The game of Unfinished Tome takes place in the world of Solem. You can download the latest copy of our Worldbook or read the content below, and in the Known and Distant Lands sections.
Also, you can read stories from Solem, to help immerse yourself in the world, and understand what life is like for the people who live in it.
“Was the world once bountiful and at peace? Were we cast out of some pleasant realm for ancient and forgotten sins? At times it seems to me that the mortal peoples of Solem are ill suited to their habitat. If one looks upon the fel flower or the razor vine it is plain to see that they belong to this savage world.”
Riqora of Thea, An Almanac of Wilderness Flora
The world of Solem is wild and dangerous. The beasts are larger and more ferocious than our own, the weather more extreme, and even the plants defy civilization. By cunning, craft, and the will to endure, its people have forged towns and villages, farms, and fields and claimed pieces of it where people can live and flourish. There are a few well protected roads that connect towns and villages and these are the only safe paths that travellers use.
The people and the settlements they inhabit are isolated by vast swathes of wilderness, but it is thought that this was not always so, for the ruins of ancient buildings can be found in the gaps between civilization.
The places, creatures, and lineages presented in this book are the extent of the well known or understood parts of the world, often called the Known Lands. Some of you may have heard rumours or stories of places that exist beyond what you know. What is certain is that the world is a far vaster place than the few maps which chart safe routes between the settlements of your birth. What follows this meagre introduction is a collection of information gathered from many sources such as the Tale of Aryn, Poems by Erevar of Soldia, the sketches of Festia Torman, and the varied works of Timon the Galavanteer. Where they concern lands close to home they are reliable, but as one leaves the towns you leave behind fact and journey into myth and conjecture.
Exploring the wilds is dangerous. Those who go into the wilds or stray beyond the paths often do not come out again and those who do tell tales of monstrous creatures, strange, disorientating effects, and things which should be impossible. Most people only ever leave the village of their birth to travel along one of the safe, well-travelled, established routes between the settlements. You are not most people.
The vast, unexplored wilderness of Solem awaits you. Ancient ruins, forgotten places, unexplored regions, and untrodden paths will be your happy hunting ground. Lost knowledge, arcane secrets, and powerful artefacts will be your prize. But beware: beasts, monsters, and horrors best left forgotten will be waiting for you. And not everyone will be happy to have bold adventurers picking over the bones of the past and stirring up ancient troubles. Keep your wits about you, hide your secrets well, and be ever ready to fight for your life. Adventure awaits. Good luck.
“The old tales, alluring stories to be sure noble listener, and no doubt you have heard their like oft times. Mortals who, even pierced by a dozen blades, continue fighting the good fight, the Blinding Throne before which all knelt, the paper men, fire breathing dragons and swords that hunger for blood. Yes, each one is more fantastical than the last, but how many are true?”
Timon the Galavanteer
Something is changing.
Something has happened to you.
You can see what others can’t; the true nature of things, the threads of magic that weave across the world. Before this time you were blind and stumbling through the darkness and now all is alive as it has never been before. Perhaps you have heard of wizards and sorcerers who practise their arts in the ruins of forgotten empires; the witches and wise-folk who dwell on the borders of the wildlands and tend to the sick with mystic remedies; or the seers and psychics who mediate between the living and the dead. These people will pale before you. Already you can feel this. They can weave a paltry cantrip once upon a moon, but you can call upon far greater strength and this is but the first step upon the path.
You see them every night for the past several weeks. A humanoid figure seemingly made from nothing but scraps of parchment that flutter gently in some otherworldly breeze. Their eyes are stern, but without menace, and the creature leaves you to a peaceful sleep if you wish it.
Each time it brings the same message, “Do not fear your new power. We have prepared many things to help you that we did not have in our own time of awakening. We will teach you to use the magic that flows around you, to draw spirit from a place of great power into your body so that it may renew over and over. We will show you how to see the flows of magic and identify places and items of power so that you might use them. We have made a place for you and others like you. Come and find us and claim your inheritance”. As the dream finishes you are left with images and directions, you know where to travel if you want to go there...
Some people exhibit distinct physical and emotional traits that mark them out as different from other humans. These are known as lineage and such features usually manifest from birth, but have been known to develop later in life. Families often share lineage, but not always and it is not truly known what causes this phenomenon.
Player characters may begin the game with a lineage or discover theirs later in play. A lineage is entirely optional, but can give focus to the kind of character, costume or roleplay you want to play. All lineaged characters must have at least one of the listed physical traits costumed in some way. You may extend these traits at a later time, perhaps after a significant event in your character’s story.
Whether you have a lineage or not, your character is a human.
Beastkin are often instinctive; they make snap judgements and then swiftly pursue them rather than slowing down and planning ahead. While this can certainly be a weakness there are many scenarios where this decisive nature is a distinct advantage. Beastkin often feel a kinship with wild animals and are prone to become highly protective of their community. It would be a mistake to think that beastkin are simple and they can find success in many walks of life. A high number of beastkin possess birdlike traits but many other kinds are also seen in the Known Lands.
Physical traits: Beastkin can have fangs, claws, fur, feathers, horns, tail, tusks, or other animal features.
Physrep ideas: You can achieve these effects by using full or partial face paint (if you use full, blend it into your neck), contact lenses, wearing fangs, horns by using spirit glue on prosthetics or wearing a bandana with horns attached, or by wearing a full or partial mask that is sufficiently animalistic.
Despite their appearance, the slaugh are as alive as the next person. They have no fear or disgust of dead bodies and decaying things. Some seem to have no fear of death itself, making them opponents to be truly feared. Slaugh typically become surgeons, physiks, executioners and other professions where death is common and that this can sometimes lead them to being viewed with fear or disgust. This leads to many Slaugh being guarded with their emotions and slow to trust strangers.
Physical traits: Slaugh can have ashen skin, naturally blackened eyes (blended organically so as to not leave a clean edge), with a corpse-like appearance, and black or white eyes.
Physrep ideas: You can achieve these effects by using full or partial face paint (if you use full, blend it into your neck), make-up, sclera contact lenses, or by wearing a full or partial mask that is sufficiently spooky.
The Urdannir are oft called the children of stone or the stoneborn for the stonelike effect that grows upon their skin, in some cases covering it entirely. Alas the stone is as weak as normal skin to any blade or arrow and the flesh beneath bleeds just as easily. Urdannir are careful, methodical and value community spirit and a sense of belonging. They feel a kinship with earth and stone and prefer to invest in things that will be hardy and long lasting rather than a temporary fix.
Physical traits: Urdannir can have grey stone-like or marbled skin, with cracked lines, geode outcrops or crystalline seams.
Physrep ideas: You can achieve these effects by using full or partial face paint (if you use full, blend it into your neck), makeup, attaching moss or stony pieces to the skin (eg, by using spirit glue on prosthetics), or by wearing a full or partial mask that is sufficiently rock-like.
Jinn are confident and sociable. They feel comfortable as the centre of attention and often enjoy public speaking or performance. Many of them will deliberately make an effort to highlight their striking skin to draw attention to themselves and have a liking for fine clothing and jewellery. Jinn are prone to becoming fascinated by well-crafted or beautiful objects, but this can also lead them to becoming fine artisans where their keen eye for perfection is a boon.
Physical traits: Jinn can have bright and colourful metallic (avoid any skin tones) or reflective skin, scales, and metallic eyes (eg. gold or silver).
Physrep ideas: You can achieve these effects by using full or partial face paint (if you use full, blend it into your neck), metallic makeup, glitter, contact lenses, attaching reflective, shiny, or metallic pieces to the skin (eg, glitter, foil, or by using spirit glue on prosthetics), or by wearing a full or partial mask that is reflective or metallic.
Tulani are expressive and emotional; they are drawn to music, poetry and other arts. They value courage, valour, love and anything that inspires others to become their greatest selves. They are ruled by the heart, believing that what feels good is good. Some believe Tulani to be easily distracted or lacking discipline, but these are usually people who have never seen a Tulani working at their true passion.
Physical traits: Tulani can have pointed ears (which can be longer than normal), fangs, antlers, curled horns whilst maintaining a more humanoid form than Beastkin.
Physrep ideas: You can achieve these effects by wearing fangs, horns by using spirit glue on prosthetics or wearing a bandana with horns attached, or pointed ears by using prosthetics or accessories.