Foragers Guild

Foragers Guild

In a pulp fantasy world, well-trained specialists locate and recover dangerous mystical artifacts before they fall into the wrong hands.

Inspiration: Fafhrd and the Gray Mouser, Game of Thrones, Indiana Jones, Lord of the Rings, Tomb Raider, the English Civil War, Egyptian history, Greek myths.

Genre: Pulp Fantasy, with elements of horror and science fiction.

Location: The world of Desteon, which has overtones of 17th century Earth. Other historical bits thrown in to add faux archaeological elements.

Mood: Light Drama

Theme: Knowledge is Power

Conflict: Those who would exploit treasures and powerful artifacts for personal gain versus those who would preserve historical treasures.

History: Empires rise and fall. Magical and scientific discoveries are made and then lost. Invasions from other worlds and other dimensions happen. Through all of this, the Foragers Guild seeks to preserve knowledge, document history, and keep powerful artifacts from falling into the wrong hands.

Wonders: Standard Fantasy Magic, Superscience

Organizations:

  • The Foragers Guild, adventurers, explorers, and scholars.
  • The Tribulation League, villains, oppressors, and thieves.
  • The Black Earth Covenant, a neutral supplier of adventuring gear.

Daily Life: Typical daily life for a mostly agrarian culture in 17th century Europe.

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  • Currently in development! Playsets coming soon!

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