"Supernatural mystery in 19th-century Scandinavia."
You are members of the Society, able to see the supernatural in a world where everyone else has long stopped believing. Every adventure is an investigation: a village asks for help, you research the creature's mythology, find its weakness, and perform a ritual. The 'monster of the week' structure works perfectly.
19th-century Scandinavia. Industrialization advances, the old gods are forgotten. But in forests and lakes dwell vaesen — creatures from Scandinavian folklore: trolls, nisse, mylings, drakes. They are angry because humans have forgotten them. Between investigations, you restore a castle — the Society's headquarters.
Headquarters
The Society's castle. Between adventures — upgrade it. Library, laboratory, stables — each provides bonuses.
Banishment rituals
Monsters can't simply be killed with a sword. You must learn their secret and perform the right ritual. Knowledge is power.
Mystery structure
Each scenario is a ready-made mystery: village, problem, creature, clues, ritual. Perfect for episodic play.
Psychological conditions
Encounters with vaesen leave psychological scars. Fear, obsession, nightmares.
Open in Session Zero to let every player vote and see the results.
