Skip to main content

Start Here: How Saturday Works

SATURDAY CAMPAIGN PITCH CATALOGUECHOICE

FourTwo roadsways into adventureHiraeth

ABoth focusedchoices campaignare cataloguetraditional spanningfantasy-adventure northerncampaigns dragonbuilt roads,for royalplayers tombs,who are new to Hiraeth. Neither requires setting homework. We will begin with recognizable problems, learn the frozenworld courtsthrough 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 Hell,something and a kingdom awaiting its constitution.larger.

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.

RegionCampaignPrimaryYou Modebegin with...CampaignMost Promisesessions emphasize...It grows into...
IcebeachIcebeach: The Wyrmroads of HimmelsrandFrontierA tonorthern factionsettlement, wara roaming white dragon, and a ruin opened beneath a festivalProtectLocal scatteredquests, settlements,wilderness uncovertravel, rescues, ruins, recurring communities, and competing factionsDragon diplomacy and a struggle over who—or what—will protect and rule the Wyrmroads, and judge a dragon crown.north The Kingdom of NwtNwt: The Azure ReturnExpeditionA funeral interrupted by speaking dead, blue lightning, a stolen archive, and tomba lost roadRecoverExpeditions, rival adventuring companies, overland discovery, ancient ruins, traps, monsters, and contested treasureA descent into a legendary dragon hoard and a choice about what a conquered historynation 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 whetherwhat the Azurerecovered Sovereignpast should return.

    be allowed to do to the present.

    The simplest question is: Fearledell

    InfernalWould rescueKeepyou rather protect a fallen city aliveplace while winteruncovering remakeswhat Helllies andbeneath everyit, rescueor carriesfollow a price.FarnearsRealm-buildingUnitelost freeholdsroad through promises and determine what shall replacetoward a deadtomb king'swhose peace.discoveries could remake a nation?

    How Saturday Works

    Pre-Session 0 is a campaign conversation. We will reviewcompare thethese pitches,two adventures, discuss what interestsexcites 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.

    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.