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Massive in-game lore drop incoming 📖

Greetings, Mages! 🧙‍♂️

In case you missed it, we released a major update for Fablecraft last week. v0.20.0 rolled out iPad support, launched Once Upon a Wildwood, and introduced oft-requested features like hidden dice rolls and multiplayer safety tools.

Now, we’re ready to reveal one of our next major features. We'll also take a closer look at one of the niftier things we did in our latest campaign. Minor spoiler warning for that section, but we’ll be sure to let you know you’re about to read it.

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Let’s begin.

[h2]The request for more lore that’s easier to access, heard[/h2]

The moment we launched Fablecraft into Early Access this past summer, players started asking us questions about the world of Mythas, its inhabitants, and how they exist in the Fablecraft system. Those questions persist, and for good reason!

We worked hard to build this fantastic setting, and we love that our growing community wants to know more about how it all works.

We also know that players want easy access to all of this information. Unlike a typical tabletop RPG, it’s not practical for everything written about Fablecraft to exist in a printed book (although that would be awesome 🤘) or digital PDF. We have those PDFs, by the way. You’ll find them on our GM Resources page, though beware of spoilers.

So, how are we addressing this in the near future? As I type this sentence, we’re building an in-game lore guide. ✨



The guide explores the world of Mythas, its regions, and its inhabitants. Players will be able to access the lore entirely in-game from the moment they start playing, with just a few clicks or taps through the main menu.

Curious about the four Mythan regions? Want to know more about the Pantheon of Mythan Gods? Ever considered the ancient world of Mytharia that existed pre-Shattering? It’s all here.

We’re on pace to deliver this in-game lore soon, and we’ll likely expand it over time as we introduce Mythan narrative. Until then, we’re excited to get this in the hands of players and GMs to help them tell their own tales in Fablecraft.

[h2]We’re experimenting with unique battlemap mechanics, on display in Wildwood[/h2]

Minor spoilers for an early encounter in Once Upon a Wildwood begin here.

Folks who’ve already played our latest adventure, Once Upon a Wildwood, have likely figured this out: we’re designing unique things in the combat scene players encounter in Fablecraft.

Today, we’ll take a look at the first battlemap on display in Wildwood in order to illustrate the types of mechanics we’re toying with right now. In this battle, players face off against the menacing Maulcaps (a sort of bear and mad-mushroom hybrid) in an open clearing teeming with poisonous fog.

Up until this point, battlemaps in Fablecraft haven’t featured hazards that can actually deal damage to players. The poison clouds, as their name implies, actually poison players.



Combine those poison clouds with the Maulcap’s ability kit, and you’ve got a great little meta game for GMs to play with during combat.

What’s in the Maulcap’s ability kit? A few things, but one specific ability is perfect for GMs looking to pull off a combo of pain. It’s the Vine Whip, and it gives the Maulcap the ability to push players into the poison clouds.



We’ll certainly be trying lots of other stuff with future battlemaps, too. What would you like to see?

[h2]Roadmap update arrives in two weeks[/h2]

Finally, before we go, we wanted to take a moment and share two bits of housekeeping information.

First, we won’t be here for Fablecraft Friday next week due to Thanksgiving in the United States.

Second, we’re tweaking our roadmap in response to recent community requests, and we’ll have that ready for you the first Friday in December. We're paying attention to what new and old players are asking for, and we're looking to answer those requests soon.

Until then, we’ll see you in Mythas. If you’re looking for a party, consider hopping into our Discord.

👋