The Forgotten Chronicles is a fantasy-adventure pen and paper that I’ve kept developing over the past six years. We were tired of playing all the fantasy books that used elves, dwarves, magicians, and dragons after all the same schemes. So we decided to develop a game that goes away from these standards. At the same time, however, we wanted to create a set of rules that would allow both game masters and players to have as much freedom as possible for their own creativity. Game leaders should not only get their hands on the game, but should also be encouraged to provide useful hints for the style of play as well as their own content. And so was the Forgotten Chronicles with its 12 races, 24 sub-races, 240 magical talents, skills, guilds, craft recipes, and more. But find out more below. Furthermore, we wanted to create a simple but complete set of rules. In particular, combat systems can become very extravagant and overwhelm beginners. We came up with an effective system that was easy to learn for beginners as well as inspiring experienced players to think strategically.
The world of Verej’ka was dominated by narcissistic and vindictive gods, who retained control of every form of magic and only made it available to their followers when it was in their interests. Out of this bondage of men grew courage and Verej’ka’s heaven trembled under a war that rained first blood and then freedom. Ether, the substance of all life and death, of being and spirit, was now unbound and passed through the world anew and thus lifted Verej’ka out of the ashes. Four hundred years later, people learned to deal with their new freedom and had to rediscover the world. Because the free ether allowed them not only to use magic freely, but also created new life. At that time, seven new important peoples rose while men produced the Industrial Revolution. Between feudalistic nature tribes, urban industrialists, scholars and Templars, Verej’ka offers so many cultural facets that there is something for every player.