Land of Eem - Starter guide

Fantasy roleplaying game book titled 'Land of Eem' with colorful cover illustration.What is Land of Eem?

Land of Eem is a lighthearted fantasy tabletop roleplaying game set in a world that feels somewhere between a classic epic adventure and a Saturday morning cartoon. Think Lord of the Rings crossed with The Muppets, with a dash of Adventure Time thrown in for good measure. The game was created by Ben Costa and James Parks, the authors behind the graphic novel series Rickety Stitch and the Gelatinous Goo and the middle-grade book series Dungeoneer Adventures, and it shows: the world is rich, colorful, and full of personality.

The setting centers on the Mucklands, a southern realm of the land of Eem divided into six distinct regions, each with its own tone and trouble. Goblins run the factories, corrupt river barons control the waterways, and somewhere beneath it all lie relics of a forgotten magical age. It is a world where danger and absurdity coexist naturally, and that balance is baked into every part of the system.

How does the system work?

Land of Eem uses a d12 as its primary die, which is a deliberate and welcome choice in a hobby dominated by the d20. When a character attempts something with an uncertain outcome, they roll the d12 against a target number derived from one of four core attributes: Vim, Vigor, Knack, and Knowhow. These attributes feed into derived stats like Courage, Attack, Defense, Quest Points, and Inventory Slots, and into a set of skills covering areas like Charm, Might, Sneak, Lore, and Wilderness.

The roll produces degrees of success and failure rather than a binary pass or fail, and both the GM and the players are encouraged to collaborate on interpreting the result. That open approach to resolution gives the game a light, improvisational energy without losing mechanical grounding.

Character creation starts with choosing one of 16 Folk species, ranging from the familiar (Goblins, Boggarts) to the distinctly strange (Gelatinous Goos, Skeletons, the turtle-like Quortles, the mushroom-headed Mushrum). Each Folk comes with a Homeland, which provides thematic proficiencies and starting equipment. From there, players choose one of six Classes: The Bard, The Dungeoneer, The Gnome, The Knight-Errant, The Loyal Chum, and The Rascal. Each class has 20 unique Abilities to unlock over time.

XP is not earned by killing monsters. Characters gain experience through roleplaying, exploring, and engaging with the world. Each session, players can earn XP for acting on their character's Ideal and Flaw, two personality traits that drive and hinder the character in equal measure.

Combat exists and has real stakes, but the system keeps it fast and decisive. A counterattack mechanic makes fights feel more like duels than simple turn sequences. Non-violent solutions are mechanically supported, not just narratively tolerated.

The game also includes robust hex-based travel rules, a crafting system with over 150 components for making potions, items, and food, and GM tools designed to make running the game as approachable as playing it.

What do you need to get started?

The Core Rulebook is the only essential purchase. It contains the complete rules, character options, GM guidance, the starting adventure Wally's Waffles and Rats!, and access to the Mucklands hex map.

A free Quickstart Guide is available through the Land of Eem website newsletter signup. It covers the basics and is a genuinely useful tool for deciding whether the game is for you before committing to the full book.

The Mucklands Sandbox Campaign Setting expands on the six regions of the Mucklands with locations, NPCs, quests, and GM tools. The Bestiary adds creatures for GMs to use. Both are strong supplements but entirely optional for a first game.

For younger players or groups with kids, the Dungeoneer Adventures box set is a purpose-built entry point into the same world with a school-based setup and even more accessible rules.

Who is this game for?

Land of Eem is genuinely accessible to complete beginners. The rules are lightweight enough to learn quickly, the tone is welcoming, and the free quickstart lowers the barrier to entry even further. It holds up equally well for experienced players who want something mechanically clean and tonally distinct from grimdark or high-crunch systems.

The game suits groups who enjoy exploration-driven play, character expression, and collaborative storytelling over tactical optimization. It works well for all-ages tables, though it handles genuinely difficult themes with enough skill that it does not feel watered down.

Where it is less suited: groups that want deep tactical combat, extensive mechanical customization, or a dark and serious tone will likely find the game too light. The whimsy is not incidental - it is central to what Land of Eem is.

How does it compare to other systems?

Compared to Dungeons and Dragons 5e, Land of Eem is significantly simpler in rules weight, faster to pick up, and more deliberately focused on story and exploration over combat. The d12 resolution system is elegant where D&D 5e's bounded accuracy model can feel mechanical. The tone is also fundamentally different: Land of Eem leans into humor and warmth in a way that D&D 5e does not by default.

Compared to Mausritter, another accessible fantasy game with a similar small-scale feel, Land of Eem offers more character customization, a richer world to explore, and a higher-magic atmosphere in a literary rather than a mechanical sense. Mausritter is bleaker and more survival-focused; Land of Eem is more hopeful and collaborative.

Where do you start?

Start with the free Quickstart. Read through it once, then hand it to your players. Run the included scenario or the starting adventure from the Core Rulebook, Wally's Waffles and Rats!, which is designed to get a group moving quickly without heavy prep. Character creation is fast enough to do at the table together.

The official Land of Eem YouTube channel has creator-made tutorials and actual plays that are worth watching before your first session. The game's Discord community is active and welcoming, especially for new players looking for advice or a group.

Once you are comfortable with the Core Rulebook, the Mucklands Sandbox gives you everything you need for a longer campaign. The hex map rewards slow, player-driven exploration and works well as an ongoing home for a group.

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The Land of Eem Core Rulebook is the natural starting point, and it contains more than enough to run months of sessions.