Tales from the Society

Tales from the Society

You are summoned not to hunt a Vaesen in the wild, but to confront a mystery within your own walls. Is it a haunting? A warning?

TYPE

Campaign

SYSTEM

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Thursday - 7:30 PM UTC

Session Duration / 3–3.5 hours

Campaign Length / 1+ Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The Haunting of Castle Gyllencreutz - a beginners story into the Vaesen setting followed by a starting campaign. The Society’s headquarters—Castle Gyllencreutz—has long stood as a sanctuary for those who see the unseen. But now, something stirs within its ancient halls. Whispers echo through empty corridors, strange symbols appear on locked doors, and the air grows colder with each passing night. You are summoned not to hunt a vaesen in the wild, but to confront a mystery within your own walls. Is it a haunting? A warning? Or something far more personal? Following on from the starting adventure, you and your fellow companions will begin resurrecting the Society to deal with Vaesen and the unknown. Do you have what it takes to stay the course?

Game style

Theater of the Mind

Puzzle / Mystery Focused

Sandbox / Open World

Meet the Game Master
Streamer
Podcaster

Less than a year on StartPlaying

2 games hosted

Highly rated for: Creativity, Rule of Cool, Storytelling

About me

Hi, I'm Ed and I've been running TTRPGs for over 40 years. I got my start in South Africa with the red-boxed D&D set, guided by my dad—my first GM—and never looked back. From fantasy adventures to sci-fi cops and mech pilots, I’ve always been drawn to immersive storytelling and worldbuilding. Shadowrun became my lifelong RPG love: elves, dragons, cyberware, and magic in a gritty near-future Earth. That discovery led me to conventions, community, and decades of GMing for friends, family, and strangers. I’ve always leaned toward sandbox-style play, where rules serve the story—not the other way around. During Covid, I ran Kult 4th Edition for the Mud & Blood podcast (now Toa Tabletop) and streamed for 3 Skulls Publishing. I later helped demo Free League's Twilight 2000 4th Edition’s work-in-progress rules—the first GM to do so publicly. I now co-host the Stories with Dice podcast, where you can hear my GM style in action. I run most genres, with a preference for gritty, grounded narratives. Whether it’s superheroes, horror, or old-school classics, I aim to make every game immersive, inclusive, and fun. If you’ve got a story to tell, I’d love to help bring it to life.

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Character creation

Creating your character

At session 0 we will generate characters, using the lifepath system which is great fun. So you will not have to worry about what type of character to play from the start or know the rules so it is very beginner friendly. Vaesen is a Nordic horror RPG set in 19th-century Scandinavia, where players investigate supernatural mysteries. The Society reflects a mix of background, skills, and talents, ranging from scholars and detectives to wanderers and priests. Think of them as “starting points” for your character’s story. To give you an idea the Core professions from the main rulebook are: - Academic – The scholar, researcher, or professor. Great at uncovering lore, solving puzzles, and providing knowledge. - Doctor – Skilled in medicine and healing. Keeps the group alive when things get dangerous. - Hunter – Tracker and outdoors expert. Excels at survival, ranged combat, and navigating wilderness. - Occultist – Dabbles in forbidden knowledge and rituals. Has insight into supernatural forces. - Officer – Military or police background. Strong leadership, discipline, and combat ability. - Priest – Offers spiritual guidance and emotional healing. Often a moral compass in the group. - Private Detective – Investigates mysteries, follows clues, and uncovers secrets. - Servant – A humble but resourceful background. Skilled in practical tasks and social navigation. - Vagabond – A wanderer, trickster, or rogue. Good at physical challenges and manipulation. - Writer – A creative observer. Skilled at storytelling, persuasion, and noticing details others miss. There are also some expansion professions from Mythic Britain & Ireland sourcebook that can apply here. - Athlete – Uses physical prowess and sports training to overcome challenges. - Socialite – Navigates high society with charm and influence. - Explorer – Adventurer driven to discover new lands and secrets. A mix of knowledge, combat, and social skills makes the team stronger. Each profession comes with suggested motivations, dark secrets, and relationships. These help you roleplay without needing to invent everything from scratch.

What to expect

Preparing for the session

Having a basic understanding of the world of Vaesen is helpful but not required. Vaesen is set in the mid 1800's in Sweden, which almost parallels our own so a bit of research into this time period would also help but again is absolutely not required. I use Foundry VTT through The Forge Foundry hosting site. You will need to sign up to this for free here. https://forge-vtt.com/signup Please also sign up to my Discord. You will be assigned a TG (Transvaalers Games Player) Role and have access to your game and the community. Feel free to chat with my other in person and other gamers here too. https://discord.gg/YJuURNsVYZ I use Zoom to chat and see each other- if you are using a webcam (not necessary but I find it helps with the experience, so please can you download the free version here. https://zoom.us/signup You can also join up using your browser if you don't want to sign up for Zoom. I will share the link to Zoom and Foundry in my Discord nearer the time (usually about 30 minutes before the start of the game). Thanks for signing up to the game and if you have any questions feel free to get in touch before the game. Cheers, Ed

What Transvaaler (Ed) brings to the table

You do not need anything but a sense of adventure, everything else will be provided. You will have access to the full information on Foundry VTT (including full sets of rules and all supplements thanks to the years I have been running with my home groups). The most important part of the game is the players, the whole reason behind this is to have a good time and to tell a good story. Without the players, there would be no story, no interactions and mostly no fun. I very much love telling a good story and this takes precedence over the rules, which are more of a guideline to tell these stories. If you are a rules lawyer I'm afraid my game is not for you, but your input in my games is always welcome as long as its not disruptive to the other players or the story. I have a lot of game systems rattling around in my head so sometimes I miss a rule or 3. I love open sandbox games, creating a place to let the player live and explore that world. This challenges me on the fly and its where I get the most enjoyment. I love to see what players do and what decisions they make (and how I will incorporate this into the story) I'm enthusiastic, which makes up for my lack of voice acting (it always ends up sounding wrong, so feel free to mock me haha) and love riffing off of players decisions and backgrounds on the fly. I want my games to be immersive, inclusive and above all fun. I never take for granted the power of stepping out of our world into another to escape bills, family, work and other real life commitments. if its not fun for everyone then I've not done my job as a GM.

Homebrew rules

My general view on homebrew rules is one of making them up as we go. You never know when a player comes up with a better explanation or rule that sits better with the table. We can discuss this as they come up and implement them as we go. Every gaming group is different and I am flexible in this regards.

Equipment needed to play

Internet

Computer or Mobile Device

Headphones

Microphone

Webcam

Safety

How Transvaaler (Ed) creates a safe table

For clarity - my general rules are to use common sense during play relying on clear communication from players and an X card with the lines and veils to be discussed in session 0. Also feel free to walk away at any time, I'm also happy as I'm sure others will be for a quick comfort break or to refill a cup of tea or coffee. If you have any hard stops you wanted to keep between us rather than discuss in session 0 feel free to get in touch. This worked amazingly when I ran a Kult game for a podcast, as not all players want to discuss their very personal concerns with a group of people they have not met. As a rule of thumb I tend to stay away from any excessive subject matters relating to anything kid related and sexual violence. In a worlds where this happens, this can all happen "off screen" and doesn't need to be described in any way. Unless otherwise stated, most of my games aimed at a mature audience and there are mature themes explored in most of my games

Content warnings

Safety tools used

Frequently asked questions