Ashes of Candlemas
A vanished patrol. A cursed kirk. In war-torn Scotland, a new company must uncover what haunts Whitekirk—before Candlemas burns to ash.
About the adventure
The year is 1356. Scotland smolders beneath the boot of King Edward III. The snows have turned red. The scent of burning heather clings to the wind. Smoke coils over charred villages, and the roads are littered with broken carts, blackened bones, and frozen prayers. This is the Burnt Candlemas, a ruthless winter campaign led by English forces who seek to break Scottish resistance through fire and terror. And you are caught in it. You are stationed at Camp Warden’s Watch, a miserable timber fort clinging to the edge of civilization. The food is rotten. The air reeks of wet wool, boiled oats, and spilled blood. The silence between the trees is heavy, the kind that makes you feel watched. Villages are disappearing. Orders have stopped. Even the ravens have grown quiet. And the few who return from the north speak of pale shapes in the snow, of fires that burn green, and of things that walk without sound. This is Ashes of Candlemas, a D&D campaign set in the Island of the Prince historical fantasy world. You’ll play knights, scouts, friars, soldiers, or serfs drawn into a cold war where every moral decision matters. Magic is feared. Faith is fractured. And the supernatural hides behind veils of tradition, silence, and fear. You will starve. You will bleed. You will make impossible choices in a world where right and wrong are luxuries few can afford. Combat is lethal. Every sword swing could be your last. But the true battle lies in what kind of person you become. Do you follow orders or protect the innocent? Do you obey God, king, or something older than either? Every stone has a story. Every NPC has a memory. And the land itself is cursed with the sins of men long dead. This campaign is ideal for mature, roleplay-focused players who crave a grim, historically-grounded story with elements of creeping horror. We use Discord voice, D&D Beyond, and Chronica for tracking. You’ll also get daily in-world updates, session recaps, and our weekly lore podcast: Island of the Prince – Deep Dive. If you like your D&D soaked in blood, snow, and consequence—you’ll find your place here. Just don’t ask what’s in the stew. This campaign will be played on Saturdays at 5pm until 9pm, EST. Session Zero is totally free.
Game style
Rules as Written (RaW)
Theater of the Mind
Game themes
Meet the Game Master
About me
Your hands are slick with blood—some of it yours, most of it not. The first wave shattered against your line like a tidal surge of iron and fury. Now the air is thick with smoke and prayers. A brother groans nearby, clutching a broken arm. Another reloads his crossbow with shaking fingers. You tighten your grip on your weapon and brace your boot against a mound of corpses at the breach. The enemy will come again—and this time, they know your strength. But you will not fall. Not here. Not while your companions still breathe. You were sent to hold this gate, and by God or steel, you will. This is the kind of story we tell. My name is Terrance Davis. I'm a U.S. Army veteran, a small business owner, and I’ve been running Dungeons & Dragons campaigns for nearly forty years. What I bring to the table is hard-earned: a lifelong passion for storytelling, battle-tested discipline, and the ability to create living worlds that demand everything from the players brave enough to explore them. I am the creator of The Island of the Prince, a campaign setting grounded in the harsh beauty of the real world—a 14th-century Earth, scarred by war, faith, plague, and prophecy. This is a place where steel rings against steel, and where magic—whispered of in dark corners—can get you burned alive. Here, the wounds are deep, the choices matter, and the names of the dead are not quickly forgotten. You and your companions will journey across a continent unraveling at the seams. From the blood-soaked fields of France during the Hundred Years' War to the crowded alleyways of Jerusalem’s Old Quarter… from the storm-lashed ports of North Africa to the alpine citadels of the Holy Roman Empire. You’ll investigate miracles, carry relics through hostile territory, and uncover secrets men have killed to bury. You may be knights, scribes, mercenaries, or spies. You may serve king or pope, or follow only coin and conscience. But once your boots hit the road and your blade is drawn, the world will know you only by your actions—and your allies beside you. This is not high fantasy. This is grim realism steeped in real history, where every torchlight flickers against betrayal and every choice carves into the future. The Black Death has returned. Heresies bloom in secret. And from the shadows, the Order of Judas moves once more. If you're looking for safe, sanitized fun—look elsewhere. But if you're ready to hold the line until your sword breaks in your hand… If you're ready to write your legacy in blood and fire alongside companions you'll never forget… Then saddle up. Your story begins now.
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Proficiencies
Players say this GM is great at:
Storytelling
Knows the Rules
World Builder
Terrance Davis' Isle of the Prince is a historical adoption of medievel Europe in 1356.It is so intriguing and Informative (medieval Europe) you become engulfed in excitement. The way Davis orchestrates the game is without comparison. Davis' campaign is Marvel cinematic universe(realism)... while other campaigns appear " DC" like...
Character creation
Creating your character
Character creation for Ashes of Candlemas takes place before Session Zero, and every player will be vetted to ensure this campaign is the right fit for them. This is not a high-fantasy romp—it’s a historically grounded, consequences-driven narrative set in a brutal version of 1356. If that excites you, welcome. If you’re just here to roll dice and sling spells, this won’t be your battlefield. Vetting begins as soon as you join the Discord server. You’ll be asked a few questions to make sure you understand the campaign’s tone, restrictions, and expectations. Once approved, you’ll receive access to the private campaign channels and resources. Here’s what you need to know about character creation: Race: Only humans are allowed. No exceptions. This world is shaped by religion, politics, war, and superstition. Elves and dragonborn have no place here. Classes: Only classes and subclasses from the 2014 or 2024 Player’s Handbook are permitted. Some subclasses may be restricted or require justification based on setting realism. You must receive DM approval before finalizing your class and subclass. No third-party or homebrew options are accepted. Starting Level: All characters begin at Level 1. You are not heroes—you are survivors, soldiers, and sinners trying to endure a world set ablaze. Stats: We use point buy (27 points) or standard array. No rolling for stats. Platform: All characters must be created and submitted via D&D Beyond. A campaign link will be provided. Sheets will be reviewed, and once approved, locked for editing. Backgrounds: Use one of the custom historical backgrounds provided in the campaign materials or create one using PHB guidelines—with medieval realism in mind. Commoners, knights, priests, hedge doctors, deserters—all welcome, so long as they feel real. Backstory: All characters must include a written backstory (minimum 1–2 paragraphs), set within the world of Island of the Prince. Ties to England, Scotland, or the Holy Land are encouraged. Backstories will be used to drive story arcs and relationships. Alignment & Tone: No cartoonish evil or chaotic nonsense. You can be proud, cruel, zealous, or broken—but your character must have depth and be able to function within a party. If approved, you’ll gain access to worldbuilding materials, NPC dossiers, daily news updates, and campaign extras like Martha the Goodwife’s Rumors, Carla’s Reports, Images from Around the Realm, and the Island of the Prince: Deep Dive Podcast—all of which add life to the world between sessions. This campaign is not for everyone. But if you’ve ever dreamed of walking through ash-strewn villages, negotiating with broken priests, and making impossible choices with a blade in one hand and scripture in the other—then you may just belong. Apply with your concept. The war waits for no one.
Party Notes – What Kind of Players We’re Building This table is for the upcoming historical dark fantasy adventure, Ashes of Candlemas, set in 1356 Scotland during the brutal winter campaign known as the Burnt Candlemas. The party has not yet been formed—this is your chance to be part of the founding group. We’re looking for serious, story-driven players who understand the tone: Gritty realism Grounded, human characters Consequences for every decision This is not a table for chaotic antics, meme builds, or people who “just want to see what happens.” This is a paid campaign, and we expect the same level of commitment from new players that we offer in return: On time, every session In character, in world Prepared to engage, both in combat and roleplay The Setting: You will be soldiers, scouts, or civilians stationed at a remote timber fort on the Scottish frontier, as villages vanish and a storm of darkness sweeps down from the north. Supplies are short. Trust is thinner. And something unspeakable moves through the trees. What Kind of Party Are We Building? We're aiming for a tight, grounded group—likely a mix of: A ranger or scout to survive the wilderness A martial character to lead or hold the line (no monks) A divine caster to keep the flame of hope alive Possibly a rogue or investigator, as rumors and secrets play a heavy role Characters must be human. You will start at Level 1, and you will feel fragile. This is deliberate. Every victory is earned. Every scar means something. If you want to help shape a new legend from the ground up, this is your shot. If you want to joke your way through another fantasy world where nothing sticks, this isn’t for you.
What to expect
Preparing for the session
Before stepping into Ashes of Candlemas, players must come prepared—both technically and mentally—for a grounded, immersive roleplaying experience. This campaign is set in a version of 1356 that is dark, brutal, and rooted in the realities of medieval life. If you’re ready to take it seriously, you’ll thrive. Here’s what you’ll need: Microphone Required – A clear mic is essential. This is a voice-only campaign hosted on Discord. You must be able to speak and listen clearly for in-character roleplay, tactical discussion, and meaningful interaction. No text-only participation. No Webcam Needed – This is a theater-of-the-mind game. You do not need a webcam, but you’re welcome to use one if you like. Accounts You'll Need – • Discord (free) – Our campaign hub, where vetting, scheduling, updates, lore, and between-session roleplay happen. • D&D Beyond (free) – All character creation takes place here. A campaign link will be provided. • Chronica (free access) – You’ll be invited to our private campaign dashboard for world events, NPCs, player logs, and daily updates. Character Creation – Characters must be submitted before Session Zero and approved by the DM. Only humans allowed. Only 2014 or 2024 PHB classes. Point buy or standard array. Full instructions are posted once you're vetted. Reading the Rules – You should have a working understanding of the 5e system, especially if you're joining as a martial or spellcasting class. New players are welcome, but must be willing to learn quickly. Familiarity with Medieval Feudalism Is Critical – This is not a modern fantasy world. Characters live within a rigid social hierarchy. A commoner does not speak to a knight like an equal. A priest does not take orders from a sellsword. Players must understand and roleplay within these constraints. If you want to act like a modern adventurer with no respect for class, custom, or religion—this is the wrong campaign. You will receive prep materials upon joining, including: Historical background briefings (to understand the Hundred Years’ War and setting) Maps and visuals to orient you within the world A primer on medieval etiquette and religious conduct Sample character templates for inspiration Lastly, come ready to listen, think, and feel. This game runs on immersion. Players are expected to stay in character, engage with the world, and respect the tone of the setting. Out-of-character chatter is kept to a minimum during play. Prepare like a knight riding into uncertain war. Because that’s what this is.
What Terrance brings to the table
As your Game Master, I bring nearly 40 years of experience running immersive, character-driven campaigns. Ashes of Candlemas is more than just a weekly D&D game—it’s a living historical world where your choices leave real scars and your name, for better or worse, echoes in sermons, gossip, and song. You’ll be stepping into a campaign unlike anything else on the market—crafted for those who crave consequence, realism, and depth. Here’s what I provide to enrich your experience: D&D Beyond Integration – 2024 Players Handbook unlocked, historical backgrounds, faith-based oaths, and equipment grounded in medieval realism. Discord Voice Chat – Weekly voice-only sessions to ensure immersion and fast-paced play. Chronica Campaign Manager – A complete digital archive of everything: your characters, world events, factions, loot, enemies, daily news, and relationships. Custom Battle Maps and Tactical Combat – Hand-built maps based on historical locations and terrain. Sieges, ambushes, and skirmishes are crafted with realism and strategic depth in mind. Photo-Realistic Visuals: Images from Around the Realm – High-quality visuals are provided throughout the campaign, from war-torn hamlets and castle ruins to character portraits and battlefield aftermaths. If it exists in the world, you’ll see it. Narrative Extras That Keep You Immersed Between Sessions – • Island of the Prince: Deep Dive Podcast – A weekly lore podcast that explores the characters, factions, and events from a modern lens. • Martha the Goodwife’s Rumors – Every week, players receive a list of whispered rumors, peasant gossip, and half-truths overheard in the market, the tavern, or behind the altar. • Carla the Serving Wench’s Reports – The most famous bard in Europe chronicles events as they unfold. Her accounts are poetic, biased, and sometimes dangerously close to the truth. • Daily Campaign Calendar Events – Time matters. You’ll receive updates about troop movements, village burnings, papal decrees, and strange omens as the world turns. My GM style is highly immersive and consequences-driven. I run with the Rules as Written as a foundation but embrace historical accuracy and in-world logic above all. Magic is rare, combat is brutal, and death can come from blade, betrayal, or blizzard. Every decision matters. There are no throwaway NPCs or plot armor here. I play this game with respect for the period. Dialogue is grounded in 14th-century sensibilities—expect religious tension, noble pride, superstition, and fear. I use character voices and keep personalities consistent. A bishop sounds different from a deserter. A serf dares not speak as a knight. This campaign is not for everyone. If you want casual dungeon crawls, high magic, or silly antics, this is not your battlefield. But if you want to be feared, remembered, or redeemed—if you want to feel the war in your bones and taste ash on your tongue—you are welcome here. This is Ashes of Candlemas.
Homebrew rules
Homebrew Rules: • Drinking a potion is a bonus action but may cause side effects. • Critical hits use a brutal table—maiming, dismemberment, or instant death is possible. • Death saves become harder with each fall. • Arcane casters don’t live past 35 without magical aid. • Wounds, exhaustion, and morale are enforced for gritty realism. • Human-only characters; strict historical accuracy is required.
Equipment needed to play
Internet
Microphone
Platforms used
Safety
How Terrance creates a safe table
This is a brutal, historically grounded campaign that explores the harsh realities of war, faith, betrayal, suffering, and survival in 14th-century Europe. As such, we do not rely heavily on safety tools, and this game is not appropriate for players working through personal trauma or seeking a gentle fantasy experience. We do not use X, N, or O cards, and there is no Lines and Veils document. Themes such as violence, disease, starvation, religious persecution, and moral compromise are present and often unavoidable. If this level of realism or intensity offends or upsets you, this is not the right campaign. That said, we do care for our players and take the emotional weight of the game seriously: Session Zero includes a full overview of the setting, themes, restrictions, and expectations. You will know exactly what kind of campaign you're stepping into. Aftercare is offered after every session, with time set aside to decompress, discuss difficult scenes, and provide feedback. Breaks are scheduled midway through each session to let players stretch, refocus, or step away if needed. Players are always welcome to message the DM privately after a session if something crossed a line or made them uncomfortable—we will handle it discreetly. This is a game for mature players who understand the setting and are choosing to immerse themselves in its dark beauty and brutality. There is no shame in saying it’s not for you—but there is no compromise in what this campaign is. If you're ready to walk into fire with your eyes open, you'll find your place in Ashes of Candlemas. If not, then may God guide you elsewhere.