Land of Eem

Land of Eem is Ben Costa and James Parks's lighthearted fantasy TTRPG of d12-driven exploration, creative problem-solving, crafting, parley, and colorful hex-crawl adventure in a strange post-collapse world.

At-a-glance

Whimsical fantasy adventure - custom d12 system - 2-6 players + GM - 2/5 complexity - Best for beginner-friendly exploration campaigns, family tables, and creative problem-solving.

Land of Eem

Land of Eem is a strong recommendation for groups that want fantasy adventure to feel curious, colorful, and table-friendly without flattening into pure comfort play. It is built for lore-seeking wanderers, fortune-seeking pioneers, and do-gooders crossing a strange post-collapse fantasy world where talking, crafting, exploration, and odd problem-solving matter as much as fighting.

It is a weaker fit if your table wants heavy tactical combat, grim survival procedure, or deep build optimization. Land of Eem has classes, advancement, magic items, crafting, hex travel, and danger, but its best sessions come from creative collaboration, discovery, and social choices rather than from winning an encounter grid.

What the game is

Created by Ben Costa and James Parks and published with Exalted Funeral, Land of Eem is a standalone lighthearted fantasy TTRPG set in the same world as Rickety Stitch and the Gelatinous Goo and Dungeoneer Adventures. The official site describes the game as an easy-to-learn core rulebook that supports player creativity and reduces GM burden, while the Exalted Funeral product page positions the heroes as travelers exploring a sprawling hex map, meeting the perilous and the ridiculous, and uncovering remnants of a forgotten age.

The premise is whimsical, but it is not empty. The world mixes bright humor with ruins, strange creatures, lost magic, and hints of post-apocalyptic history. That makes it useful for groups that want approachable fantasy with stakes and texture instead of a purely cozy hangout or a standard dungeon-crawl clone.

Publication history and current line

The core book is listed on Google Books as a 2023 Exalted Funeral Press publication, while the current itch.io product page lists a public release date of April 2, 2025 for the digital core rulebook. The present retail line is active: Exalted Funeral sells the Core Rulebook, the deluxe box, The Mucklands campaign setting, Bestiary Vol. 1, adventures, maps, and play aids.

Current support is not limited to the original book. A 2025 crowdfunding follow-up for Dungeoneer Adventures Beginners RPG and The Underlands Sandbox raised $247,108 from 1,948 backers, and official updates describe those products as a beginner-friendly branch and a large subterranean expansion for the broader Land of Eem line.

Product line / what you need to play

The simplest full entry point is the Land of Eem: Core Rulebook PDF, currently listed on itch.io at $15. Exalted Funeral sells the PDF-only format and hardcover-plus-PDF format, with the hardcover-plus-PDF option currently listed at $40 and in stock. The official site also offers a free quickstart through newsletter signup, with basic rules, six pregenerated characters, random encounters, an adventure module, and a color hex map.

The core rulebook is substantial: the official store and itch pages list six classes, sixteen playable folk, large item and spell lists, crafting components, random encounters, dungeon tables, location aspects, and a starting adventure. Groups that want the richest first campaign path should look at the Mucklands setting and the deluxe box, but the core book is a complete playable game rather than only an introduction.

Rules and play structure

Land of Eem uses its own d12 system with degrees of success and failure. The official itch page emphasizes that both GM and players can help interpret outcomes, which fits the game's broader creative agenda: the rules are meant to prompt collaboration rather than only adjudicate pass/fail attempts. Characters choose from folk and classes, gain abilities, travel, explore, parley, craft, and earn XP through roleplaying, exploration, relationships, and engagement with the world rather than through killing as the main reward loop.

That matters for table fit. Combat is present and sometimes unavoidable, but the system gives players reasons to talk, investigate, invent, and make use of discoveries. The parley-forward tone and robust travel support are a big part of why Land of Eem feels different from a generic all-ages fantasy game.

Characters and advancement

The six core classes are Bard, Dungeoneer, Gnome, Knight-Errant, Loyal Chum, and Rascal. Each class has a broad fantasy identity without turning the game into a dense build engine. The sixteen playable folk, from more familiar fantasy creatures to stranger Eem-specific options, make the table feel colorful quickly.

Advancement supports campaign play without requiring heavy optimization homework. The game gives characters abilities and growth, but review coverage and official descriptions both point toward exploration, creative problem solving, crafting, and social discovery as the main identity of play.

Signature mechanics

  • d12 resolution with degrees of outcome keeps checks simple while still giving the table more texture than binary pass/fail.
  • Exploration and hex travel support make the setting something to move through, not just lore around isolated adventures.
  • Crafting and components give players a playful reason to collect, combine, cook, and experiment with discoveries.
  • Parley and creative alternatives help the game preserve danger without making combat the default answer to every creature or obstacle.

What play feels like

At the table, Land of Eem should feel like a fantasy road adventure where the party can solve trouble with conversation, invention, weird tools, and courage before steel. Vintage RPG's 2026 core-book review highlights the d12 structure, XP incentives away from killing, robust crafting, and campfire/storytelling support. The Chris Casey Experience review similarly frames the game as strange, funny, easy to play, and dense with authored world texture.

The best sessions will likely mix hex travel, peculiar NPCs, short conflicts, improvised schemes, odd ingredients, and a tone that can shift from silly to sincere. Groups that enjoy Adventure Time-style fantasy, family-table adventure, school/library TTRPG clubs, or lighter NSR play should find a lot to use here.

Running the game

Land of Eem is pitched as easy to learn and easy to run, but the book is not just a tiny rules pamphlet. The GM gets a large supply of tables, encounters, items, and setting hooks. That lowers prep once the GM understands how the pieces fit, but it can still be a lot of material to browse. A good first GM should start with the quickstart or the included starting adventure before trying to run the whole Mucklands as an open sandbox.

The main facilitation challenge is tonal balance. If the GM treats the humor as a joke machine, the world may lose its sense of wonder and danger. If the GM treats the post-collapse material as grim survival, the game loses its welcoming, creative identity. The sweet spot is sincere adventure with permission to be strange.

Campaign fit

Land of Eem supports one-shots, short arcs, and longer campaigns. The free quickstart and starting adventure are the best entry points for a one-shot or test session. The Mucklands setting, random encounters, crafting, travel, and continuing product support make it much more campaign-capable than many all-ages fantasy games.

It is especially interesting for tables that want beginner-friendly fantasy but have already bounced off both heavy D&D-style systems and purely pastoral games. Land of Eem gives them a middle lane: exploration, classes, items, danger, and advancement, but with lighter rules, stronger whimsy, and more room for social or creative solutions.

Reception and awards

Land of Eem has unusually strong current awards evidence. The 2025 ENNIE Awards list the Core Rulebook as Gold winner for Best Family Game / Product, Bestiary Vol. 1 as Gold winner for Best Monster / Adversary, and the Deluxe Box Set as a Silver winner for Best Production Values. ICv2's 2026 Origins Awards coverage reports Land of Eem by Exalted Funeral as Roleplaying Game of the Year.

Review sentiment is also positive. The Gaming Gang gave the core rulebook a 9/10 and praised its depth while noting that buyers who only get the core may want more setting material. GamingTrend praised the deluxe box as complete, approachable, and high quality, while Vintage RPG and The Chris Casey Experience both emphasize that the game is richer and stranger than its cute surface might suggest. Exalted Funeral customer reviews are few but currently all positive, and the itch.io core listing shows a 5-star average from nine ratings.

Where it is strongest

  • Beginner-friendly fantasy that still has enough systems, support, and setting texture for campaign play.
  • Groups that want creative solutions, parley, crafting, travel, and discovery to matter alongside occasional scrapes.
  • School, library, family, and mixed-age tables that need approachability without reducing play to a toy version of fantasy adventure.
  • GMs who want a colorful sandbox line with tables, maps, encounters, and a growing official ecosystem.

Where it can frustrate groups

  • Players who want deep tactical combat, tight encounter math, or long build-combo optimization may find it too gentle.
  • Groups looking for grim old-school attrition may find the tone too collaborative and playful.
  • The core book is approachable but not tiny, so brand-new GMs may still want to start with the quickstart or a prepared adventure.
  • Its best tone is specific; tables that dislike whimsical fantasy may bounce off the premise even if the rules are solid.

Content and safety notes

Land of Eem is all-ages in presentation, but it still includes danger, monsters, ruins, curses, conflict, and a post-apocalyptic backdrop under the humor. It should be easier to calibrate than horror or grim fantasy, but groups with younger players should still agree on how scary, gross, or dangerous they want the world to feel.

Best starting path

Start with the official quickstart if the group is new or if you want to test the tone. If the table likes it, buy the core PDF or hardcover-plus-PDF from Exalted Funeral or itch.io. Use the included starting adventure before opening the full sandbox. Add The Mucklands or the deluxe box only after the group knows it wants a longer exploration campaign.

Research notes

Last checked: August 7, 2026.