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Start Here: How Saturday Works

CAMPAIGN PITCH CATALOGUE

Four roads into adventure

A focused campaign catalogue spanning northern dragon roads, royal tombs, the frozen courts of Hell, and a kingdom awaiting its constitution.

HIRAETH CAMPAIGN DESIGN | AUGUST 2026

At a Glance

Each campaign uses the same underlying game structure while promising a different kind of play. The table is a selection aid, not a ranking.

RegionPrimary ModeCampaign Promise
IcebeachFrontier to faction warProtect scattered settlements, uncover the Wyrmroads, and judge a dragon crown.
Kingdom of NwtExpedition and tombRecover a conquered history and decide whether the Azure Sovereign should return.
FearledellInfernal rescueKeep a fallen city alive while winter remakes Hell and every rescue carries a price.
FarnearsRealm-buildingUnite freeholds through promises and determine what shall replace a dead king's peace.

How Saturday Works

Pre-Session 0 is a campaign conversation. We will review the pitches, discuss what interests us, and begin character ideas. Nobody needs to arrive with a finished character.

Table Standards and Scheduling

The group will settle the following open decisions together. Until then, this page does not imply a default:

  • How many players must be available for the campaign to run.
  • When the final play-or-cancel decision is made and how everyone is notified.
  • What happens to a character when that player misses a session.
  • Whether a one-shot, side story, board game, or no game replaces a cancelled campaign session.
  • Which holiday weekends are automatic breaks and which are decided case by case.
  • How football games and other known conflicts are added to the calendar.
  • How far in advance everyone should share a known conflict.

Keep the policy here and the dates elsewhere. Durable agreements belong on this page. Particular holidays, games, trips, and exceptions belong in the active schedule or group chat so this guide does not become stale.

How to Use the Pitches

Start with the comparison below, then open the campaigns that interest you. Each pitch presents its immediate promise, play style, character possibilities, opening crisis, and longer campaign shape. GM-facing principles and canon notes are collected in the appendix.

Choosing the Campaign

Each frame offers a different first promise to the table.

  • Choose The Wyrmroads of Himmelsrand for local northern heroism that grows into dragon diplomacy and factional sovereignty.
  • Choose The Azure Return for dangerous exploration, contested history, and a final decision about what a nation should resurrect.
  • Choose The Chains Beneath the Lake for immediate catastrophe, infernal bargains, besieged-city survival, and an extravagant planar rescue.
  • Choose The Harvest Crown for realm-building, negotiation, logistics, and a political order authored by promises made in play.