Start Here: How Saturday Works
SATURDAY CAMPAIGN CHOICE
Two ways into Hiraeth
Both choices are traditional fantasy-adventure campaigns built for players who are new to Hiraeth. Neither requires setting homework. We will begin with recognizable problems, learn the world through the people and places we encounter, and let those early adventures grow into decisions that can change a region.
The shared promise: Make an adventuring party, take meaningful jobs, explore dangerous places, meet memorable people, and discover why the immediate trouble is part of something larger.
At a Glance
| Campaign | You begin with... | Most sessions emphasize... | It grows into... |
|---|---|---|---|
| Icebeach: The Wyrmroads of Himmelsrand | A northern settlement, a roaming white dragon, and a ruin opened beneath a festival | Local quests, wilderness travel, rescues, ruins, recurring communities, and competing factions | Dragon diplomacy and a struggle over who—or what—will protect and rule the north |
| The Kingdom of Nwt: The Azure Return | A funeral interrupted by speaking dead, blue lightning, a stolen archive, and a lost road | Expeditions, rival adventuring companies, overland discovery, ancient ruins, traps, monsters, and contested treasure | A descent into a legendary dragon hoard and a choice about what a conquered nation should restore |
What They Share
- A clear beginning: the first adventure presents an immediate danger and obvious ways to help.
- Classic party play: warriors, spellcasters, healers, scouts, faces, scholars, and curious troublemakers all have room to matter.
- A mix of play: combat, exploration, travel, investigation, negotiation, treasure, and recurring allies.
- A gradual introduction to Hiraeth: useful lore appears through play when it becomes relevant.
- A widening story: small early choices create allies, enemies, and evidence for a much larger final decision.
The Real Difference
Choose Icebeach if you want a home-first adventure. You will get to know scattered communities, solve practical local problems, brave a harsh frontier, and watch the people you helped become part of a struggle over dragons and northern sovereignty.
Choose Nwt if you want an expedition-first adventure. You will follow a mystery across a living country, compete and cooperate with rival companies, delve into royal ruins, and decide what the recovered past should be allowed to do to the present.
The simplest question is: Would you rather protect a place while uncovering what lies beneath it, or follow a lost road toward a tomb whose discoveries could remake a nation?
How Saturday Works
Pre-Session 0 is a campaign conversation. We will compare these two adventures, discuss what excites us, settle our table expectations, 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.