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Sol Tyrannus - Solo/Gm-Less Adventures

by Winged Lion Games

Released December 24, 2025
Mature (17+)
Pay What You Want
Solo/Gm-Less Adventures for Narrative Dark Fantasy TTRPG/Expansion for D&D5e
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About This Game

Sol Tyrannus is both a tabletop role-playing game of dark fantasy setting,with its own proprietary narrative system inspired byBlades in the Dark —the Crisis System—and also compatible with Dungeons & Dragons 5e. It draws inspiration from the classic cycles of Conan the Barbarian and Stormbringer but alsothe genre of "peplum" movies about the Classical Age, offering a blend of sword & sorcery and cosmic horror. 

The Path of Penitence is an adventure for GmLess/Solo Play using the narrative Crisis System. The Roots of Madness is an adventure for GmLess/Solo Play using D&D5e for a party of 6° level.

Players assume the roles of legendary heroes—called Actors—summoned by mystical fateweavers known as Singers, to hold back the slow descent of a world corrupted by the sinister influence of the Purple Sun, a cosmic horror whose very light twists both body and mind. In the world of Akhtun, nowhere is safe: city-states are ruled by mad sorcerer-gods, villages are plagued by monstrous Spawn and ruthless raiders, and wilderness harbors terrors yet to be named, ready to share their Corruption with unsuspecting prey. Cults fester in the shadows, whispering promises of power to the desperate, hastening the world’s doom.

Setting

The world of Akhtun was once covered in forests and ruled by the First Ne’Mat, a race who mastered the Power of Narration—the art of reshaping reality through stories. Their cities were wonders of creation, capable of ignoring the laws of physics and reality.

But everything changed when the Purple Sun, a godlike being from another dimension, appeared in the sky. Its corrupting light warped living beings into Spawn—twisted reflections of their former selves, driven to spread the Sun’s influence.

The First Ne’Mat sacrificed their glory and their civilization to seal the Purple Sun’s consciousness, but its body remains, pulsing in the heavens. Its influence still seeps into the world, slowly corrupting every single living thing under its light.

In the ruins of that age, new peoples emerged—Ne’Mat, Ra’Mat, and Go’Vit—amidst shattered forests, corrupted savannas, and blighted steppes. Civilization clings to survival in city-states ruled by Exalted, deranged sorcerers-gods who traded their sanity and flesh for divine power. Their will is enforced by their cruel **Hierophants,**whose rites further the agenda of their masters, often unable to move or think rationally despite their sheer power.

Beyond the walls, isolated villages are left to fend off raiders, beasts, and Spawn. Many turn to the Heralds of the Purple Sun, Spawn of the Purple Sun of particular power and evil intelligence who offer unstable protection in exchange for ever-escalating sacrifices.

Worse still, the seals holding back the Purple Sun’s mind are weakening...

To delay the end, Singers—scholars of the Power of Narration —call forth Actors, legendary figures of myth and memory, to fight against the encroaching darkness.

But will they succeed—or fall prey to Corruption and serve the Purple Sun?