In this book you will find new rules for Fame, Power, and Sanity; mass combat rules; a new campaign arc and adventure site; two new villainous organizations; fourteen new monster and villain entries; and more.
It is a land of barbarians, horrors, and wilderness, a doomed age, destined to be lost and forgotten beneath the numbing cloak of endless winter. But for a moment, Thule lives — and it is a fierce, cruel, and marvelous moment indeed.
Create a slayer barbarian, a poisoner rogue, or a wizard armed with spells such as ice claw or gelid fog. Use the narrative trait tables to generate ideas for your character's personality quirks, ideals, and flaws, or choose a uniquely Thulean feat.