Your First Steps
Welcome to the game.
Not a game—your game. The one where you get to decide who you are, what you want, and how spectacularly things go wrong along the way.
This chapter is your first real step into the weird, wobbly world of playing in The Last Home. If you’re here, it means you’re not just reading about the setting—you’re planning to do something about it. Roll dice. Tell lies. Get into trouble. Become unreasonably attached to a character who definitely wasn’t built to survive Act Two.
At its heart, this isn’t a game about winning. It’s a game about becoming.
Becoming a hero. Becoming a disaster. Becoming the one who stood up when everything fell down—or ran away, came back, and saved the day by accident.
You’ll be part of a story shaped by questions:
What do you do? How do you react? What matters to you? What breaks when you pull the Thread?
Together with your friends—and your Storyteller—you’ll explore impossible places, face unlikely odds, and sometimes throw hands with gods, ghosts, or people who bring out the worst in you (which is sometimes the same thing). You’ll take risks. You’ll roll dice. You’ll almost certainly regret kissing that one NPC.
But you’ll also laugh. You’ll create moments you remember. You’ll find yourself saying, “Just one more scene,” three hours past bedtime.
A Word About Worlds
The Last Home doesn’t sit on a map. It doesn’t belong to one kingdom, continent, or plane. It exists between stories—a narrative anchor drifting across the Threadworlds, where realities tangle, intersect, and occasionally argue about continuity.
These Threadworlds are the many settings that make up the Elsewhere: realms of wonder, ruin, forgotten gods, overconfident protagonists, and stories too wild to stay in one genre.
What that means for you is this:
- You can use these rules to tell stories in any Threadworld—your own, one from the lore of The Last Home, or something entirely new.
- The mechanics in this book are designed to work across settings, whether you’re exploring a city that runs on dreams, a blasted wasteland haunted by regret, or a dungeon that thinks it’s a comedy.
- Your Storyteller is your anchor to that world. They may draw from the known realms, invent something from scratch, or send you somewhere the Inn opened a door just to see what would happen.
There are no limits to where you can go—or who you can become.
The Inn doesn’t care where you’re from.
It only cares whether you’ve still got a Thread left to follow.
What’s a Threadworld?
Threadworlds are the vast, interconnected settings scattered across the Infinite Elsewhere—each with its own tone, rules, culture, and chaos.
Some are serious. Some are strange. Some are stitched together by leftover plot and hope.
All of them are reachable by those brave (or foolish) enough to walk the Threads.
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