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A Little About the World, for Context

  • The Dungeon is a massive complex that sits underneath what feels like the whole Continent. It appears both larger and smaller than it should in ways; there are entrances all across the Continent yet people from opposite ends frequently run into each other.
  • Areas of the Dungeon are controlled by a powerful creature know as an Arcanum. These creatures seem to synergize with the magicks that power the Dungeon and create a domain of influence around their lairs. This physically changes the Dungeon to match an environment that suits the Arcanum.
  • When an Arcanum is defeated, the Dungeon reverts to it's default state and the Arcanum leaves behind a crystallization of it's power known as Materia. These Materia can be leveraged by Arcanists and are incredibly valuable so many quest for them.
  • The Dungeon seems to move regions around to prevent people from exploring deeper. Domains shift deeper or higher every so often. It makes the Dungeon impossible to map for extended periods of time, but also refreshes the treasures people delve for. This can also cause new Domains to appear with new Arcanum to master.
  • Parties from different regions of the overworld have different goals and approaches to exploring the Dungeon, and that some times causes them to clash. Indeed, some nations at war have parties actively exploring the Dungeon who clash within.
  • Agartha is something along the lines of a gold rush down. A new entrance to the Dungeon was discovered and a town has sprung up around in the last decade. While it's small, it's remote and removed from the political influences that control other entrances.

Where do you fit in?

You are a small group of adventurers who've recently started exploring the Dungeon out of Agartha. You're new to the trade and your motives are your own, but without the backing of a Kingdom it's better to stick together than go it solo!

The Shill is Over, Time for Logistics

This is a Fabula Ultima campaign, which is a game system that captures the feel of jRPGs such as Tales of, Trails, and Final Fantasy games. It's not directly related to any of these games though, just the Genre. We'll have a Virtual Tabletop in Foundry that can do a lot of lifting, though the game isn't complex by any means.

My goal is for this to be a Weekly game through the summer (for now). If there's enough interest, it'll be an Open Table game, which means whoever is available that week can play (up to 5 for balance), with missing players rotating out. This should make it easier to have a party week to week, even with busy schedules.

I've setup a Crab Fit for generic week night availability, if interested put in your general availability in there. IE, if you'll be free more than half the time on that night (and not at like, a square dancing lesson or something every week).

This game is going to focus on exploring the Dungeon. That will of course involve combat against the creatures living in the Dungeon, including the aforementioned Arcanum. Defeating Arcanum is a good goal to have but it doesn't have to be your only one. Fabula is a game that encourage collaborative storytelling, and this game is pretty flexible. Weaving in your own goals to your exploration is part of the fun!

There is no map for this Dungeon, at least at first. The party will be making travel rolls to determine what they encounter next when they go down a path, and the dungeon will be mapped as you travel through it. When you've explored enough of the Dungeon (there will be a Clock that fills as you explore) you'll be able to challenge the Arcanum of a Domain. More Domains will appear as you conquer them, with greater challenges and treasures.

You'll need to manage resources as you explore: though Fabula isn't as nitty gritty as DnD and you don't track things like arrows and rations. Instead you have a set number of Inventory Points to generate healing and recovery items which you'll run out of as your explore and need to return to the surface to replenish.