duration: Special
  You place a protective rune on a melee weapon to 
  safeguard its wielder. The mark lasts for 24 hours, but is 
  inactive until the wielder uses a bonus action to invoke 
  its power. The activated mark provides a +1 bonus to the 
  wielder’s saving throws and the wielder gains the ability to 
  use a combat reaction to parry incoming weapon attacks, 
  adding 4 to his or her AC against the triggering attack.
  The effect lasts for 1 minute once activated, and then the 
  mark fades away. 
  MARK OF MIGHT
  2nd-level transmutation
  Casting Time: 1 minute
  Components: V, S, M (a pinch of mammoth fur)
  Range: Touch
  Duration: Special
  You place a spell of crushing impact on a weapon that the 
  wielder can call upon in battle. The mark lasts for 24 hours, 
  but is inactive until the wielder uses a bonus action to 
  invoke its power. When the mark is activated, the wielder 
  doubles the weapon’s damage dice (for example, a great-
  axe with a mark of might deals 2d12 damage). In addition, 
  any target struck must make a Strength save (caster’s DC) 
  or be knocked prone.
  The effect lasts for 1 minute once activated, and then the 
  mark fades away. 
  BALEFUL MARK
  4th-level necromancy
  Casting Time: 1 minute
  Components: V, S, M (a serpent fang)
  Range: Touch
  Duration: Special
  You place a specific and deadly curse upon a weapon, 
  making it especially dangerous to a particular type of foe. 
  You must specify the creature type when you cast the spell. 
  You can choose any creature type except humanoid; for 
  humanoids, you must specify the race, such as elf, human, 
  or troglodyte. The mark lasts for 24 hours, but is inactive 
  until the wielder uses a bonus action to invoke its power. 
  Once activated, the wielder may roll 1d6 and add the 
  result to his or her attack roll each time he or she attacks a 
  creature specified by the mark, and scores a critical hit any 
  time the total of the d20+d6 is 20 or better. If a creature of 
  the type susceptible to the mark suffers a critical hit from 
  the active weapon, it must make a Constitution save (cast-
  er’s DC) or suffer an additional 5d8 necrotic damage and 
  become stunned until the end of the wielder’s next turn.
  The effect lasts for 1 minute once activated, and then the 
  mark fades away. 
  
  Spells
  17
  MARK OF VICTORY
  6th-level enchantment
  Casting Time: 1 minute
  Components: V, S, M (pinch of lion fur)
  Range: Touch
  Duration: Special
  You craft a powerful rune for a weapon that serves to 
  protect the wielder and see him or her through to victory. 
  The mark lasts for 24 hours, but is inactive until the wielder 
  uses a bonus action to invoke its power. When the mark is 
  activated, the wielder gains tactical advantage on attack 
  rolls and saving throws, and cannot become frightened. 
  In addition, any creature hit by the active weapon must 
  make a Wisdom save (caster’s DC) or become frightened. 
  A creature frightened by this effect drops whatever it is 
  holding, and must use its combat action to move away from 
  the wielder by the safest route on each of its turns. At the 
  end of each of its turns, the creature may attempt a new 
  Wisdom save to end the effect. 
  The mark’s effect lasts for 1 minute once activated, and 
  then the mark fades away. 
  ICE MAGIC
  The polar wastes are haunted by a terrible spirit, a malev-
  olent and self-aware force of doom that hungers for 
  the lands that lie beyond its grasp. Some whisper that 
  a Great Old One stirs in the far north, consuming the 
  world in its icy maw. Others say that the polar malevo-
  lence is a demon prince of unprecedented power, or the 
  gathering momentum of an evil fate that has become 
  inevitable as it hastens toward its hour of triumph. 
  Whatever the truth, one thing is certain: The polar spirit 
  offers great power in to those vain, reckless, or hateful 
  enough to call upon it.
  SHIVERING COLD
  1st-level transmutation
  Casting Time: 1 action
  Components: V, S
  Range: 60 feet
  Duration: 1 round
  You cause the temperature to plummet in a small area, 
  wracking creatures inside with uncontrollable shivers. The 
  area of effect is a 20-foot cube. Roll 6d10 to determine the 
  number of hit points affected by this spell. Creatures are 
  affected in order of their current hit points, beginning with 
  the creature with the lowest hit points in the area.
  Each creature affected by your spell suffers the effects of 
  3 exhaustion levels. (These exhaustion levels do not stack 
  with any other exhaustion effects the creature may be 
  suffering.) Subtract the creature’s hit points from the total 
  affected by the spell, then move on to the creature with the 
  next lowest hit points. If a creature has more hit points than 
  the spell can affect, it isn’t affected.
  At the end of each affected creature’s turn, it reduces 
  the exhaustion level caused by shivering cold by 1 (thus 
  creatures will usually be affected for 3 rounds).
  Higher Levels: When you cast this spell with a high-
  er-level spell slot, add 2d10 to the effect for each spell slot 
  level above 1st level.
  ICE CLAW
  3rd-level conjuration
  Casting Time: 1 action
  Components: V, S
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  Choose a target space that you can see within range. A 
  gyre of blowing snow and ice forms in the target space and 
  condenses into a Medium-sized clawed hand of ice which 
  rakes at one creature in its space. The target must make a 
  Constitution save. On a failed save, the target takes 1d10 
  slashing damage and 4d6 cold damage, and is restrained 
  for the duration of the spell.
  As an action, you can use the claw to freeze the restrained 
  target, who must make a Constitution save. It takes 4d6 cold 
  damage on a failed save, or half as much damage on a suc-
  cessful one. You can also use an action to release the claw’s 
  current target, move the claw to a different target space 
  within range, and attack a different creature.
  A restrained target can break out of your ice claw by 
  making a Strength check against your save DC. If the check 
  succeeds, the target escapes and is no longer restrained.
  
  Spells
  18
  GLACIAL BULWARK
  5th-level abjuration
  Casting Time: 1 action
  Components: V, S
  Range: 60 feet
  Duration: 1 minute (see below)
  You encase yourself or a willing ally in a rough-hewn block 
  of ice that protects the creature within—long enough for 
  a brief respite, at any rate. While within the ice, you are 
  restrained, but you can still cast spells, use gear, and do 
  anything else that’s reasonable for someone stuck in a 
  closet-like space. The ice itself provides total cover in both 
  directions, so it’ll be difficult for attacks to reach within the 
  ice, or for attacks to emerge from it.
  The ice is transparent enough that the target can see what’s 
  going on nearby, and anyone nearby can see who’s within the 
  ice. Enemies can attack the ice directly; it is AC 5 and has 5 hp 
  per caster level; it’s immune to cold damage but vulnerable to 
  fire damage. The creature within the ice can end the spell early 
  by dealing 1 damage to the inside of the ice block, because it 
  has a crystalline structure that makes it brittle and easy to break 
  from the inside. If the ice is destroyed, the spell ends early.
  GELID FOG
  6th-level conjuration
  Casting Time: 1 action
  Components: V, S, M (a dried pea)
  Range: 120 feet
  Duration: Concentration, up to 10 minutes
  You create a billowing cloud of freezing fog in a sphere 
  with a 20-foot radius, centered on a point within range. The 
  fog heavily obscures its area. It can spread around corners 
  or seep down into low-lying areas, and lasts for the dura-
  tion or until dispersed by a strong wind.
  The fog quickly coats all surfaces with a rime of slick ice, 
  making the ground inside difficult terrain.
  When a creature enters the spell’s area or starts its turn 
  inside, it must make a Constitution save and a Dexterity 
  save. It takes 4d6 cold damage on a failed Constitution 
  save, or half as much damage on a success. The creature 
  falls prone if it fails its Dexterity save.
  Higher Levels: When you cast this spell with a high-
  er-level spell slot, add 1d6 to the damage dealt for each 
  spell slot level above 6th level.  
  AVALANCHE
  9th-level conjuration
  Casting Time: 1 minute (special)
  Components: V, S
  Range: 1 mile
  Duration: Concentration, up to 7 rounds (special)
  A mass of sliding snow and ice forms at the point you 
  choose. The avalanche can be up to 300 feet wide, 300 
  feet long, and 30 feet deep. Each round at the start of your 
  turn, the avalanche moves 100 feet away from you (or 
  twice that speed if moving downhill).
  Any target in the area when the avalanche is conjured or 
  in a space the avalanche moves over must make a Strength 
  save or take 5d10 bludgeoning damage (half damage on a 
  successful save). Any Huge or smaller target is then caught 
  in the avalanche and carried along with it. Creatures carried 
  in the avalanche are restrained but have total cover. Each 
  turn when the avalanche moves, they must repeat the 
  Strength save. When the spell ends, the mass of snow and 
  ice vanishes, and creatures it carried are left prone wher-
  ever the avalanche dropped them.
  A carried creature can end its restrained condition by 
  using an action on its turn to attempt a new Strength save, 
  in which case it is prone on top of the slide. It no longer 
  needs to make saves when the avalanche moves, but is still 
  carried along when the avalanche moves until it exits the 
  avalanche area. The top of the slide is difficult terrain.   
  Special: If you cast this spell on an area that already has 
  the potential for an avalanche (a snow-covered hillside, for 
  example), the casting time is only 1 action, and the spell 
  effect continues until the sliding snow reaches the bottom 
  of the slope. The snow conjured by this spell does not 
  vanish until it melts naturally.
  SERPENT MAGIC
  The serpentmen of ancient Thule created a number of 
  powerful spells and rituals, which have been preserved 
  to the current day by the priests of Set. Several serpent 
  magic spells are described in the Primeval Thule Cam-
  paign Setting; these new spells expand that selection, 
  providing new choices for heroes and villains familiar 
  with the sibilant incantations of shadowed Nessk.
  SEEKING SERPENT
  1st-level transmutation
  Casting Time: 1 bonus action
  Components: V, S, M (special ammunition)
  Range: Self
  Duration: Concentration, up to 1 minute
  Using a specially prepared weapon, the next ranged 
  weapon attack you make during the spell’s duration 
  briefly transforms into a living serpent. You gain tactical 
  advantage on your attack roll. If you hit, the weapon deals 
  damage as normal for its type, and the target must make a 
  Constitution save. On a failure, the target suffers an addi-
  tional 3d4 poison damage and becomes poisoned until the 
  end of its next turn.
  Seeking serpent can only be used with a throwing weapon 
  or piece of ammunition that deals piercing damage—for 
  example, a dart, javelin, arrow, or crossbow bolt. The 
  weapon or ammunition must be carved in a snake-like 
  shape, and costs 10 gp. If you miss with your attack, the 
  weapon or ammunition is not expended and instantly 
  reverts to its inert form. Otherwise, the weapon wriggles 
  away from the creature struck and then disappears in a 
  dark puff of smoke.  
  At Higher Levels. When you cast seeking serpent as a 
  higher-level spell, increase the poison damage by 2d4 for 
  each spell slot level above 1st level.
  
  Spells
  19
  VIPER FORM
  2nd-level transmutation
  Casting Time: 1 action
  Components: V, S
  Range: Self
  Duration: Concentration, up to 1 hour
  You assume the form of a Tiny poisonous snake. This func-
  tions much like the druid’s wild shape ability, except that 
  the duration depends on how long you maintain concen-
  tration, and the only form you can take is that of a poison-
  ous snake—not a good choice for a pitched battle, perhaps, 
  but exceedingly handy for getting into tight spaces, hiding, 
  or spying without being seen. You revert to your normal 
  form when your concentration ends.
  At Higher Levels. When you cast viper form as a 3rd-level 
  spell, you can take the form of a giant poisonous snake.
  VENOM BOLT
  4th-level conjuration
  Casting Time: 1 action
  Components: V, S
  Range: 90 feet
  Duration: Instantaneous
  You conjure a bolt of seething green venom and direct it to 
  strike a creature within range. The creature you target must 
  make a Constitution save. On a failure, the target suffers 3d8 
  poison damage and becomes poisoned. At the end of each 
  of its turns, the target may attempt a new saving throw. On 
  a success it ends the spell’s effect, but on a failure it takes an 
  additional 3d8 poison damage and remains poisoned.
  At Higher Levels. When you cast venom bolt as a high-
  er-level spell, increase the initial damage by 1d8 for each 
  spell slot level above 4th level.
  STAR THEURGY
  A magical tradition based on secrets wrested from 
  extraterrene sources, star theurgy consists of a body of 
  lore that is often dangerous or unwholesome for mortal 
  spellcasters. A number of star theurgy spells are de-
  scribed in the Primeval Thule Campaign Setting; the 
  spells presented here expand the selection of spells from 
  this strange and sinister tradition.
  SPECTRAL TENTACLES
  3rd-level abjuration
  Casting Time: 1 action
  Components: V, S, M (bit of octopus tentacle)
  Range: Self
  Duration: Concentration, up to 10 minutes
  You conjure writhing, ghostly tentacles that sprout from 
  your shoulders, menacing nearby foes and protecting 
  you from attack. As long as the spell lasts, you can use a 
  combat reaction to shield yourself against weapon attacks; 
  roll 1d4 and subtract the result from the enemy’s attack roll. 
  In addition, your tentacles serve as weapons; as an 
  action, you can make two tentacle attacks. The tentacles 
  have a reach of 10 feet and use your magic attack bonus. If 
  you hit, you deal bludgeoning damage equal to 1d8 + your 
  spellcasting ability modifier, and the target is restrained. 
  You can restrain up to three targets at a time (you grow 
  additional spectral tentacles so that you can hold some 
  targets while continuing to attack others). A creature 
  restrained by your tentacles can spend an action to break 
  free by attempting a Strength or Dexterity check (its 
  choice) against your save DC.
  CONTAGIOUS MADNESS
  5th-level enchantment
  Casting Time: 1 action
  Components: V, S, M (tiny bag of marbles)
  Range: 60 feet
  Duration: Concentration (up to 1 minute)
  Your magic overwhelms the mind of a foe, sending him 
  or her into a berserk fury—as well as anyone your target 
  attacks in his or her madness. Choose one creature within 
  range. That creature must make a Wisdom save. If the 
  save fails, the creature flies into a berserk rage. It treats 
  all other creatures as enemies, and on its turn it moves to 
  the nearest creature it can see and makes a melee attack. 
  The berserk creature gains tactical advantage on its attack 
  rolls, but any attacks against it also gain tactical advan-
  tage. Any creature hit by a melee attack from a creature 
  affected by this spell must make a Wisdom save, or suffer 
  the same effect.
  At the end of each of its turns, a creature affected by this 
  spell can attempt a new Wisdom save to end the effect. 
  The spell ends when no more creatures are under its effect, 
  or when you cease concentrating.
  SUMMON SHOGGOTH
  9th-level conjuration
  Casting Time: 1 action
  Components: V, S
  Range: 30 feet
  Duration: 1 hour
  You summon one of the most terrible monsters known 
  to man—the shoggoth, a hungry, semisentient mass of 
  iridescent protoplasm. It appears in an unoccupied space 
  of your choice within range, and it acts after you do (the 
  shoggoth has a turn of its own, which follows immediately 
  after yours). Shoggoth statistics can be found in Chapter 6 
  of the Primeval Thule Campaign Setting.
  Unlike other extraterrene summoning spells, this spell 
  confers no ability to control or direct the shoggoth’s 
  actions. It is as likely to turn on you as it is to attack any 
  other nearby creature. In general, the shoggoth moves 
  toward the closest creature smaller than itself each turn, 
  and attacks until it consumes or destroys its target.
  Be warned: you cannot simply dismiss the creature by 
  ceasing your concentration. The shoggoth remains in the 
  locale you summoned it to for the full duration of the spell, 
  until it is killed, or until it is banished or dismissed by an 
  appropriate spell. Those who cast this spell would be well 
  advised to flee at once.
  
  Traits
  20
  NARRATIVE 
  TRAITS
  The heroic narratives described in the Primeval Thule 
  Campaign Setting serve a similar role as the back-
  grounds described in the core rulebooks. In addition to 
  providing specific game benefits such as skill training 
  or signature moves, narratives also come with strong 
  implications for characters’ origin stories and long-term 
  ambitions. Players are free to concoct every detail or 
  quirk of their characters’ personalities, goals, and back-
  stories—but if you’re looking for some inspiration, pick 
  up some dice and see where these tables of narrative 
  traits lead!
  ATLANTEAN NOBLE
  Heir to an aristocratic line that stretches back centuries 
  before the deluge that destroyed Atlantis, you are one of 
  the last scions of a noble race.
  d8
  Personality
  1
  My tastes are refined, and I will not settle for squalor.
  2
  I am generous toward my inferiors, provided they 
  know their place.
  3
  I am curious about everything; so much to learn!
  4
  Life is a banquet. What is the point of wealth, except 
  to allow me to indulge in endless revelry?
  5
  I can’t help playing the game of power. Everything I 
  do is designed to advance my interests.
  6
  Everything in life is a competition, and I refuse to 
  come in second.
  7
  Some think me somber, but it’s only because I know 
  we live in a dying age.
  8
  I reject the aristocratic airs of my people. We’re no 
  better than anyone else.
  d6
  Ideal
  1
  Responsibility. I have been given great advan-
  tages by my birth, and I have a duty to those less 
  fortunate.
  2
  Preservation. So much knowledge and beauty was 
  lost when Atlantis fell. I must save what I can.
  3
  Glory. The story of my people is not yet finished; I 
  will do things that the lesser peoples will remember 
  for a thousand years.
  4
  Order. Atlantis’s greatest legacy is an enlightened 
  code of laws; I mean to keep it alive.
  5
  Fear. My people once mastered the known world. 
  I will teach the rabble why Atlantis deserved to rule.
  6
  Noblesse Oblige. I am better than those around 
  me, so I am responsible for them.
  d6
  Bond
  1
  My house is engaged in a generations-long vendetta 
  against a rival family.
  2
  My sword is a family heirloom, forged in Atlantis 
  before the isle was drowned.
  3
  I wear a signet ring that is recognized by my family’s 
  allies and agents in many lands.
  4
  I know how to open a legendary Atlantean trea-
  sure-vault, but I don’t know where it is.
  5
  My family was exiled from a city where we once 
  ruled.
  6
  I am attended by a bodyservant who looks after my 
  comfort and well-being between adventures.
  d6
  Flaw
  1
  I refuse to be helpful if my needs are ignored.
  2
  I regard EVERYONE as my social inferior.
  3
  I am a very, very sore loser. Thwart me at your peril.
  4
  The treasures of the past are irreplaceable, but 
  people come and go.
  5
  My days are filled with ennui. I adventure only in the 
  hope of finding an exciting death.
  6
  I hunger for a throne worthy of my heritage.
  BEARER OF 
  THE BLACK BOOK
  You possess a unique tome of arcane secrets, the legend-
  ary Black Book. Great power lies hidden in its yellowed 
  leaves, but what price will you pay to master it?
  d8
  Personality
  1
  I’m more comfortable around books than people. 
  Being the center of attention is frankly terrifying.
  2
  I’m smarter than anyone else, and I’m not afraid to 
  say so.
  3
  I have no stomach for violence and bloodshed—I use 
  my magic to stay out of danger.
  4
  I know a quote for everything and constantly cite old 
  scholars or philosophers.
  5
  When I am seized by a new idea, I drop everything 
  for days to record it, build it, or verify it.
  6
  I have no patience for fools, especially those who 
  don’t understand my studies.
  7
  Nothing unsettles me. Spiders, dead things, snakes, 
  weeping sores—whatever.
  8
  I see signs, omens, and portents in everything.
  d6
  Ideal
  1
  Knowledge. I am a true polymath and I need to feed 
  my appetite for learning.
  2
  Power. I mean to become the most powerful 
  spellcaster in the world so that I can order things as 
  I see fit.
  3
  Reason. In all things I strive to use logic and sound 
  judgment, so that I can maximize my benefits and 
  minimize my risks.
  4
  Protection. I study dark and dangerous lore so that I 
  can protect others against threats that would over-
  throw their sanity.
  5
  Obedience. I answer to a higher power and must do 
  my best to serve it. 
  6
  Revelation. I seek one terrible truth, even if will cost 
  me my sanity or my life.
  
  Traits
  21
  d6
  Bond
  1
  I stole the Black Book. Its previous owner wants it 
  back.
  2
  I was tutored in magic by a wise mentor.
  3
  I was born under an evil sign and abandoned as a new-
  born. Who is my family, and why did they fear me?
  4
  There are pages in the Book that describe things I 
  haven’t done yet, and what I read there terrifies me.
  5
  My magic is a curse, and I desperately want to 
  un-learn it.
  6
  I belong to a secret brotherhood of magic-users 
  determined to fight a great evil.
  d6
  Flaw
  1
  I sold my soul to get my hands on the Black Book. 
  Someday that debt must be paid.
  2
  My people disowned me for dabbling in the dark 
  arts. They think I am a monster and they mean to 
  destroy me.
  3
  I am drawn to arcane power like a moth to the flame; 
  I’ll do anything to gain more.
  4
  I surrendered something to become a magic-user: 
  sexual desire, the ability to savor food and drink, 
  sleep without nightmares, or the ability to feel joy. 
  5
  I am bound by a strict taboo. I can’t wear a certain 
  color, I can’t enter a home without being asked 
  in, or I can only speak in a language few others 
  understand.
  6
  I can tell how people are going to die because I see 
  their death-wounds when I look at them. In fact, I 
  can’t help seeing.
  BEASTFRIEND
  You possess a near-mystical connection with the animal 
  world. You can speak to beasts with a gesture, a growl, 
  or a soft word, and they understand you.
  d8
  Personality
  1
  I get along with animals great. People? Not so much.
  2
  Every moment is a battle—survival of the fittest.
  3
  I’m never happier than when I’m caring for an animal.
  4
  I like to get into the mind of my animal friend and 
  behave as it does.
  5
  I favor simple pleasures, like hunting, foraging, 
  eating, and mating.
  6
  My attitude is the opposite of my animal’s, and we 
  balance each other out.
  7
  I’m proud of the skills and training my animal and I 
  display.
  8
  I want to take my animal into situations none of its 
  kind have ever seen before.
  d6
  Ideal
  1
  Balance. Nature is in harmony when every creature 
  knows its role.
  2
  Survival. All that matters is surviving, breeding, and 
  flourishing.
  3
  Caring. The gods put me here to nurture this animal.
  4
  Transcendence. Each day brings me closer to the true 
  animal within.
  5
  The Hunt. Everything involves the pursuit of prey—
  symbolically if not literally.
  6
  Symbiosis. My animal and I can do much more 
  together than we could separately.
  d6
  Bond
  1
  My animal’s mother saved my life at the cost of its 
  own.
  2
  I discovered in a coming-of-age ritual that this is my 
  spirit animal.
  3
  This animal is an outcast among its species, and so 
  am I.
  4
  I admire the attitude and qualities (tenacity, cunning) 
  of the animal more than the animal itself.
  5
  I used to be one of these animals in a prior 
  incarnation.
  6
  I will live with this animal until I’ve learned all it has 
  to teach me.
  d6
  Flaw
  1
  Yes, I make animal sounds. What of it, city-dweller?
  2
  I eat like my animal friend whenever I can.
  3
  If people would just behave like animals, we’d get 
  along better.
  4
  I get angry or sad when I see pelts and fetishes from 
  an animal species I favor.
  5
  I see every “family” and “government” as just a pack 
  or herd.
  6
  That smell is from the animal. I swear it isn’t me.
  
  Traits
  22
  DHARI HUNTER
  The forests and jungles are your home and the sky is 
  your roof. No one can match your woodcraft, your 
  stealth, or your endurance in the chase. 
  d8
  Personality
  1
  I never boast. If I say I did it, then it is so.
  2
  I never speak unless I have something to say.
  3
  My deeds are worthy of songs, and I am not afraid to 
  tell others about them.
  4
  I am superstitious—the spirits have given me many 
  taboos, and I must keep them.
  5
  My great skill, lithe muscles, and clean good looks 
  mean that the women (or men) of my tribe are eager 
  to become my mate. It’s not my idea!
  6
  I know all of the songs of my people, and turn to 
  them for guidance in difficult times.
  7
  I won’t let anyone beat me to the kill.
  8
  I have no interest in things that I cannot see, smell, 
  feel, or taste. 
  d6
  Ideal
  1
  Solitude. The wide spaces speak to my soul.
  2
  Glory. I am known by my kills.
  3
  Thrills. I live for the chance to roll the dice, with my 
  life as the stake. 
  4
  Friendship. I give my friendship grudgingly, because 
  it is the most solemn of bonds.
  5
  Protection. I am the champion of my people, and I 
  would do anything to protect them.
  6
  Savagery. The world is brutal, and I must be strong 
  and fierce to survive.
  d6
  Bond
  1
  I have an epic set of scars from my greatest kill.
  2
  A legendary beast has thwarted the hunters of my 
  tribe for years, but I mean to be the one who finally 
  claims the trophy.
  3
  I have a rival, another hunter who seeks to be first 
  among my people.
  4
  I carry the claw of the saber-tooth that slew my 
  father.
  5
  My spear and bow were blessed by an ancient 
  shaman for a battle that yet lies ahead of me.
  6
  There is a secret valley only I know of, my own hunt-
  ing ground and refuge.
  d6
  Flaw
  1
  I never speak falsehood, and cannot lie.
  2
  I never speak falsehood, so I cannot tell when some-
  one is not being truthful.
  3
  If you deny me my kill, there is going to be a fight.
  4
  I have no respect for anyone who isn’t a hunter with 
  skill equal to my own.
  5
  I would rather die than accept dishonor.
  6
  I am overly protective of those close to me, to the 
  point of trailing them to make sure they are safe.
  FREE BLADE
  You are a sword for hire, a bold adventurer with a streak 
  of wanderlust and a keen eye for new opportunities. 
  Your fortune lies ahead of you—if you’re clever and 
  strong enough to seize it.
  d8
  Personality
  1
  I’m given to tall tales and wild boasts. 
  2
  I’m a grim, moody bastard and I have a long memory 
  for slights.
  3
  I can’t help it—I’m a sucker for a sob story.
  4
  I don’t take anything seriously. One day at a time is 
  the way I live.
  5
  I live for taking chances. It’s what makes me feel alive.
  6
  I seek to put my humble origins behind me, and 
  carry myself like an aristocrat.
  7
  I’m a pessimist, but I make up for it with a wicked 
  brand of gallows humor. 
  8
  I’m a lot smarter than I look, and I take advantage of 
  people’s low expectations. 
  d6
  Ideal
  1
  Independence. I won’t be ruled by anyone.
  2
  Friendship. There’s nothing I wouldn’t do for my 
  friends.
  3
  Greed. I’m in this for the money; if I don’t look out for 
  myself, who will?
  4
  Fear. I want my enemies to be terrified of me . . . and 
  if people who annoy me know to stay out of my way, 
  that’s fine too.
  5
  Revenge. I was wronged a long time ago, and I’ve 
  dedicated myself to destroying my enemy.
  6
  Fame. I live for glory. By the time I’m done, they’ll 
  sing songs about me for a hundred years.
  d6
  Bond
  1
  I’m the only survivor of a legendary massacre.
  2
  As a teenager I sailed with the corsairs of the Golden 
  Sea.
  3
  My mother gave me a signet ring marked with the 
  emblem of a high noble house of Atlantis.
  4
  I have a rival—another free blade who always seems 
  to get between me and my prize.
  5
  I’m wanted for murder in Katagia, Lomar, or 
  Quodeth.
  6
  I have a long-running feud with a cult that worships 
  Tsathoggua.
  d6
  Flaw
  1
  I’ve got to be free. Home, friends, love—they are not 
  for me.
  2
  I’m a bitter cynic, and I expect the worst from 
  people.
  3
  I can’t control my temper. 
  4
  I am ridiculously impatient and rash. The second I 
  think of something, I’ll do it.
  5
  I resent authority figures and defy them at every turn.
  6
  If the prize is rich enough there’s no one I wouldn’t 
  betray.
  
  Traits
  23
  GOLDEN SEA CORSAIR
  You are a member of one of Thule’s notorious corsair 
  brotherhoods. Outlaws and outcasts in all quarters, your 
  fellows are only too happy to live down to the expecta-
  tions of others.
  d8
  Personality
  1
  Booty—in all its many forms—is all I crave.
  2
  The sea has its hold on me, and I can’t stay on land 
  for long.
  3
  A corsair’s ship is the only place where men are truly 
  free.
  4
  Where’s the next revel?
  5
  Plundering from the greedy is a reward all its own. 
  6
  I’d swim a sea of sharks for my mates.
  7
  I come to the sea to forget—and to hide.
  8
  A pirate’s life is all I’ve ever known, but I wonder . . .
  d6
  Ideal
  1
  Greed. If they put their wealth on ships, they must 
  want me to take it.
  2
  Revelry. The sun is always over the yardarm for me.
  3
  Rebellion. No slaver, sergeant, or tyrant has a hold 
  on me.
  4
  Power. Someday I’ll be captain, and then . . .
  5
  Loyalty. I’ve spilled my blood for my crew, and 
  they’ve spilled theirs for me.
  6
  Swashbuckling. The treasure is nice, but it’s really all 
  about swinging onto a hostile ship, dagger in teeth, 
  to find what fortune has in store for me.
  d6
  Bond
  1
  I’m an orphan, raised by a pirate crew.
  2
  A former captain once told me about a particular 
  treasure . . .
  3
  Every corsair has rivals, but I have a particular 
  vendetta.
  4
  I became a corsair after a tragedy on land.
  5
  Pirates rescued me from slavery, so I owe them my 
  freedom.
  6
  I’ve been saving my share of the treasure for a spe-
  cific goal.
  d6
  Flaw
  1
  My fashion sense is equal parts flotsam and jetsam.
  2
  I hate swimming and enter the water only with 
  reluctance.
  3
  My pirate mannerisms follow a certain 
  arrrrrrchetype.
  4
  I get nervous and irritable when I’m on land too long.
  5
  Pirates make a lot of enemies—and I’ve made more 
  than most.
  6
  I spend coin as fast as I “earn” it.
  GUARDIAN OF THE NINE
  Many dangers lurk in the jungles or shadowed alleyways 
  of Thule, but you save your concern for a threat many do 
  not recognize—the cults of the Great Old Ones.
  d8
  Personality
  1
  I’m an indifferent student, but I have a knack for 
  keeping my head in a crisis.
  2
  The things I fear are best forgotten at the bottom of 
  a cup.
  3
  I am cautious in all things. Disaster awaits the rash 
  when dealing with the things I deal with.
  4
  Nothing shocks me.
  5
  I find pleasure in small and ordinary things to distract 
  myself from the horrors beyond.
  6
  I constantly refer to concepts, events, or names only 
  sages would know about.
  7
  I distrust any magic other than my own.
  8
  No place feels like home—it never takes long before I 
  am called to my next challenge. 
  d6
  Ideal
  1
  Protection. I set myself as guardian against Things 
  That Should Not Be because humanity itself is threat-
  ened with extinction.
  2
  Piety. The gods have set forth their plan for mortals; I 
  seek to obey their will.
  3
  Purity. Only one uncorrupted in body or mind can 
  face the dangers I face without being destroyed.
  4
  Knowledge. By understanding what has happened in 
  the past, I can prepare for the future.
  5
  Might. The only way to save the world is to master 
  magic powerful enough to daunt my foes.
  6
  Orthodoxy. I will not tolerate the slightest hint of 
  heresy or dark magic.
  d6
  Bond
  1
  One cult has my special hatred, because they kid-
  napped my sister when I was a child.
  2
  I am looking for a book of lore lost long ago.
  3
  I’m an orphan. I was raised by a priest of my temple.
  4
  I was branded and marked by a cult that intended to 
  sacrifice me, but I escaped.
  5
  I seek to understand the exact meaning of a terrible 
  prophecy so that I can avert it.
  6
  I am hunted by the followers of a Great Old One 
  because I foiled them.
  d6
  Flaw
  1
  People think I’m mad just because I try to warn them 
  about invisible monsters from the stars.
  2
  I mean to defeat the beings I fear . . . but not before I 
  unlock the uttermost secrets of their power.
  3
  There is no cost too high for victory in this war. If I 
  must sacrifice a city to save a world, I would do so.
  4
  I don’t really believe in hidden cults. I only seek to 
  advance myself in the priesthood.
  5
  I pray constantly and bless everyone and everything I 
  come in contact with. 
  6
  I refuse to become emotionally attached to any 
  person or place, because I expect to be called away.
  
  Traits
  24
  ICE REAVER
  A barbarian born and bred, you absorbed a hundred 
  deadly lessons of survival in the Thulean wilderness.
  d8
  Personality
  1
  My people raised me to respect myself and live 
  honorably. The temptations of the city hold no 
  power over me.
  2
  I am the wolf. No one can match my quickness, my 
  savagery, my cunning.
  3
  I’m very curious about the gods of the civilized peo-
  ples. I try a new one every month or so.
  4
  People wear ridiculous amounts of clothing in the 
  cities. A loincloth, good sandals, and perhaps a warm 
  cloak is all I need.
  5
  I expect everyone to be as plain-spoken and honest 
  as I am. Deliberate deceit baffles me.
  6
  I make my own weapons and tools. You can’t trust a 
  spear whose point you didn’t sharpen yourself.
  7
  Battle brings me joy. How else can I measure myself 
  against the world?
  8
  Words are the weapons of the coward. I let my 
  actions speak for me.
  d6
  Ideal
  1
  Strife. I seek out conflict so I can test myself in battle.
  2
  Anarchy. Cities and their rulers are corrupt. No one 
  should have authority over anyone else.
  3
  Wanderlust. The world is wide and full of marvels; I 
  want to see it all.
  4
  Strength. The world is a hard place and there is no 
  room for weakness.
  5
  Courage. I mean to set an example that others can follow.
  6
  Honor. There is no glory in preying on the weak; I 
  seek foes worthy of my steel.
  d6
  Bond
  1
  I have a dozen siblings who are brawling their way 
  across Thule.
  2
  I take a trophy from every worthy foe I defeat.
  3
  I have a spirit totem, and I know it watches over me.
  4
  I carry my father’s sword, broken in battle.
  5
  The enemies of my tribe are still my most hated foes.
  6
  I made an enemy of a powerful priest of Set. She 
  hunts me to this day.
  d6
  Flaw
  1
  Magic terrifies me. When my companions work 
  spells, I avert my eyes and cover my ears.
  2
  I despise those who can’t protect themselves.
  3
  There are a thousand ways to insult me, and I answer 
  any of them with fist or blade.
  4
  I refuse to employ stealth or guile against my ene-
  mies. Let them see me coming!
  5
  There is one foe I hate so much that the mere sight of 
  one sends me into a murderous fury. 
  6
  I don’t know how to run away from a fight.
  INITIATE OF MYSTERIES
  You belong to the innermost circle of your temple, 
  vested with powers most Thuleans find fearsome and 
  mysterious. Do you serve your deity’s interests, or 
  your own?
  d8
  Personality 
  1
  I rarely get worried because I know my god has 
  matters well in hand. 
  2
  Have you thought about inviting my god into your 
  life? 
  3
  I am the tool my god uses to make the world a more 
  suitable place. 
  4
  My god is still a mystery to me, but it’s a mystery I 
  intend to solve. 
  5
  I’ve seen things . . . done things you couldn’t 
  comprehend. 
  6
  I was raised into this faith, and it’s all I’ve ever 
  known. 
  7
  I don’t just worship my god. I emulate my god when-
  ever possible. 
  8
  My god is how I judge others, and judge myself.
  d6
  Ideal 
  1
  Truth. The scriptures explain how the world really 
  works. 
  2
  Union. Someday my god and I will be as one. 
  3
  Prophecy. I have a role to play in my god’s master 
  plan. 
  4
  Guidance. I’m here because my god has a message. 
  5
  Knowledge. To study the divine is to study the 
  infinite…the impossible. 
  6
  Redemption. By worshipping my god, I make 
  amends for my past.
  d6
  Bond 
  1
  I’ll travel to the ends of the earth to recover lost 
  wisdom of my god. 
  2
  A key mentor set me on this path, and I won’t disap-
  point him or her. 
  3
  I am an example of the faith to other disciples. 
  4
  Through bold living, I’ll bring others to the faith. 
  5
  My god is watching me—and judging—at all times. 
  6
  My sect has rivals . . . and I will see them 
  expunged.
  d6
  Flaw 
  1
  I quote scripture whether people want to hear it or not. 
  2
  I haven’t spent much time outside of the temple. 
  3
  Rival faiths earn only pity—or scorn. 
  4
  I’m starting to doubt that all these mysteries are 
  worth it. 
  5
  I have difficulty relating to secular people. 
  6
  I pray incessantly, even when silence would be safer.
  
  Traits
  25
  JUNGLE TRADER
  A resourceful, well-traveled dealer in exotic goods of a 
  dozen different descriptions, you see opportunity where 
  others see only danger and hostility.
  d8
  Personality
  1
  I honestly like everyone I meet. There’s no one I can’t 
  deal with, really.
  2
  I live for the art of the deal—haggling, dickering, the 
  give and take of striking a bargain.
  3
  I can’t walk away until I feel like I’ve gotten the better 
  of an exchange.
  4
  I don’t tell the truth about anything unless I have to.
  5
  Fair dealing is all very good, but there’s nothing like the 
  five-fingered discount to make sure I come out ahead.
  6
  I’m a shameless gossip.
  7
  I always have half-a-dozen schemes churning in the 
  back of my head.
  8
  I have a spouse and family waiting for me in a village 
  I visited once . . . and another spouse or two in other 
  villages I pass through from time to time. 
  d6
  Ideal
  1
  Avarice. I mean to get rich, and I don’t care how. 
  2
  Fame. I want to be known and liked wherever I go. 
  3
  Independence. I won’t be bound to any one, nor will 
  I have anyone bound to me.
  4
  Ambition. Today I am a wandering trader, but I mean 
  to build a mercantile empire. 
  5
  Brotherhood. I am one of a rare breed, traders who 
  live by their wits. Whenever I meet one of my fel-
  lows, it’s an opportunity to trade news. 
  6
  Wanderlust. The world is full of interesting people, 
  and I want to meet all of them.
  d6
  Bond
  1
  You own a small but brilliant gemstone of a type no 
  one has seen before. If you could find out where it 
  comes from, you could get rich!
  2
  You have a vicious, unethical rival who will stop at 
  nothing to cut into your business.
  3
  You have befriended a tribe that no one else can deal 
  with. They kill strangers on sight, but not you.
  4
  Your whole family is engaged in your business—
  you’re just the point of the spear.
  5
  You have a map to a jungle ruin where a great trea-
  sure is guarded by deadly magic.
  6
  You own a small warehouse in a Kalayan harbor town 
  such as Ghanport, Tiyerna, or Pluvo. It’s not much, 
  but it’s your base of operations.
  d6
  Flaw
  1
  I’ll cheat my own mother if she isn’t sharp enough to 
  catch me at it.
  2
  I have a weakness for gems. If a deal might involve a 
  handful of gemstones, I’m in.
  3
  No one trusts me.
  4
  My loyalty can be bought. Easily.
  5
  I have no respect for authority and don’t pay atten-
  tion to rules.
  6
  I think I’m a lot cleverer than I really am.
  KATAGIAN PIT FIGHTER
  From the time you were old enough to fight, you were 
  trained for the arena.
  d8
  Personality
  1
  I expect to die young, so I live for the moment.
  2
  I am extraordinarily careful. I have to take too many 
  chances in the arena, so I make sure I do everything I 
  can to control my own fate.
  3
  I am a true student of the combat arts, and seek to 
  perfect my technique.
  4
  People assume I’m a ferocious killer, but that’s part of 
  the act. I’m an amiable fellow until it’s time to cross 
  swords.
  5
  I’m a natural scrounger and dealmaker. In the pits, I 
  was the one who could get another gladiator what-
  ever he or she wanted.
  6
  I’m a fatalist. There’s not much point in trying to 
  escape my fate.
  7
  I’ve known nothing but harsh discipline my whole life. 
  I don’t know how to react to comfort or kindness.
  8
  I try to spare any foe I can. Someday I might be the 
  one crying out for mercy. 
  d6
  Ideal
  1
  Brotherhood. All who must fight for sport are broth-
  ers; they are no different from me.
  2
  Hate. I despise those who watch me fight, and hold 
  nothing but contempt for those who challenge me in 
  the arena.
  3
  Freedom. The vile practice of slavery and the bloody 
  spectacle of the arena must be stamped out.
  4
  Brutality. The only reason I survive is because I am 
  stronger and meaner than anyone I meet.
  5
  Glory. I fight for personal fame; my name will live for 
  a thousand years!
  6
  Excellence. My work is art, and I intend to be known 
  as a master. 
  d6
  Bond
  1
  In my youth, I was forced to fight my own brother—
  to the death.
  2
  I have a lucky charm. I couldn’t possibly fight without 
  it!
  3
  The names or likenesses of gladiators I have 
  defeated are tattooed all over my body.
  4
  I have a signature salute or finishing move, known by 
  all who have seen me fight.
  5
  I was horribly scarred or disfigured by my first owner 
  to make me more memorable in the fighting pit.
  6
  I have a stage persona I adopt for the arena. The 
  crowds cheer for the mask, not me.
  
  Traits
  26
  d6
  Flaw
  1
  I see everything as a contest in which I must triumph.
  2
  I am addicted to the approval of the crowd, and I live 
  to hear their roars. 
  3
  I can’t let myself become close to anyone. They will 
  die, or I will.
  4
  My fury is born of fear—I am a coward at heart, para-
  lyzed by terror before each fight.
  5
  I am wracked by survivor’s guilt. Why do I live, when 
  so many others died on the sands?
  6
  I like killing.
  MYRMIDON
  You are an elite warrior of the city-states, a natural rival 
  to the barbarian freebooters and nomadic hunters that 
  roam the Thulean wilderness. Discipline and training 
  are your answer to their sheer ferocity. 
  d8
  Personality 
  1
  For a proper job, there’s always one more thing to do. 
  2
  I revel in the pomp and circumstance of military life. 
  3
  I’m haunted by the horrors of the battlefield. 
  4
  Grumbling about hardship is how I get through the 
  day. 
  5
  I approach each day as a tactical puzzle to be solved. 
  6
  I miss my fallen comrades and think about them often. 
  7
  I’ve achieved a lot despite the so-called “superior 
  officers” I’ve served. 
  8
  I feel alive only when I’m fighting.
  d6
  Ideal 
  1
  Loyalty. I protect my brothers-in-arms, and they 
  protect me. 
  2
  History. I’m part of a noble military tradition that 
  stretches back centuries. 
  3
  Honor. War is brutal, but it has rules. Otherwise 
  you’re a horde, not an army. 
  4
  Achievement. I became a myrmidon to win battles 
  against impossible odds. 
  5
  Advancement. I intend to climb the ranks and have 
  an army of my own someday. 
  6
  Avarice. To the victor go the spoils, right?
  d6
  Bond 
  1
  I still remember the gruff sergeant who made a 
  soldier out of me. 
  2
  We myrmidons are a shadow of what we once were, 
  and could become again. 
  3
  I’ll never turn my back on someone I’ve shared a 
  march with. 
  4
  I became a myrmidon to defend my family and my 
  home. 
  5
  My breath catches in my throat when I see our pen-
  nant in the breeze. 
  6
  I’ve made friends for life in the ranks—and a rival or 
  two.
  d6
  Flaw 
  1
  I find civilians to be annoying, contemptible, and lazy. 
  2
  I have a hard time enjoying luxuries; too much time 
  on the march. 
  3
  They say I’m gruff. [Shrugs.] 
  4
  The horrors of war have given me nightmares. 
  5
  When I’m off duty, there’s no revelry I won’t try. 
  6
  WHAT DO YOU MEAN I’M ALWAYS BARKING 
  ORDERS, MAGGOT?
  OCCULT SCIENTIST
  In Thule, lore considered to be esoteric or arcane in-
  cludes not only the study of magic, but also the study of 
  the natural sciences. You are interested in knowledge of 
  all kinds, be it magical or mundane.
  d8
  Personality
  1
  I grow impatient when others can’t follow me 
  because of a lack of learning.
  2
  I have so many interests I cannot possibly organize 
  them all. My workshop is a disaster.
  3
  I enjoy devising toys and keepsakes to illustrate the 
  principles I study.
  4
  I constantly collect interesting specimens.
  5
  I never have fewer than three books or journals on 
  my person. 
  6
  I become ridiculously excited at a new discovery, 
  and sometimes take awful risks to get a better look 
  at things that should be observed at a distance.
  7
  Ask me a question, and you’ll get three times the 
  answer you really need.
  8
  I expect everybody to act rationally for the good of 
  all, and I’m flummoxed when I run into people who 
  fail to meet my expectations. 
  
  Traits
  27
  d6
  Ideal
  1
  Knowledge. Nothing is so rewarding as studying 
  something few understand and comprehending 
  some hidden secret of the world.
  2
  Influence. I have no interest in wielding power in my 
  own person, but I could help others to rule well—or 
  at least efficiently.
  3
  Greed. There are practical applications for the things 
  I study, and they could make me rich.
  4
  Power. By unlocking the secrets of how the universe 
  works, I gain the ability to repair the mistakes of fate 
  and mischance wherever I find them.
  5
  Reason. My mind is my most powerful weapon; 
  there is no problem I cannot defeat with a little logic 
  and persistence.
  6
  History. The ancient Atlanteans, the elven empires, 
  the serpentmen and rakshasas—all these peoples 
  knew things that have been forgotten. I mean to 
  rediscover what has been lost.
  d6
  Bond
  1
  I own a mysterious ancient scroll of copper foil with 
  markings I have not yet learned to decipher.
  2
  I still correspond with my old mentor, who taught me 
  everything I know.
  3
  A terrible curse destroyed my onetime mentor. I 
  don’t know what her fatal mistake was.
  4
  A powerful panjandrum believes that my experi-
  ments caused a disastrous explosion in which his son 
  was killed.
  5
  Ignorant robbers stole something dangerous from 
  my workshop, and I must recover it.
  6
  My work is sponsored by a wealthy noble, but she 
  hopes to use it for some dark purpose.
  d6
  Flaw
  1
  Sometimes I don’t know when to take an observa-
  tion and when to run.
  2
  I hoard my knowledge for my own use.
  3
  I resent panjandrums and priests, since they seek to 
  suppress learning they disapprove of.
  4
  I am cowardly and shrink from physical danger. My 
  brain is too valuable to be risked!
  5
  I use people for my own ends, and I don’t see why 
  they should object.
  6
  When people act foolishly, I respond with biting 
  contempt.
  PANJANDRUM
  You are a high-ranking official or functionary, responsi-
  ble for keeping the laws and forwarding the interests of 
  your people. To whom do you answer?
  d8
  Personality
  1
  Say little, listen carefully, see much—that is the way 
  to the truth.
  2
  I’ll let the little things go. There are real threats to 
  concern myself with.
  3
  I am beyond meticulous. No investigation is com-
  plete until every piece of evidence and each eyewit-
  ness account has been weighed and sifted.
  4
  I follow orders only until my superior is out of sight. 
  Then I do things my way.
  5
  Magic is dangerous. I don’t trust any who dabble in 
  the arcane arts.
  6
  I have no time for humor. 
  7
  I make a point of cultivating contacts, allies, or infor-
  mants wherever I go. One never knows where the 
  next tip might come from.
  8
  Trust is hard for me; in my experience, everyone has 
  an angle. 
  d6
  Ideal
  1
  Justice. It is my sacred task to deal fairly with both the 
  high and the low. 
  2
  Compassion. I can use my position to aid many 
  people in need.
  3
  Prosperity. Commerce is the lifeblood of my city. I 
  keep good order so that people of all stations can 
  thrive in whatever trade they pursue.
  4
  Greed. People in my position deserve to surround 
  themselves with wealth and comfort.
  5
  Oppression. Power should be concentrated in the 
  hands of a few who know how to rule. The masses 
  need to be kept in their place.
  6
  Protection. My loyalty is to my city; I will protect her 
  against all foes, both external and internal.
  d6
  Bond
  1
  I presided over the arrest of a powerful noble’s son. 
  Now I have a dangerous enemy.
  2
  I exposed corruption among my fellows. It had to be 
  done, but I am hated by my peers.
  3
  I have sworn to root out a dark cult that lurks in the 
  city’s shadows.
  4
  The last person who carried the symbol of office I 
  now bear was murdered. The crime has yet to be 
  solved.
  5
  I am the protégé of a high-ranking panjandrum. She 
  expects great things of me.
  6
  I know a terrible secret about my city’s ruling family.
  
  Traits
  28
  d6
  Flaw
  1
  I don’t see any reason why I shouldn’t take a bribe or 
  two, especially in minor matters.
  2
  I am consumed by ambition. 
  3
  I jealously guard the prerogatives of my position. 
  4
  I have no pride in the presence of my superiors. I 
  fawn all over them.
  5
  No infractions can be permitted. I enforce the full 
  letter of the law, regardless of circumstances.
  6
  I scheme constantly to gain more power and expand 
  my authority.
  QUODETHI THIEF
  Some look upon you and see nothing but an ill-man-
  nered, uneducated street rat. You are far from unedu-
  cated, however—you learned hard lessons at an early 
  age, and you learned them well. Now it’s time to put 
  them to some practical use.
  d8
  Personality 
  1
  Pay attention, kid, and I’ll show you how the world 
  really works. 
  2
  I started with nothing, and I’ve been fixing that prob-
  lem ever since. 
  3
  It’s a family business, and I love my family. 
  4
  I was born to leap across rooftops, not cobble shoes 
  or darn socks. 
  5
  The best way to humiliate a so-called “authority” is to 
  take his wealth away. 
  6
  Stealin’ beats workin’, that’s for sure. 
  7
  Locks, guards, traps . . . all just challenges to overcome. 
  8
  I want it I want it I want it.
  d6
  Ideal 
  1
  Greed. Gold is the best way to keep score. 
  2
  Prestige. I want respect when I walk through the 
  neighborhood. 
  3
  Thrills. You haven’t lived until you’ve tipped over a 
  fruit cart to send the guards sprawling. 
  4
  Ambition. I’m climbing the ranks, one dagger at a 
  time. 
  5
  Brotherhood. Everyone’s against us, but we’ve still 
  got each other. 
  6
  Power. Thievery is just step one in my master plan.
  d6
  Bond 
  1
  The only thing I care about is the next score. 
  2
  We started as a gang of kids: pickpockets, lookouts, 
  and beggars . . . 
  3
  There are shifting rivalries, sure, but I know who’s got 
  my back. 
  4
  I’ve spent my life dealing with bullies, and I’ve 
  beaten all but one. 
  5
  I want one particular treasure . . . the stuff dreams are 
  made of. 
  6
  Threaten me with prison, slavery, torture, but I still 
  won’t rat on my family.
  d6
  Flaw 
  1
  You can take the kid out of the street, but . . .
  2
  A childhood of thievery didn’t exactly teach me 
  “impulse control.” 
  3
  Once I start something, good or bad, I have a hard 
  time stopping. 
  4
  I never met an authority figure worthy of my respect. 
  5
  I have a hard time accepting generosity, because I’m 
  wary of “the catch.” 
  6
  I judge people by how much wealth they have.
  SACRED SLAYER
  Fanatic, avenger, zealot—your enemies see your deter-
  mination and your faith, and deem you mad. But while 
  they sneer at what you hold holy, they also know fear.  
  d8
  Personality
  1
  Every quandary has its answer in the passages of my 
  temple’s holy texts.
  2
  People assume I have surrendered my reason to 
  the service of my god, but I delight in philosophical 
  debates.
  3
  The temple took me in as an infant. The priests are 
  the only family I have ever known.
  4
  I was once a vile criminal and unrepentant sinner, but 
  I found purpose and meaning in faith.
  5
  I hold myself to impossible standards of personal 
  conduct, observing even the least commandments 
  of the holy texts.
  6
  My duties may seem stern, but I am deeply compas-
  sionate. Only true enemies feel my wrath.
  7
  I’m a gambler, a drinker, a blasphemer, and a wom-
  anizer, but my superiors keep me on because no one 
  is better at the job than I am. 
  8
  I harbor great doubts about the rightness of what I do. 
  d6
  Ideal
  1
  Vigilance. I fight a war in the shadows against a 
  threat most people know nothing about.
  2
  Piety. The gods revealed to the prophets of old 
  what they require of mortals. If you desire a life of 
  prosperity and contentment, listen to their holy 
  commands. 
  3
  Obedience. I respect those appointed over me and 
  find fulfillment in serving them faithfully.
  4
  Fear. The secret of power is to be feared by those 
  who would thwart you. I intend to make sure that no 
  one dares to speak against my temple.
  5
  Revenge. My temple suffered at the hands of our 
  enemies, and I have sworn to make them pay.
  6
  Oppression. Human nature is deeply flawed. Best 
  to eliminate temptation by imposing strict codes of 
  behavior.
  
  Traits
  29
  d6
  Bond
  1
  I carry a sacred text with me wherever I go.
  2
  I am part of an elite order or society within my 
  temple. They are my brothers and sisters.
  3
  Most in my position leave their families behind, but I 
  am still in touch with mine.
  4
  I believe I am fated to play a part in a dark prophecy 
  that concerns the priests of my temple.
  5
  My weapon was blessed by a revered high priest of 
  my faith.
  6
  I have sworn a holy oath to destroy an enemy (or 
  group of enemies) of the faith.
  d6
  Flaw
  1
  I am without compassion or mercy.
  2
  I never question the dictates of my faith or the orders 
  of my superiors.
  3
  I hold others to the same near-impossible standards 
  I set for myself.
  4
  I feel driven to punish myself when I fail to live up to 
  my standards.
  5
  I conceal a hidden vice—the one indulgence I allow 
  myself.
  6
  Acts of impiety or defiance fill me with rage!
  SOOTHSAYER
  Seer, counselor, reader of fortunes, interpreter of 
  dreams—you possess insights into matters that are 
  hidden from most people. Is your power a gift or a 
  burden? Or is it all just an act?
  d8
  Personality
  1
  I must be careful to tell people what I see, not what I 
  think they should do.
  2
  I surround myself with mysterious rites and trappings 
  that I don’t need; it’s part of the show.
  3
  I avoid telling fortunes unless I absolutely must, since 
  I may not like the results.
  4
  I have a knack for giving good advice even when my 
  readings show me nothing.
  5
  I make careful observations of the stars and planets 
  every night that I can, since the most accurate horo-
  scopes are based on my own work.
  6
  I pay little attention to my immediate surroundings; 
  my mind is elsewhere.
  7
  I’ve heard too many vain, foolish, or petty questions, 
  and now I loathe people in general. 
  8
  Mad? No, I’m not mad! I am simply speaking to 
  people who aren’t here, or having tomorrow’s con-
  versation a day early. 
  d6
  Ideal
  1
  Knowledge. I’m interested in all fields of learning; 
  soothsaying is simply one of many arts and sciences 
  that piques my interest.
  2
  Influence. My counsel can bring great good to many 
  people, but only if I make myself useful to those who 
  wield power.
  3
  Greed. I can use my knowledge of what is to come 
  to make myself very, very, very rich.
  4
  Vigilance. I see things no one else sees. There are 
  terrible threats gathering, and I must be ready to act 
  when their hour arrives.
  5
  Piety. Some doubt whether the gods care and do not 
  see them at work in the world, but I know differently. 
  I am humbled to play a small part in their great plan.
  6
  Prophecy. A fearsome warning has been given to 
  me, and it is my life’s work to decipher it.
  d6
  Bond
  1
  I know how to avert a coming catastrophe, but it will 
  require me to gather hard-to-find artifacts from all 
  across Thule.
  2
  I have a noble patron who finds my advice 
  indispensable.
  3
  I made a spectacular prediction that failed to come 
  true. What did I get wrong?
  4
  I have a small, cluttered tower in my home city. My 
  former mentor left it to me.
  5
  My real work is watching the stars for alignments 
  under which the Great Old Ones might become 
  active.
  6
  I made a prediction that a powerful person didn’t 
  like.
  d6
  Flaw
  1
  I am a shameless flatterer.
  2
  My visions are unpredictable. They come when I 
  don’t want them, and refuse me when I attempt to 
  invoke them.
  3
  I despair because the future is already written, and I 
  cannot change it.
  4
  When I read someone’s fortune, I go into a trance. 
  I cannot choose my words and I do not remember 
  what I tell them.
  5
  I am not above making up “visions” to encourage a 
  wealthy patron to pay me more.
  6
  I speak the truth, no matter what the consequences.
  
  Traits
  30
  STAR-LORE ADEPT
  Earthly magic is mere child’s play compared to the 
  powers wielded by races millions of years older than 
  mankind. You are a student of these forbidden arts; what 
  have you learned?
  d8
  Personality 
  1
  I’ll do anything—anything!—to advance my eldritch 
  knowledge. 
  2
  When I’m deep in study or spellcasting, I lose track 
  of the world around me. 
  3
  Unlike everyone else, I’m brave enough to risk it all 
  for power. 
  4
  After the first few impossible, obscene horrors, you 
  get used to it. 
  5
  Isn’t it strange how the black arts can bring such joy? 
  6
  I’ve done terrible things in the name of the stars. 
  Terrible things. 
  7
  No matter how impossible it seems, with magic 
  there’s always a way. 
  8
  Actually, my personality doesn’t matter because the 
  cold, unfeeling stars control us all.
  d6
  Ideal 
  1
  Knowledge. I seek esoteric lore for its own sake. 
  2
  Power. The knowledge of the stars gives me an 
  advantage. 
  3
  Revenge. The bullies and simpletons of the world are 
  going to get what’s coming to them. 
  4
  Prophecy. My role is to make sure the future unfolds 
  as it should. 
  5
  Guardian. I learn about Things That Should Not Be to 
  keep us all safe from them. 
  6
  Destroyer. I’ll snuff this world out like a candle.
  d6
  Bond 
  1
  I’m looking for one or more people key to fulfilling a 
  prophecy. 
  2
  Horrors from beyond our world took my parents, but 
  they aren’t getting me. 
  3
  World-ending cults must be stopped, because they’ll 
  end the world in the wrong way. 
  4
  Things That Should Not Be are chasing me, and I 
  don’t know why. 
  5
  There’s one key manuscript that’ll confirm several 
  theories of mine . . .
  6
  The stars told me to protect you. Would you argue 
  with the very sky?
  d6
  Flaw 
  1
  I talk like I just swallowed Lovecraft’s thesaurus. 
  2
  I tell you all the hideous details of my rituals and 
  practices. 
  3
  I consult the stars for even the most mundane 
  decisions. 
  4
  I use “villainous laughter” like others use commas. 
  5
  I forget that not everyone speaks thousand-year-old 
  languages and is conversant in esoteric arcane theory. 
  6
  Sometimes I’m articulate, and sometimes I mome 
  raths outgrabe.
  TRIBAL OUTCAST
  Few survive alone in the Thulean wilderness, but some-
  how you learned how to make your way in the world 
  without a people to call your own. What led your tribe 
  to cast you out? Did you go willingly?
  d8
  Personality
  1
  Since my old life is over, I will embrace the ways of 
  civilization.
  2
  I never speak of what led to my exile; I am too ashamed.
  3
  Animals are my best friends; they ask no questions of 
  me.
  4
  I know that I was wronged, but I am too proud to go 
  back to my people.
  5
  Someday I hope to find a new place where I belong.
  6
  The past is the past. I look forward to what tomorrow 
  may bring.
  7
  I speak to the spirits my people revere. No matter 
  where I go, they still watch over me.
  8
  I carouse to forget the past.
  d6
  Ideal
  1
  Revenge. An enemy arranged my exile; someday I 
  will return and settle old scores. 
  2
  Loyalty. With no people of my own, I instead give my 
  friendship to the companions chance has brought my 
  way.  
  3
  Brutality. By the laws of my tribe I am no longer a 
  person. Fine—if it’s a beast they want, then a beast I 
  shall be.
  4
  Honor. Even though I was driven out, I was raised to 
  be a warrior and guard my honor with care. 
  5
  Survival. Without a people to call my own, all I can do 
  is to make my way as best I can. 
  6
  Compassion. I may no longer be able to protect my 
  people, but there are many others in the world who 
  need my help.
  d6
  Bond
  1
  Even though I am cast out, my brother secretly keeps 
  in touch with me.
  2
  I left behind my true love when I went into exile.
  3
  My mother gave me this amulet to protect me when I 
  was sent away.
  4
  My rival was cast out of the tribe at the same time I 
  was. He blames me for his downfall.
  5
  I was branded so that all could see my shame.
  6
  I have sworn to prove my innocence and regain my 
  honor, no matter how long it takes.
  d6
  Flaw
  1
  I am secretly ashamed, because I believe my tribe 
  was right to cast me out.
  2
  The only person I trust is me.
  3
  I cower or retreat from any of my people I meet; my 
  shame before them is too great to bear.
  4
  I am contemptuous of civilized practices like reading, 
  codes of laws, or good manners.
  5
  Since I am already dishonored, there is no reason not 
  to rob others and take what I need.
  6
  Anger smolders in me like a volcano, and I never 
  know what might set me off.
  
  Traits
  31
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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  Swords & Wizardry Complete Rules © 2010, Matthew J. Finch
  Monster Compendium: 0e © 2008, Matthew J. Finch
  Pathfinder RPG Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor,
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Monstrosities © 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie 
  Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike Davison, Russell 
  Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of Oz, James 
  Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, Tanner Adams, and Matt Finch (“Mythmere”).
  Cyclopean Deeps: Volume 1 © 2014 Matthew J. Finch, Frog God Games LLC.
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  Primeval Thule Campaign Setting © 2015, Sasquatch Game Studio LLC.
  
  Player’s Companion
  B
  efore endless winter enveloped the cities of the northern isles, there was a time of legends 
  now forgotten. This was the age of Thule, savage and spectacular—an age of wonders 
  and terrors that survive now only in half-remembered glimmers of myth.  Across this primal 
  landscape stride bold, brawling, larger-than-life heroes—and your character can be one of them!
  The Player’s Companion is a rules expansion that provides you with dozens of interesting new 
  options for your Primeval Thule character. In this book you will find: 
  • New subclasses for the barbarian, druid, paladin, rogue, and sorcerer
  • The Cold domain and the Fury domain for Thulean clerics
  • New Thulean feats, such as Bloodlust, Spymaster, and Tireless
  • Two new heroic narratives: the Escaped Slave and the Time-lost Adventurer
  • 15 new spells, including blade magic and ice magic
  • Personality and trait tables for all character narratives introduced in the Primeval 
  Thule Campaign Setting book
  Create a slayer barbarian, a poisoner rogue, or a wizard armed with spells such as ice claw 
  or gelid fog. Try a few rolls on the narrative trait tables to generate ideas for your character’s 
  personality quirks, ideals, and flaws, or choose a uniquely Thulean feat. A glorious age of 
  savage adventure calls to you—will you answer?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Sasquatch/Primeval Thule - Player's Companion.pdf