The Dragon of Talanamh
Dragon have ruled over Talanamh for millenia, but now one Dragon is racing to kill the others before a steampunk cult beats him to it!
$15.00
/ Session
Details
Weekly / Monday - 1:30 AM UTC
Session Duration / 2.5–3.5 hours
Campaign Length / 70–120 Sessions
0 / 6 Seats Filled
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About the adventure
In Talanamh, dragon are spirits that inhabit humanoid hosts - granting them incredible power but pushing them to seek power. Most areas are ruled over by a single Dragon (capital D refers to the host/spirit union) as they can be very territorial. It has been this way for millenia, until one Dragon declares himself Emperor of all of Talanamh. The Emperor is ambitious, and this arrangement doesn't last. Our players start the game as low-level adventurers, capabale journeymen but by no means superheroes, who hear rumblings that The Emperor has left Flos Ignis (his seat of power and the capital of Talanamh) to not just kill, but consume the other Dragon. Flos Ignis becomes a slowly spreading authoritarian state where no one is safe. To make matters worse, a steampunk cult called the Draig Llofrudd have been gaining popularity in their crusade to kill the Dragon. They believe that magic and Dragon are anathema to a society of true equality. They proselyte for technology - which they consider the great equalizer - and a Talanamh utterly free of the rule of monarchs and Dragon. Talanamh is a fully-fleshed out homebrew world full of exciting and unique characters, each with their own ambitions and motivations. I have run this campaign through from start to finish for two different tables, and both tables were unanimous in their excitement for the story. If you're a lore goblin who loves sandbox exploration, this may very well be the table for you! *I'm not opposed to helping new players learn (I am a teacher, after all), but this campaign is geared towards players with moderate experience - even if that's just watching lots of APs. I'll expect you to be able to create a 5e (NOT 5.5!) character using point buy, know your proficiencies, DCs, that sort of thing.
Game style
Combat Lite
Roleplay Heavy
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Storytelling, Creativity, Rule of Cool
About me
Hi! I'm Dex, and I've been running a game in a homebrew world for the past five years. I've run two tables through the campaign, start to finish, and both tables came back for a second campaign (currently ongoing) in that world. I started playing D&D... gee, I don't even know how long ago it was. Maybe 2016? A friend of mine and I were sitting at a bar and had one of those barstool epiphanies "We should totally get into D&D!" We did, he acted as DM, and we all had a lot of fun, but my buddy got burnt out and asked me to run a one-shot. Everyone really enjoyed it, and the world kinda spiraled from there. (The tragedy of the forever DM is likely familiar to everyone on this site.) In my personal life - I'm married, poly, and have three kids. My oldest is trans, so if you can't say that trans rights are human rights with your whole chest, you and I won't mesh well because all identities are valid and welcome at my table. I have a needy cat who will likely spend time in frame. I teach HS English, so you can expect my games to end at a reasonable hour so that I can be in bed early enough to wake up before the crack of dawn.
View Profile →Character creation
Creating your character
We'll use point buy to create characters during session zero. Please don't do any in-depth character creation until we've talked as a table, as you'll likely want to change things for synergy purposes. Especially because, for this campaign, the only race that isn't on the table is Dragonborn (because they just don't exist in this world.) We'll start at level three. As you brainstorm prior to our session zero: *Please come up with character concepts that have a reason to work with a group. It's a very sand-boxy world, so if your character is the edgy loner who wants to leave after the first encounter, the party will probably let you, and then you're kinda stuck. *Please make sure you're thinking about characters who want to interact with the world. The motivation doesn't really matter, but if your character turns down every quest you're offered, the rest of the table will likely grow annoyed with you. *Please be creative when you're thinking about characters. Anyone can play the dumb and angry barbarian who only knows how to smash things - who is a character that only YOU can play? That's going to be the most fun and interesting. *How/where your character sheet is stored is completely up to you. I just need a copy of it.
What to expect
Preparing for the session
I'll set up a Discord server for our sessions. All combat will be run through owlbear rodeo. If you're a dice goblin like me, please plan on having a muted phone camera ready to display dice rolls.
What Josh brings to the table
As a DM, I'm just a bard who doesn't play a PC. I try to use voices where appropriate. Although I'm not a voice actor by any stretch of the imagination, there were some standout NPCs that my players have really enjoyed. Most importantly, I bring you a living world. I know what's happening in it at all times, and you're free to explore as you see fit. So, for instance, if you visit a particular location after the pirate civil war, you may be asked for help and asylum by the survivors of the losing side. BUT, if you visit that location before the war happens, you may be asked to pick a side and be able to change who wins! Of course, if you're deeply ingrained in the pirate civil war, then you might not be able to affect other conflicts that are happening at the same time. I'm huge on player agency and use the world as a way to tell YOUR story. It's the reason why I can be excited to run the same campaign a third time.
Homebrew rules
I use a pretty common homebrew rule for potions - use an action to gain the full effect of the potion or use a bonus action to chug it and roll for the effect. I just think it's more fair. I also use a modified version of flanking. While I like flanking, I think it de-values rogues and encourages players to clump together. So, in order to gain flanking, both PCs must be engaged with an enemy while on OPPOSITE sides of that enemy. Basically, the enemy can't possibly hope to look at both attackers for it to count. There are other homebrew rules that might end up being used, and I'll list them at session zero, but as they're slightly more potent, I let the table vote on which ones to use (if any.)
Equipment needed to play
Internet
Computer
Microphone
Webcam
Headphones
Platforms used
Safety
How Josh creates a safe table
All players will contribute anonymously to a lines and veils document, which I'll read out at the beginning of actual play. We may occasionally reference it if needed, but I find that the lines and veils have historically applied mainly to story beats (which are only really under my purview.) In addition, I like to use a red light/yellow light callout system as opposed to the x,n,o cards. I prefer a callout for three reasons - first, it's really easy to miss someone holding up a card, especially if your video focuses whomever's speaking. Second, it's really easy to misplace those cards or forget to have them handy. Finally, a callout is a forced interruption, which the speaker can't really miss and accidentally cross any boundaries. A player calling out "yellow light" means, "you're about to cross a line, don't go any farther than this," and RP/story continue. A player calling out "red light" means, "a line has been crossed, and there needs to be a delay of game." We'll have a discussion about which line was crossed, reference the lines and veils document if it was something that player should've known to avoid, and when we're ready to resume playing, we'll start with a retconned summary to erase the crossed boundary from the canon timeline.
Content warnings
Safety tools used