False World Game System

Created by

Editorial Team

Once upon a time, there was a group of Trolls who’d had help planning a heist…   Thus begins the adventure for a group of Guild initiates at a University. In a land where a magical Corruption has poisoned nearly all the inland regions of the world, civilization hides huddled in cities protected by magic-wielding women who are members of powerful matrilineal Clans. An order of mages known as the Arcanum Guild runs the financial system and enforces rules of morality with threats of arcane violence.   In the Marchlands, the old borders of the collapsed violently matriarchal Arkan Empire, the monsters warped by Corruption have begun to gather. In the north, the backstabbing Clan Mistresses have rekindled conflicts that had just been put to rest five decades before. Madmen have been claiming they’ve heard the whispers of the Nameless calling from the void where they lie imprisoned for their hubris.   The rumblings amongst the Union Guilds and Engelsists have bgeun to reach the ears of the mighty, reminding so many of what really started the last war.   Will you and your companions find a way to navigate the dangerous conflict that is brewing around you, while still managing to graduate? This campaign is designed for 3-6 players and a GM, for the T’s M!#&% F*!#ing System .   For the system rules see Table of Contents   For the Campaign Player's Guide see Troll Heist Table of Contents