The Sevenfold Realm
Hard oaths. No easy choices. Real consequences. You begin at the gallows, rope on your necks, the crowd watching.
$30.00
/ Session
Details
Weekly / Friday - 6:00 PM UTC
Session Duration / 3 hours
0 / 5 Seats Filled
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About the adventure
The Sevenfold Realm has no king. It never did. Power sits with councils, oaths, and whoever is willing to enforce them with steel. Seven Regents rule seven lands. They do not trust each other. They do not need to. Fear keeps things in place. Their banners hang together in the Capital as a warning, not a promise. The gods exist. They are distant and rarely kind. They shaped the world and walked away. Priests manage what is left. Faith here is controlled. Miracles are treated as problems, not gifts. When the gods intervene, people brace for fallout. There is an eighth name no one says. Most learn it young. Most learn to shut up about it fast. Magic is regulated. If you are born with it, you are taken to the Towers. Your name is written down. Your power is measured. Your debt is recorded. You leave something behind. Everyone does. The Inquisition makes sure no one forgets. Unwatched magic is heresy. Punishment is public. Fire is efficient. History is curated. Bards are witnesses, not entertainers. They decide what is remembered and what disappears. If your deeds are not sung, they might as well not have happened. If a lie is sung, it only lasts until the bard is silenced. Nobles play nice. Criminals keep their distance. The Regents listen. Life is narrow. You work. You pay. Bells ring for births, deaths, and executions with the same dull sound. Justice is quick and visible. Trials happen. Steel usually decides. Hanging is common. This is where you live. You start at the gallows. Rope tight. Wood creaking. A crowd watching. Some bored. Some pleased. Most just glad it is not them. The charge has been read. Fairness is irrelevant now. Why you are here is up to you. Theft. Desertion. Heresy. Murder. An oath broken. An oath kept too long. Maybe you were inconvenient. In this Realm, that is enough. The bell is raised. The executioner waits. Someone nearby is listening and deciding whether you will be remembered. This is not a story about heroes.
Game style
Combat Heavy
Realm Building
Roleplay Heavy
Sandbox / Open World
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: World Builder, Creativity, Inclusive
About me
Hey there! I’m Stephen the storyteller behind LastTentacle Studios. I’ve been playing and DMing tabletop RPGs for about 12 years, ever since I jumped behind the screen just a week after my very first game. I’m 41, and I live in Germany with my wife and dog. My campaigns take place in a deeply developed homebrew world filled with myth, mystery, and consequence. I love crafting stories that feel cinematic and emotionally resonant , where player choices have real consequences I’m known for creating immersive, character-driven experiences that blend dramatic storytelling, layered lore, and tactical, high-stakes encounters. If you’re looking for a DM who values narrative weight, meaningful roleplay, and battles that feel alive, you’ll feel right at home at my table.
View Profile →Character creation
Creating your character
Backstory comes first — stats come second. The most important part of creating your character is building someone who fits naturally into the world and story we’re telling together. You’ll receive a world briefing document before Session 0 to help you design a character concept that feels grounded in the setting and connects with its themes. We’ll roll stats together during Session 0 using the 4d6 drop the lowest method. If your rolls don’t include at least two 15s, you get a full reroll. This keeps things fair while still letting fate have its say. No homebrew classes are allowed, but multiclassing is welcome if it fits your character’s story and development.
What to expect
Preparing for the session
Before joining the game, there are a few quick setup steps to make sure everything runs smoothly: Create a free D&D Beyond account. You’ll be added to my campaign, where content sharing is enabled — giving you access to all official classes, subclasses, and options. Set up a free Roll20 account. This will be our virtual tabletop (VTT) for maps, combat, and visuals. Install the free Beyond20 Chrome Extension This links D&D Beyond and Roll20 so you can roll directly from your character sheet. Join our Discord server. This is where we’ll handle voice chat, announcements, and out-of-session discussion. Have a working microphone and camera. Cameras are required — seeing each other’s reactions helps make the game feel more personal and immersive.
What Stephen brings to the table
I run my games using theatre of the mind for roleplay and exploration, and tactical maps for combat. You can expect ambient music throughout the session to help set the tone and immerse you in the world — from tense battle drums to quiet tavern chatter. I follow the D&D 5e (2014) ruleset as a solid foundation, but I’m not bound by it. My goal is to keep the story flowing and the world believable, so I may make rulings that go against the book if it serves immersion or narrative pacing. Expect a balance of roleplay, exploration, and tactical combat, all grounded in a living world that reacts to your choices. My focus is on keeping things fair, consistent, and story-driven — where the rules support the adventure, not restrict it.
Homebrew rules
Things to know about this game. Behaviours, rules, and homebrew. Death is real, and it is likely. If you fight monsters, they will act like monsters. Creatures that hunt for food will try to kill you whether you are conscious or not. Enemies who want you dead will make sure you stay dead. A mercenary collecting a bounty will not walk away from an unconscious target. They will finish the job. There is one banned spell. Silvery Barbs. Drinking a potion is a bonus action. Falling unconscious has consequences. The first time you drop to 0 HP after a long rest, nothing special happens. You go down as normal. Each additional time you hit 0 HP before completing a long rest, you gain one Wound Marker. Each Wound Marker gives a minus one penalty to death saving throws. They stack. Only one Wound Marker can be removed per long rest. Magical healing does not remove them. I am human. The players are human. Mistakes happen. When I make a ruling at the table, it stands in the moment so the game can keep moving. We can talk it through after the session. I do not always follow 5e rules exactly. I will bend rules for players when it improves the experience, and I reserve the same right to increase tension and keep the game sharp. This is a sandbox. There are many things you can do and many threads you can pull. You will not be able to do everything. Choosing one path means leaving another behind. The world does not wait. If you ignore something or walk away, events will continue without you.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Stephen creates a safe table
Before we begin, I’ll send out a Lines and Veils document so everyone can share what topics they want to avoid entirely and which can be referenced but not shown directly. We’ll review this together during Session 0, along with our expectations for tone, pacing, and table etiquette — making sure everyone feels safe and respected. I also provide regular feedback forms throughout the campaign so you can anonymously share what’s working, what isn’t, and anything you’d like adjusted. My goal is to keep the game enjoyable, inclusive, and responsive to the group’s needs.
Content warnings
Safety tools used