Times Without Tide: Still Turning
Victorian Britain reached the summit of civilisation. Then the moon fell, the Unknown rose, and the world simply forgot to stop.
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$35.00
/ Session
Details
Weekly / Monday - 6:00 PM UTC
Session Duration / 3 hours
Campaign Length / 12–24 Sessions
0 / 4 Seats Filled
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About the adventure
Victorian Britain believed itself the navel of the world. Empire, industry, science and progress had made the future feel not merely possible, but owned. Beneath a thousand gas lamps, the Age of Decadence mistook confidence for permanence. Then the Moon fell. The Sundering did not leave a clean ruin behind. It broke the old world into a strange, half-familiar afterlife. The Unknown rose: a mutating Fog that swallows roads, distorts the land and changes whatever remains too long beyond the light. What was once Britain survives as a scattering of Safe Harbours, Tenderholds and isolated communities; small hard-won islands of warmth, trade and stubborn human habit in an immense world of Fog. Light is not decoration here. Lanterns hold the Unknown at bay. Beacons mark refuge and make Relays possible, carrying crews between the few places still connected. Beyond their ward lie drowned districts, impossible country, stranded people, monstrous things and wonders nobody sensible would wish to explain. A beacon goes dark. A settlement asks for help. Someone must go out. You are Delvers: the people who cross that threshold. You may go for money, fame, duty, curiosity, grief or because somebody you love did not come back. You will travel, investigate, bargain, survive and fight. You may bring home a lost person, a miracle, a fortune or a problem large enough to follow you through the door. Every expedition changes the crew, the places you visit and the routes that remain open. Times Without Tide is Mirth & Misery: Victorian-flavoured post-apocalyptic exploration, tactical danger, strange humour, melancholy and horror. The rules use a flexible d6 dice pool: pair Body, Mind or Will with a skill; each 5 or 6 is a Mark toward success. Quest Portal provides the shared maps, handouts and dice rolls; Discord carries the table voice. Mythveil runs Times Without Tide as a living world. Factions pursue their own aims, the calendar and seasons move, places remember, and success or failure changes what comes next. No drop-in play. No safety rails. No heroic immunity. A living world that moves on — with or without you. Session 0 is free.
Game style
Sandbox / Open World
Puzzle / Mystery Focused
Rule of Cool (RoC)
Combat Lite
Game themes
Meet the Game Master
About me
You’re not looking for a GM. You’re looking for a world that reacts to you. A place where: your choices don’t disappear characters remember you the story moves — with or without you Not for a session. For months of play. For campaigns that actually hold together. That’s what I run. You don’t need experience. You don’t need to be perfect. 👉 You just need to show up. Session 0 is guided. We build everything together — step by step. For decades, I’ve run story-driven campaigns. Today, I run Mythveil Chronicles: a world that continues after you act Built on: real history myth and belief player behaviour system continuity At my table: You don’t just play. 👉 You leave a mark. Most campaigns fade. This one doesn’t.
View Profile →Character creation
Creating your character
Characters are built together in Session 0 using the Times Without Tide Quickstart. You do not need the book beforehand. We will build a capable Delver with a reason to leave the light behind: a promise, a debt, a missing person, a question, or an appetite for the impossible. We will establish connections, lines and veils, and what each character fears losing.
What to expect
Preparing for the session
Please join the Discord before Session 0, make sure your microphone and headphones work, and tell me about any access needs. No rules reading is required. A short setting primer and Quest Portal link arrive before play. Quest Portal runs in your browser; no software installation is needed.
What Dunchan Hunter brings to the table
A prepared Quest Portal table with shared maps, visual handouts and built-in d6 dice pools, plus atmospheric sound, NPC voices, a living calendar, consequence tracking and session recaps. Expect investigation and exploration, tense choices, and danger that is telegraphed rather than arbitrary. The world responds; it does not reset.
Homebrew rules
We use the published Time Without Tide Quickstart as the rules core: a d6 dice-pool system using Body, Mind and Will paired with skills. Mythveil adds only transparent campaign-facing procedures: persistent factions, calendars, consequence tracking and between-session world movement. No surprise mechanical changes; anything that affects your character is discussed first.
Equipment needed to play
Computer or Mobile Device
Headphones
Internet
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Session 0 is free and includes lines and veils, table expectations and content boundaries. During play we use X, N & O cards, an open-door policy, breaks and debriefs. You may pause, step away or change direction without having to justify it. Horror is collaborative: tension belongs in the story, not at a player’s expense.
Content warnings
Safety tools used