A Tabletop Roleplaying Game by Potezen StorytellingThe World of Nesloke has been years in the making. Nations with real histories. Factions with real conflicts. A magic system with real rules. Now coming to the tabletop.
This is not a generic fantasy backdrop. Every nation has a reason to exist. Every conflict has a history.
The continent of Nesloke is home to nations in tension. Shanderon, the primary campaign setting, sits at the center of an active conflict with the aggressive nation of Giljair. To the north, Nylorac watches everything, the most powerful nation on the continent. Beyond them lie Bastrone, Penora, Shilmeer, The Mahi, and the Desert of Lost Souls.
The primary campaign setting. A nation under pressure, at the center of an active conflict. Where most stories begin.
The aggressor. Shanderon's primary opposing nation. The source of the continent's most active conflict.
The most powerful nation on the continent. Not at war with anyone. That is what makes it dangerous.
Bastrone, Penora, Shilmeer, The Mahi, the Desert of Lost Souls. A continent built to explore.
In Nesloke, some people are born with a singular magical power. There are exactly seven types.
No two archetypes play the same. Character creation in Nesloke is a genuine choice, not a cosmetic one.
Nesloke was designed to solve three specific frustrations that come up at almost every D&D table.
Problem: You wait for your turn, take one action, then sit back and watch. Interest fades. Momentum dies.
In Nesloke, your whole team shares one turn. Player A uses one action, Player B jumps in, Player A finishes with their second action. The order is decided in the moment, every round. It is built to feel like a real fight, not a sequence of individual performances.
Problem: Monks spend Ki. Spellcasters manage spell slots. Barbarians and Fighters have neither. Combat starts to feel like several different games at the same table.
Nesloke uses a token economy that works identically across all 14 archetypes. Every character spends tokens to boost rolls and activate skills. Switching archetypes means learning your new character and their skills, not learning a new set of rules from scratch.
Problem: Despite dozens of spell options, most players use the same two or three moves every combat. Creativity gets replaced by repetition.
Nesloke skills are designed to encourage creative application rather than lock you into a single use. A Caster using Elemental Control can cast ice one round and fire the next. A Builder using their basic Assemble skill can construct a chair during roleplay or forge a stone sword mid-combat. The skill stays the same. What you do with it changes every time.
Every roll in Nesloke uses a single d12. A tighter number range means every bonus matters. A Difficulty Anchor of 4 is genuinely easy. A DA of 11 is genuinely hard. The math stays fast and honest.
The lowest tier puts the full PDF rulebook in your hands. The complete system, all 14 archetype character sheets, and your name in the digital credits. If you want to step inside this world, this is where you start.
I am Kevin, KevTylerGM, the founder of Potezen Storytelling LLC and the creator of the World of Nesloke. I built this world from scratch over years, designing the lore, drawing the maps, and writing the mechanics to solve problems I kept running into at my own table.
I am building this independently, and I am doing it right.
Nesloke is at potezen.com. Follow the campaign to get notified the moment it goes live.
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