
Core Rulebook
The core book gathers the world, character creation, peoples, classes, archetypes, the manifestations of Onulë and the Game Master’s guide. Every table starts here.
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Tëimur can also be lived around a table. In this roleplaying game, you and your friends create characters, travel through the kingdoms of the books and decide the course of stories no one has written before you. Gather your group, choose who will guide the adventure and get the dice ready.
Each player portrays a character. One participant takes the role of Game Master: they present the places, give voice to the people the group meets and describe what happens after each decision.
Intention comes first. You say what you want to do and how you plan to do it. When the outcome is uncertain and matters to the story, you roll a twenty-sided die and add the attribute and training that apply. The roll settles a question, and what follows stays in the group's hands.


Every character is born from an origin: one of the ten peoples of Tëimur, the land where they grew up and someone still waiting for their return. Class defines the craft, from the warrior who holds the line to the herald who settles with words what others would settle with steel. Archetype reveals the colour of their Essence and the way it answers when called.
A character takes shape where these choices meet. A Uran Hunter moves through the forest in a way an Ornan Hunter never would, and two warriors of the same people may follow opposite paths. Attributes, Onulë techniques and the gear that fits in your pack complete the sheet. The rest is discovered at the table.
From the Artificer’s workshop to the Priest’s temple, every class has a place where it feels at home. Hover over the scenes to find out who is who.












Adventures cross the lands described in the atlas: the human cities of the Southlands, the elven kingdoms and dwarven mountains of Arkandël, the forest of Einmaröt, the seas of Dëlevar and islands few sailors manage to reach. Every journey starts somewhere familiar and is measured by how far the group is willing to go.
Open the map ↗Everything starts with the core book. The Creature Guide and the campaigns expand the table.

The core book gathers the world, character creation, peoples, classes, archetypes, the manifestations of Onulë and the Game Master’s guide. Every table starts here.
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Between beauty and terror, life in Tëimur takes shapes that defy the imagination. The Creature Guide gathers magnificent beasts, fearsome monsters and living beings wrapped in the mysteries of this world, so the Game Master can fill forests, seas and dungeons.
Buy · Coming soonThree campaigns accompany the game and take the group to different regions and eras of Tëimur. Each one can be played from start to finish or serve as a starting point for your own stories.

In Blizzard (Nevasca), snow lasts all year and travellers arrive in search of the coloured lights in the sky. There the group accepts a contract from the human king of Sunrise. A tampered archive opens the first lead and leads to relics, the nearby woods and, further on, the dwarves of Arkandël.
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Whirlpools and waves able to wreck ships surround Eiaöder, and giants live among its hills. Whoever reaches the shore still has to find water, shelter and a way inland. There, Stiloer, Vahivall and Nerinimë dispute an ancient construction. The group will learn what each community expects from the artefact, choose alliances and discover the limits of the desire the island keeps.
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This campaign returns to the time when Stor occupied the Southlands. Legaer was its capital, Enaria hosted Arkaër tournaments and the roads were still busy. Among these ties grows the Imanaëv guild, with promises for the discontented, workshops that build instruments and commanders who turn conflicts into war. The group follows the escalation until the night the sky fills with fire. Protecting people, facing the guild and surviving will be in the players' hands.
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