When the Wheel Turns... Suaykalpa in the Mist (Learn to Play)

Suaykalpa is a custom world for an upcoming TTRPG. Using The Legend in the Mist TTRPG, let's the community test our world lore with heavy mechanics.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Wednesday - 3:30 AM UTC

Session Duration / 3–4 hours

Campaign Length / 11+ Sessions

0 / 4 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

Magic Gemstone

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

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

An age is ending, and the world is waiting to be built by those who survive the turning. If you want a cozy RPG set in a world steeped in authentic Southeast and Eastern Asian lore, come and enter the Mists of Suaykalpa! Suaykalpa is my own setting, headed to crowdfunding later this year, and systems get playtested far more thoroughly than worlds ever do. So the world goes under the same pressure the mechanics did. Legend in the Mist is the right tool for it, because a tag-based game asks you more about the lore and the connections while lightening the systems. We are not publishing in Legend in the Mist. We are using it to find where the world as written shines and where it needs polishing. Suaykalpa is a Southeast Asian mythic setting built over the last half decade by a team of writers from across Asia, steeped in Thai, Japanese and Chinese lore (with expansion content in the pipes based on other Southeast Asian nations.) At Session Zero we will build a little corner of the world of Chakralok together, then play the people living through the age as the wheel is turning. The old certainties are fading, and new powers are stirring. Whoever stands in the middle decides what comes next, and that includes you. Legend in the Mist runs on tags rather than statistics. You describe who your character is and what they carry out of their past, and those descriptions are the mechanics. No hit points to track, no spell lists to memorise. A character is a set of truths about a person which guides the play narratively with a dice light system. Expect the texture of folklore. People with real interior lives, and choices that cost something in a world where small decisions echo outward. Bring a character concept, or just a feeling you want to chase, and we grow the rest at the table. The whole spread of the setting is open. A spirit-touched wanderer, or a fallen knight out of a dying empire, or a canal town smuggler who still knows which shrines answer. Mix freely. The world bends to fit the heroes. No experience needed. No book to buy and no homework. I teach the system as we go. First timers often make the best table for a test like this, because you will ask the questions the setting has not answered yet. Pull up a chair. The road is open. Suaykalpa releases to crowdfunding soon. What we build at this table could be in it.

Game style

Rule of Cool (RoC)

Combat Lite

Roleplay Heavy

Sandbox / Open World

Puzzle / Mystery Focused

Meet the Game Master

4.9

(23)

TOP GM
LGBTQ+
Asian
Neurodivergent
Voice Actor
Game Designer
No Gen AI

Less than a year on StartPlaying

113 games hosted

Highly rated for: Storytelling, Inclusive, Beginner Friendly

Average response time: Under 1 hour

Response rate: 100%

About me

Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games

View Profile →
Character creation

Creating your character

Come with an idea. You do not need a finished sheet. We build the world at Session Zero, and your character's background and connections grow out of it. We lock the mechanics at the table once we know the world we are playing in. I teach the system as we go. What helps to bring: A concept in a sentence. Who they are and what their deal is. A disgraced shrine guard. A tinkerer hunting a lost sibling. Something specific enough that I can hear the voice when you say it out loud. The feeling at their core. What drives them or haunts them. Ambition, a debt left unpaid, a promise to someone who is no longer alive. We turn this into a formal Theme at the table. A touchstone, if you have one. A character from a game, anime, or novel who nails the vibe you want. It tells me your tone fast. A rough sense of role. Frontline, magic, support, or the talker. Nothing binding. Just so the party covers its bases. Which flavour pulls at you, if any. Natural, High, or Techno fantasy as all of these exist in various places in Chakralok. You can mix or you can settle it once the world exists. There is more on the menu than the core book. Suaykalpa has its own peoples and its own life paths, and all are open to you. Yak ogres who bond to the land they were born on. The Stonebound, who remember what happened where they stand. Mantids built around the idea of a perfect form. The oni-forged, carrying a spirit they did not choose. Alongside them sits a large set of original paths, written in Fabula Ultima format and playable right now by quickly rewriting them as tags. Flow casting, the setting's own magic, is easily translated into Legend in the Mist. So it as well is open to exploration, channel the very fabric of reality as the weave itself loosens. That is plenty. Bring this much and you will leave Session Zero with a full character already tied into the rest of the party.

What to expect

Preparing for the session

Two accounts and nothing else: Discord and Foundry/Forge VTT. I pay for all hosting, and I provide every book, map, handout, and token you will need. You do not need to buy the Legend in the Mist, either the core rulebook or anything else. I have it all digitized and ready for you. Communication Add me on Discord: saithefae. This is the first thing to do after you book. Everything before session one happens there, and it is where I answer questions, take character concepts, and sort scheduling. If you would rather not send a friend request before we have spoken, message me here on StartPlaying first and I will follow up either way. Closer to launch I will send you the server invite and access details as well as a setting primer (you are welcome to ask for the latter before determining if this is the game for you). Session Zero Session Zero happens before we play. We build this portion of the world together, make characters, establish lines and veils, and lock in scheduling. This is the session that decides what kind of Suaykalpa we are playing in, so getting comfortable on Discord beforehand makes it a much better conversation. We will also walk through the core mechanics so you know how the system works before anything is on the line. Questions If you have questions before you book, message me here or on Discord. I would much rather talk it through in advance than have you find out in session three that this was not the table you wanted.

What Yuthika 'Fey' brings to the table

Why This Table I design game settings in this system. Suaykalpa is my own setting, and will be Powered by Fabula Ultima, releasing later this year. The world you are stepping into has bones already: its cosmology, its peoples, its magic, its dying age. The mechanics are something that Legend lets us set aside to explore the world. That is the part we build together, and it is real authorship, not a warm-up exercise. I learned this hobby in Japanese テーブルトーク RPG culture, in Japanese, before I ever opened an English rulebook. The conventions Sword World is built on are the conventions I grew up running. The pacing and characters with interior worlds as important as the exterior. Combat that always sits inside the narrative instead of constantly interrupting it. Collaborative worldbuilding treated as an act of co-authorship. This is the table culture I came up in, and Legend in the Mist lets me test the lore that will be paired with the system that finally put it on the page in a form I can hand to a worldwide audience. Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every shopkeeper, every faction lieutenant, every spirit in the woods has a distinct voice and a presence you will recognise across sessions. A teaching GM with thirty-four years behind the screen. I hold a PhD in Psychology and work professionally as an educator. Legend in the Mist is one of the most teachable systems on the market, and I will walk you through it from Session Zero forward. New players are genuinely welcome here. The collaborative worldbuild is one of the best on-ramps to this hobby that exists. A practical effects background applied to the cinematic register. I spent years as a costume designer and VFX artist on NBC's Grimm, and taught foam latex and silicone prosthetic work on the convention circuit. When I describe what a magitech failure looks like, or what a kami's true form looks like when it finally shows itself, or what the High Magic returning does to the world around you, those descriptions come from someone who has built creature bodies with her own hands. Trilingual at the table. English, Japanese, Thai. When the worldbuild draws on Asian mythology or language, the references are not research. They are the languages I think in.

Homebrew rules

This campaign runs on Legend in the Mist for this section of the trial, this allows the narrative to be as tested as the mechanics testing in closed beta is currently testing the system. On top of that, Suaykalpa's own material is open to you. The setting has its own Races: the Yaksha-Kai, yak ogres bonded to the land they were born on. The Vajraka, stonebound, who remember what happened on the land to which they are bound. The Kamakirikai, mantids built around perfecting their physical form. The Onigami, oni-forged, carrying a spirit they did not choose. And others besides. One piece is not ready mechanically yet. Flow casting, the setting's native magic, is still being converted and stays partially in the workshop for this run. However it will be present. And this will be easy to do in Legend in the Mist for as a tag it is far less complex than the final system will be. The setting itself is collaborative. Geography, factions, kingdoms, and political structure are built together at Session Zero. The fixed elements are the High Magic returning, the ambient magic floor where most people have everyday cantrips and few push beyond level five, and the East and Southeast Asian thematic anchor. Everything else is yours to help shape with the table. What part of Suaykalpa would you like to explore?

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Yuthika 'Fey' creates a safe table

Your Safety Matters This is one of my lighter tables. The cosmic horror in my portfolio lives in other listings. The Wheel Turns leans warm by default, closer to a Studio Ghibli film than to a survival horror game, and the High Magic returning is wonder before it is ever threat. Expect roughly what a good-natured fantasy table expects. Combat and its consequences. Blood when the fiction calls for it. The occasional oversized spider in the wrong cave. There will be hard moments, characters will lose things that matter to them, and an age ending is not always gentle. But the table is built for joy first, and the safety tools exist to keep it that way. Here is how we hold all of that as a collaborative table: Lines and Veils before we begin. Hard limits respected without question, and no explanation required. Open Door Policy. Step away at any point. No judgement. Check-ins during play. If a scene goes somewhere unexpected, I pause before we continue. Stars and Wishes at session close. A short debrief every time. Private follow-up after any session, one on one by message, if you want one. The world we build together should feel like a place worth living in. When in doubt, say the word.

Content warnings

Violence
Devils / Demons / Fiends
Character Death
Death
Language/Cursing

Safety tools used

Frequently asked questions