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Campaign Settings

Worlds of OSR+

Choose Your Adventure

Worlds of OSR+ are fully-integrated campaign settings that add new content to the Character Creator, such as classes, origins, kits, factions, cultures, and languages. Explore each world for campaign-specific lore, adventure modules, and game modes.

OSR+ Fantasy

A Quest of Queens

Fear the Light

God Beyond the Portal

Great White North

Magic University

Masks of Moruin

Ride the Lightning

The Dune Sea

The Long Night

The Plunge

Who Will Rule...
The World of Ruin?

This high fantasy setting takes place in the aftermath of The Fall, after the Great Crystal has been shattered and the High People find themselves on the verge of extinction.

With magic unleashed upon the world, new secrets have been uncovered and old powers renewed. Greed sets the Lords of Men against each other; nowhere is safe, as coming war threatens to destroy what remains of the World of Ruin. Many enemies survive The Queen Who Lives, including her treacherous sister, who has made her claim to the throne known. You are a survivor of The Fall. Will you help The Queen Who Lives restore balance in the world? 

Playing A Quest of Queens

You play a subject of The Queen Who Lives, whose quest to restore the world to balance begins with your pledge of loyalty to her cause.

Beset on all sides by enemies who seek to ensure the Queen’s extinction, you must seek out ancient sources of power, build coalitions with unlikely allies, and brave the wreckage of the World of Ruin to claim the throne of the High People before the Queen’s evil sister takes her seat…

You are what you do...
in the dark.

Day by day, The Red Tar settles down from on high. Your fathers and your mothers, they die with lungs chock full. Your hometown’s abandoned; they’ve all gone West. PRISM Company’s been diggin’ and smokin’ up Tar, standin’ up tall buildings on the Coastal East, as the West goes dark. And all your brothers and sisters have gone to mine. You know they ain’t coming back.

A pale horse rides down the horizon. Yellow men go everywhere ‘cept the West, afeared of the sun and the heat it brings. But not you. You’ve got the sun at your back. You’ve got a war bag on your steed and steel in your heart. 

You’re going home, to make things right.

Playing Fear the Light

You play a crew of PRISM Company prospectors who are heading West. In a distant American future, the PRISM Company struck gold in the middle of the country, having unearthed an energy resource called Red Tar. Prospectors from all over the middle country, starved by the resulting dust bowl in their territories, brave the toxic desert for a chance to reverse their fortunes. Stake a pit for the PRISM Company and Retire Handsome!

As Above... So Below.

When the darkness came, no one knew how long it would last. The chaos of imperial occupation tests the people of Idania, but they are as resourceful as they are shrewd. Some say the gods of old have abandoned their followers, and many have lost their faith.

Here you find yourself at the edge of civilization, the final holdout against a fledging Empire: Idania, the rebel province. A land of seers and sorceries.

But a new sect appears in the city Navara, called the Church of Illumination. The Ilumn Laity promise healing in a time of darkness, but what secret power lies behind their faith? The Emperor’s Inquisitor paints the Illumn Laity as heretics, persecuting them at every turn. For good or ill, you find your fate inextricably entwined with this new religion.

Why did you flee to the edge of the world? What hidden truth will the light of the Church reveal to you?

Playing God Beyond the Portal

This setting takes place during The Long Night, half a century before The Fall of the Magic City of Muraius, when a mysterious darkness eclipses the light of the sun. In God Beyond the Portal, stress mechanics simulate your descent into madness as you seek refuge in the rebel province of Idania at the edge of the Empire.

There, rebel factions directed by shadowy lords, seers, and cultists wage a secret war against the Emperor’s Provisional Council. Unbeknowst to you, the hidden power of the Half-Light Shards draws you and your companions toward a dark mystery at the heart of the city. Will you uncover the truth before your mind unravels?

Let the Journey Begin!

Nestled between The Lost Sea and The Night’s Ocean lies a cold, distant land, older than the Lords of Men and dotted with shrines to elder gods since lost to time.

Behold Farlas, jewel of the North and home of the warrior Tarth! What brings you yonder, noble wanderer? Do you hunt saber-toothed yeti in the frigid wilds with your barbarian tribe? Does the allure of archaeological wonder in the Great Labyrinth call you from across civilization? Or is honor your north star, drawing you well-equipped to commit mighty deeds of legendary renown? Beware the peril of journeying alone! When does your journey begin, and can you know where it will end?

The Crossroads Inn marks the crucible of destiny. What will you make of yours in the land beyond?

Playing The Great White North

This setting takes place in the northern wilds of Farlas, returning OSR+ back to its old school roots: The Great White North features unique dungeon crawl mechanics that bring to life the unpredictable mysteries of the ancient Great Labyrinth. You begin in the sprawling city of Tarth and its outlying wilds, where you can build your reputation through feats of honor, gladiatorial trials, and dangerous quests. The real challenge, however, lies in pressing farther and farther into the Great Labyrinth, which yields its most wondrous secrets only to boldest among you.

Who Will You Become...
At the Magic University?

Before you were born, you dreamed of this place: the Magic University, floating up there in the sky. You wondered if some day you might find yourself studying the High People’s secrets under the glow of the Great Crystal.

...Then the mentor revealed his true face. The beggar you saved showed you the way. The janitor opened a secret door. The confectioner revealed her final recipe. And you were chosen.

But now that it’s your first year in the world’s most famous arcane college, you’ve got so much to prove. Will you have time to save the world while making so many new friends?

Playing Magic University

This World of OSR+ centers on young adults navigating social perils in the midst of their freshman year at the University of Anselm—a high stakes magic academy for the world’s most elite wizards. Can you impress the seniors as an apprentice and score a vaulted position in one of the three Guilds of Magic? Will you survive finals and be able to visit Flymarket during spring break?  Besties, boyfriends, and baleful beasts stalk the halls of Magic University in this OSR+ high fantasy setting about what it means to be special, and growing up.

Who Killed the World?

It’s 20,000 years in the future. You huddle for safety under the Domes, where the power of the Old Machines help you survive. Everywhere, you hear the sound of the Tones, a low hum that fills the world. You find yourself in the land of Moruin, where the Tribes of Men gather, their leaders seeking the Source of the Tones.

The earth has reclaimed the Old Kingdoms.
The seas are poison.
Life is wicked.
The weather is violence.

Who killed the world?

Playing Masks of Moruin

In this Dying Earth hex crawl, you make up part of a motley crew of adventurers tasked with exploring the weird land of Moruin, an unpredictable and desolate landscape of strange magic and even stranger peoples. The Outlands are full of unnatural hazards. Whatever magical cataclysm occurred in the past caused the lands to be poisoned by radioactive numenic ore. This meteoric material blankets every landscape, from the irradiated grasses of the Far Forest to the lifeless mountaintops near Necropolis. And should you venture far enough to avoid the subtle heat, it is said an endless poisoned ocean waits for you beyond the reach!

Life is short...
But the rail is long.

The world is metal and lightning. Ever since The Storm blackened the earth, you took to the rails. The rails cross seas of salt, plains of fire, and black mountains. You know life on the rail and the rail only, inside the belly of the world’s last great powers: the Battle Trains. 

Each battle train is powered by a hydrocore that draws its power from The Storm’s endless lightning strikes, which charge the rails. But water is scarce and the biscuits hang high—what little water you carry on your battle train is a sacred quantity, used as both a weapon and a recycled resource that gives life to its passengers. Your train is your tribe, and there are others out there who want to take it. 


This world of OSR+ was inspired by Worldbuild with Us.


Playing Ride the Lightning

In this OSR+ steampunk setting, the remnants of humanity persist on battle trains. Your high-octane adventures take place in permanent motion as you swing between the few Mountain junctions that supply and outfit the world’s steel behemoths.

Ride the Lightning is a high stakes grinder, where PCs have few resources and fewer HP. You can perish in an instant, but be back in the action just as quickly. Choose between a slew of fantastical new archetypes: the Air Tonk, Ashcat, Boomer, Conductor, Deadhead, Rail Priest, Union Rep, and Crashlander, as you brave The Storm and find fortune in a world that humanity left behind.

Destiny Awaits

The Dune Sea of Mamara: a land of tiny tyrants and fantastic fortunes. It’s a faraway place with a bulging sun and wind that sears stone.

But Mamara isn’t just a desert. To the east is Al Tufail, jewel of the Dune Sea, a metropolis bustling with cardamom stalls, rare silks, and sheathed daggers. Seized by the Sultana Meseampur in the dark, her Sha’ir now rule from a gilded palace. The old princes flee as the chips are down. In Sirokos, ancient cults vie for control of Syene, the City of Night. Are you brave enough to walk Pilgrim’s Path, into the Valley of the Dead? There you will find Al Kel Dekkash, the Tomb of Kings. Beware the bloodthirsty marauders, the roving Ammuti, and of course… the dune worms. And then there are the wastes of Doggerland, scoured by tourist Retainer Masters. Each greedy tomb raider fills the bellies of his airship with our treasure. (A curse upon his house and name!)

What will you find in the Dune Sea? And what will it cost you?

Playing the Dune Sea

This sword and sorcery adventure is a mix of Indiana Jones, Tomb Raider, and Aladdin: you play larger-than-life pulp adventurers seeking treasure, glory, wonder, and power.

Build your fortune by acquiring raiding tombs, solving puzzles, avoiding traps, and unraveling ancient mysteries. This setting features unique Lair Lab mechanics, where you can build your own headquarters as an adventuring crew. Set the stage your adventure in the immense Dune Sea of Mamara.

An OSR+ Adventure...
In the Gentle City

Arcanum: the Gentle City, the City of Wonder, the City of Mysteries. Built long ago on the backs of clockwerk people, its secrets are lost to the centuries. The winding streets of the East and West End all lead in a spiral toward the seat of its child Queen. Her Majesty’s city remains the world’s lonely steward of progress and commerce: the first and last vestige of civilization, you call this great metropolis home. But even the Queen did not foresee the coming darkness.

After the eclipse, half the population has vanished from the world. Darkness fell, and day retreated… forever? Half the Peers under the council of the Queen are gone without a trace; half her supernautical airforce, unmanned and moored in the skies. Unscrupulous factions, from crime syndicates to hidden cults, have taken advantage of the permanent nightfall—all arrayed against Her Majesty, all thirsting for power. Who can she trust among the Peers of Arcanum?  

Who do you serve? And what do you seek?

Playing The Long Night

This steampunk campaign setting is set in Arcanum, the largest and most advanced metropolis in all the world. However, the start of The Long Night has created all sorts of perils in this once majestic Victorian jewel of civilization: shadowy factions have taken root, all aimed at dethroning Queen Madeleine II and her allies. You’ve been hired to solve mysteries in the dark as the City’s new shadow-age heroes. Are you up for the task of rooting out corruption in the Gentle City? Or will its corrupted roots grab hold of you too?

Will you survive...
The Plunge?

The mystical city of Telrain, a megatropolis dotted with sky-piercing Clockwerk towers, has fallen into disarray as a devious plot to overthrow a bureaucracy of complacent Nim plunges the city into chaos! Hordes of Barney’s Union of Telrainian Traders (the BUTTs) climb the socially-stratfied floors of the towers in an attempt to take advantage of the chaos. It’s up to you to stand in for the missing stewards of the Safety Commission. But will you restore order, or usher in a new regime, for good or ill?

This OSR+ campaign is set during the first moments of The Long Night, when a genocidal cult led by Nim despot takes control over Telrainian government with plans to eradicate its non-Nim residents.

In the race against the clock of a ticking time-bomb, you must reach The Peak while solving the mystery of this plot before it’s too late.

Playing The Plunge

This OSR+ campaign setting features a unique dungeon crawl spread across numerous interlocking towers, as well as survival-horror mechanics to make your adventure all the more deadly.  Wage a war of attrition with usage dice governing equipment, alternative rest and recovery rules, and the addition of bargaining spaces to turn rampaging foes into allies of convenience. Can you build the coalition necessary to survive the chaos of the fall of Telrain?

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