Start Here

New to Khassid? This is the shortest path into the world — five stops, about half an hour, in the order that makes everything else make sense.

Follow it straight through, or leap off wherever your curiosity pulls you.

The Guided Path

Khassid is a large world, and the Aelorian Archives are deep. If you read them in the right order, though, the whole setting opens like a door. Start with why the world broke, learn the law that answered, meet the people who live under it, then walk into the first land mapped for play.

1 · Understand the world — the Cataclysm

Everything in Khassid is dated from a single catastrophe. Begin with the Cataclysm: how the gods broke the world, how the Creator returned to judge them, and why the calendar itself starts over. Read this first and every other record gains its weight.

2 · Learn the law — the Divine Accords

Out of the ruin came a covenant. The Divine Accords are the law that binds the gods themselves — the reason mortal will is sacred in Khassid and no power, however great, is unaccountable. This is the setting’s spine.

3 · Meet the people — the Species of Khassid

Who survived the breaking of the world, and who came after? The Species of Khassid gathers the peoples of the setting — their origins, cultures, and the marks the Cataclysm left on each. These are the folk you will play, meet, and remember.

4 · Walk the land — the Morgdhavian Archipelago

Khassid’s first fully documented region is the Morgdhavian Archipelago: fourteen islands of law, faith, trade, and old memory, ruled from the Azure Throne. It is the clearest first doorway into the world and the readiest ground for a campaign.

5 · Go deeper — the Aelorian Archives

When the path has done its work, the whole record is open to you. Enter the Aelorian Archives for the pantheons, legends, songs, bestiary, realms, and the vocations through which adventurers make their mark. Most of what you read there is presented in-world — and a few records were never meant to be found at all.

Playing at a Table

Tales of Khassid is built for fifth-edition-style play. The species are written for the table; the Deeds & Destinies wing holds vocations, subclasses, and domains portable to your own game; the Living Knowledge wing keeps the creatures. And through Weight of Deeds™, the marks your party leaves may one day be weighed for recognition in the living world. For the full out-of-world picture, see About Tales of Khassid.

Stay for the World

Khassid grows in public. Follow it through the newsletter, join the conversation on Discord, and read new lore on Ink & Archive, the Tales of Khassid blog. Development is sustained by readers and players through Patreon and Ko-fi.