Korentil: Myths of Shillendrah - The Sundering of Graycrest 5.5e
Korentil is a campaign in ongoing growth over 30 years. Each campaign I run has their key moments codified in world lore. Will you join the legend?
$15.00
/ Session
Details
Weekly / Friday - 11:00 PM UTC
Mar 6 / Session 24
Session Duration / 3–4 hours
7 / 8 Seats Filled
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About the adventure
Korentil: Myths of Shillendrah A Living Campaign Across a Shattered World Reforged Welcome to Korentil, a high-fantasy world 30 years in the making—layered with myth, shaped by history, and alive with player-driven consequence. Set on the planet J’lun, across the vast supercontinent of Shillendrah, this campaign setting invites players into a realm where kingdoms rise from ancient ruin, gods shift with memory, and your story leaves its mark on the world. Five hundred years ago, the red dragon tyrant Thordbain plunged the continent into an age of fire and fear. His thousand-year reign of terror and sudden, mysterious disappearance—an event known as The Vanishment—left empires in flux and shattered the global order. In the centuries since, civilization has clawed its way back, but power remains fractured—and old shadows stir. In Korentil, you’ll find: Diverse nations with unique political systems—from merchant councils to corrupt monarchies. A mutable pantheon of original gods, whose power is shaped by worship, sacrifice, and legend. A living world where the consequences of player choices ripple between regions and campaigns. Each campaign unfolds in one of Korentil’s richly realized realms: Graycrest: A gothic-inspired kingdom steeped in blood politics, public executions, and ambition-fueled decadence. The new king Graycrest seeks to consolidate the support of his noble court through appeasement, assassination, and political blackmail. Prova: A coastal queendom of intrigue, deadly politics, arcane secrets, and hidden threats wrapped in a culture steeped in romance, food, and love of country. Vuldan: A proud realm of Arthurian glory, where chivalric orders, divine tournaments, and honor-bound quests echo through its honor and family driven culture. Helim: A desert nation of shifting sands and tenuous alliances, the nation of Helim is a nation just coming back from the brink of collapse - besieged by the hordes of Malgor, Helim considers itself to be the guardian of the Seven Seats of Man against the goblinoid hordes of Malgor. Your adventure may involve: Hunting wild drakes to raise as loyal flying mounts in scorching highlands or storm-ridden crags. Uncovering abyssite, a reality-twisting crystal tied to forbidden magic and mutation. Participating in tournaments of steel and spell before queens, knights, and the common folk. Unraveling haunted legends, such as those bound to the spectral halls of Silversmith Manor. Fatecasting, a mystical card ritual that reveals your destiny—or rewrites it. As your GM, I bring three decades of campaign design, a fully original setting, and a passion for collaborative storytelling. I provide access to a full D&D Beyond content library, so you can jump in without needing your own books. 📍 Explore the world map of Shillendrah: https://inkarnate.com/m/4Pobo0 Your journey begins now. Forge a legacy in the world of Korentil.
Game style
Combat Heavy
Roleplay Heavy
Sandbox / Open World
Theater of the Mind
Rules as Written (RaW)
Rule of Cool (RoC)
Dungeon Crawl
Game themes
Meet the Game Master
1 year on StartPlaying
190 games hosted
Highly rated for: Creativity, Storytelling, World Builder
Average response time: 18 hours
Response rate: 100%
About me
I am a 30 year D&D veteran and Forever-DM for my friends and family. I have many, many books for 5th edition and access to just about every published module on D&D Beyond (and I'll take requests too if given a little time to read/prepare). While I'm willing to run any modules/campaigns out there, my passion is in my own homebrew world called Korentil (google it), which I've been developing for over 30 years with a fully fleshed out world history and canon which I fill with the adventures of my players over the years in a sort of never-ending story. I also draw many of my own world and battle maps. My strongest asset is my ability to improvise, which gives me the ultimate freedom in running my games in that I will follow my party along whatever storyline they want to go on. I have a vivid imagination and am able to pivot quickly from my script to accomodate whatever direction the party wants to take. I am an expert linguist, and use my cunning linguistic abilities in my descriptions to create immersive scenes for my players. I build NPCs into meaningful characters that your PCs will love, hate, or anything in between by their actions. I portray a living world to my players, and give them the clay from which to mold their grand adventures! Another of my strengths is my ability to DM for larger groups than others. 4-6 players is ideal and allows me to craft individualized story arcs which I incorporate into the campaign. The largest group of players I've effectively DM'd for was 12 players - although I'll admit the individual attention had to scale back to more group-oriented story arcs. In general, I would like to run my games on Fridays for maximum availability on my time, but I can run games on Sundays as well. Oh! and I almost forgot - I do NPC voices! Some of them are cringey, but darn if they aren't fun! :D I think that's about it! I hope you'll give me a chance and I look forward to helping you create your next great adventure!
View Profile →Character creation
Creating your character
I will be using 2024 rules (and filling in with 2014 rules where 2024 rules don't cover them, so classes like Artificer, etc. are allowed!). 1st level characters, races available include all official races and Korentil-specific homebrew races (also available on D&D beyond once you join the campaign). Players can choose standard array, or roll two sets of dice (I must witness the rolls via screen-sharing/discord). Any DND Beyond sourced homebrew backgrounds must have my approval first. Other backgrounds like noble should be discussed with the DM first. Each character may choose one common magical item as an heirloom/inheritence item, up to 100 gp value. Backgrounds should reflect a character who is a new entrant on the adventuring scene. Out of respect for all players at the table, no "I once saved the world but forgot who I am" backgrounds. Please reach out to me before you select the Noble background as that will need some discussion on exactly what you are thinking. Each PC should have a list with basic details and relationship status for: - One Ally/Best-Friend/Love Interest and some (boy/girlfriend, crush, bestie, partner-in-crime, etc.). This is someone you can call on for a favor in a pinch. - One local contacts (i.e. blacksmith, guild trainer, etc.). This should be someone you can call on if you need information or consultation. - One local rival (i.e. competitor, childhood enemy, etc.). A former friend, lover, or competitor with whom you've deveoped a rivalry. For role-play, each PC should note on their character sheets the answers to the following questions: 1) If I had to describe my characters personality in three words, what would they be? 2) What does my PC fear? 3) What are my PCs likes? 4) What are my PCs dislikes? 5) What does my PC future look like when dreaming/scheming?
THE SUNDERING OF GRAYCREST: RED BANNER RISING A Level 1 Sandbox Campaign in Korentil: Myths of Shillendrah CURRENT PARTY LEVEL: 6 (new characters will start with gear/items appropriate to their level). Red Kerrigan once wore the colors of the kingdom. He was a knight. He swore his sword to his king — and watched the crown betrayed, his lifetime of service to his dead liege, cast aside. Now he fights in shadow. Not for coin. For legacy. For vengeance. Kerrigan claims to serve the lost bloodline of House Gallet — a dynasty wiped away when the Seven Seats were redrawn in blood and betrayal. But his Red Banner warbands leave only ruin in their wake: burning caravans, shattered villages, and nobles taken hostage. His banners fly from hidden camps and mountain strongholds, daring the crown to answer. Two months have passed since the first raids. Refugees crowd the roads. Merchants refuse to travel. The western frontier stands on a knife’s edge. And still, the Red Banner rises. The World You Enter: Korentil The Seven Seats of Man were never a united Empire — only balanced for a time. With the Emperor's seat now more than 20 years vacant and no consensus among the governments of the Seven Seats, many question if the Emperor's throne will ever be filled again - Some say the end of The Seven Seats of Man is nigh. Vuldanese forces now mass along Graycrest’s Western borders along the Ivory Gulf, and whispers carry tales of skirmishes already staining the countryside red. Small villages vanish overnight. Border fortresses burn. Is full-scale war inevitable? Emmisaries between Vuldan and Graycrest dispatch daily, each with rising rhetoric and threats should hostility continue - each claiming the fertile and resource rich lands between them. The King’s Justice grows harsher by the day. Petty crimes once punished by coin or lash now carry the weight of permanent indenture. Slavery — once whispered, now legal. Debtors disappear. Whole families vanish into the slave caravans. Quiet auctions take place behind noble walls while the common folk look the other way, hoping not to be next. Dark sorcerers sense opportunity. As the nobles squabble and warlords carve out new claims, covens of warlocks, necromancers, and cultists slip into abandoned keeps and forgotten ruins across the Graycrest frontier. Some offer protection to desperate villages; others raise darker powers in search of dominion. In the far north, the mines of Akul whisper their own madness. Miners speak of shadows in the deeps, of voices that should not echo in stone, of strange lights beneath the mountain roots. The King’s mages assure the Council there is nothing to fear — but few believe them. THIS CAMPAIGN BEGINS IN THIS REGION OF GRAYCREST. For all its might, Graycrest bleeds beneath the surface. Behind the black marble towers of Talon’s Rest, cracks in the kingdom’s grandeur widen by the day. The Seedy Heart of Graycrest Where law is harsh, shadow commerce thrives. Fighting Pits: Illegal gladiatorial arenas operate in basements, warehouses, and even the open air outside noble cities. Nobles, merchants, and commoners wager fortunes as desperate men and women bleed for coin. Some fight willingly. Others have no choice. Gambling Dens: Every vice imaginable is sold under smoky rafters and velvet drapes. Dice games, blood duels, card houses — fortunes are won and lost nightly, and debts incurred here have a way of following you. Smugglers’ Markets: Open-air stalls line side streets in every trade town and roadside camp. Contraband flows freely — exotic spices, poisons, stolen relics, and forbidden artifacts. Guards wander through, their eyes carefully fixed elsewhere. The Whispering Black: Rumors swirl of secret guilds that pull the strings behind Graycrest's noble facades — information brokers, assassins for hire, secretive arcanists, and Noxian cults that thrive in the dark alleys of the kingdom's cities. In Graycrest, every man has a price. Every secret has a buyer. And the guards will only care if the King commands them to. The Story You Enter You are not heroes. Not yet. You are mercenaries, refugees, debtors, sell-swords, and exiles seeking fortune or redemption at the edge of war. You arrive at a time when everything is unraveling. The King’s Council seeks disposable agents to push back against the Red Banner’s growing strength. Minor nobles hire mercenaries to protect their lands as skirmishes with Vuldanese patrols grow bloodier. Refugees seek protection as villages fall to bandits, warlords, or worse. The Dawnbreakers Guild posts new bounties every day for missing caravans, bandit leaders, and rumored sorcerers on the frontier. Dark cults and warlocks offer power to those willing to make terrible bargains. And all the while, strange rumors rise from the north, speaking of things awakening in the deep stone. No side is clean. No choice is safe. No future is promised. Your story begins wherever you choose: A crossroads inn. A desperate village. A border fortress. A noble's court. A merchant caravan seeking guards. Or a hidden road where no law watches. What To Expect A true sandbox campaign — your choices drive the world’s unfolding events. Political intrigue and back-alley alliances — play nobles, warlords, factions, or the law against one another. Border war escalation — witness Vuldan and Graycrest inch toward open conflict. Warlord campaigns — hunt Kerrigan's lieutenants or join his cause. Mystery and horror — ancient ruins, cursed mines, and forbidden powers wait beneath the mountains. Seedy urban underworld — fight pits, smugglers, gambling halls, and criminal syndicates thrive while kings look away. Survival stakes — at Level 1, every success is earned; death is cheap. Welcome to Graycrest. Where kings rule by fear. Where rebellion burns in the hills. Where old gods watch from forgotten stones. Where your story begins. Seats at the table are open. New players welcome. This is your sandbox. Build it. Break it. Rule it.
What to expect
Preparing for the session
Players will need: a microphone a computer capable of running Roll20 maps with lighting/visibility enabled. The Beyond20 extension and DNDBeyond accounts are mandatory - all characters will be recorded/tracked on DNDBeyond's campaigns pages (invites will be shared with players before character creation). Character creation can happen any time before session starts. Players who arrive at the session without a character on DNDBeyond and can make their character and join once the basics are complete. I will generally be available 30-60 minutes prior to each session to help with technical or character creation needs. Session-Zero discussion/rules will be discussed at game start, or when a new player joins the game.
What Trevor brings to the table
Open-world storylines - you help shape the direction of the story! We might incorporate a published adventure but if you want to roll a die and wander that direction, I will be able to easily follow whatever direction the campaign goes. I consider this to be one of my greatest strengths as a DM. Roll20 VTT hosting (using line-of-sight & lighting functionality) Discord voice chat hosting (more optimization than roll20) Interactive maps for every village, town, etc. in the world (provided when needed). D&D books & Source Material via D&D Beyond Website Homebrew Content (races, items, monsters & more) I do voices for the NPCs once I'm comfortable with the group, SOME of them are good, others are very much work-in-progress.
Homebrew rules
Potion Drinking 2024 allows drinking any potion to be a bonus action. Homebrew - If you use the utilize actionto drink a healing potion, you receive the maximized healing (i.e. 2d4+4 healing would be 10 hp of healing, no roll required, if you use a full action to drink it). This does mean one could drink two potions in a round with a utilize action and a bonus action Bowling Over - If a creature is of a larger size category than another creature, it can end it's movement in the space of a smaller creature. The smaller of the two creatures must roll a Strength or Dexterity saving throw DC 5 (plus 5 for each size category difference - i.e. DC 10 for a large creature stopping in a small creature's space), or be knocked prone. A creature that makes their saving throw prevents the larger creature from moving into their space, or they may choose an empty square adjacent to the larger creature and move there without provoking opportunity attacks (defender's choice). Body Slams A creature may forego one of it's attacks during an attack action to throw themselves onto a smaller creature within 5 feet. The target must make a Strength or Dexterity saving throw (defender's choice) against a DC 8 + attacker's Strength modifier + attacker's proficiency bonus. Success allows the defender to move to a square adjacent to the creature without provoking opportunity attacks, and the attacker falls prone. If the saving throw Fails, the target takes 1d6 + Strength modifier bludgeoning damage from the attacker, and both attacker and defender become prone. Legendary Inspiration - These are awarded similar to Heroic Inspiration (I reward whoever writes teh week's recaps, and the player who keeps the party loot tracker with one of these each session they cover). You can expend a legendary inspiration as a legendary saving throw, or take a legendary action (a single attack or cantrip at the end of any turn if you choose), or a custom benefit the DM approves.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Trevor creates a safe table
With new players I hold session zero, during which we will talk about what content a player is uncomfortable with, and to what extent. I also watch carefully for any signs of undue anxiety in my games (we can get pretty intense, and I try to portray a realistic world with actions, consequences and good vs. evil). I always ask for feedback at the end of a session for what went well, what didn't, and how can we improve to make the games more inclusive for everyone. ***** AI DISCLAIMER - I use Artificial Intelligence (AI) generative tools to support my prep, including artwork and writing support for my already excellent writing and story-telling skills. There are no faultless companies out there, but I get my material from companies that have taken strides to be artist-friendly and collaborative overall, platforms such as DAL-E, ChatGPT, Suno, and Sora. I truly believe AI is here to stay, and am excited to someday see a future where artists and AI achieve a true partnership. If you are fully opposed to the use of AI in any of it's forms, sadlyI am not the dungeon master for you (though I want to be!). To those fighting for artists rights, I salute you! To those pushing the envelope with new technologies, I pray you will always ask yourselves the important question of "Should we?" before you ask, "Can we?". *****
Content warnings
Safety tools used


