Reclaiming Dorn Thon: A Tetara Campaign
What you reclaim—or fail to—will decide whether the Dwarves endure, or fade into history
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SYSTEM
LEVELS
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
Weekly / Monday - 5:00 PM UTC
Session Duration / 4–6 hours
Campaign Length / 20+ Sessions
0 / 6 Seats Filled
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About the adventure
Dorn Thon fell during the Dark Elf War. That war ended four years ago. When the world stood on the brink, the Dwarves answered the call. They marched, they forged, they bled. At the war’s end, when aid was promised in return, they were given only a thank you—and told to leave. No land. No recompense. No future. Now the Dwarves are scattered. Their cities lie buried, their roads broken, their history reduced to oral stories passed from generation to generation. There are no maps. No written records. What remains are myths of forgotten towns, lost mechanisms, and technologies of the old world—dismissed by others as folklore. Queen Wynn, last surviving leader of the Dwarves, does not believe they are myths. With Elmwood unable or unwilling to help, she has sent out three expedition teams into the lost territories of Dorn Thon. Their charge is not conquest, but recovery—of land, of truth, and of leverage. Anything of value may be used to secure the fragile alliances the Dwarves now need to survive. The High Elves, led by Queen Xaylin, command the strongest military and economy in the east, yet stand without a true ally. The Dark Elves, under Nathryn, seek to reclaim Astra and restore their influence in the west. Both watch Dorn Thon closely. Trade routes to Aideon’s seas are open again. Rare minerals and forgotten technology could reshape the balance of power. You are part of one of those expeditions. The journey will take months, possibly years. There will be no guidance, no rescue, and no guarantee of return.
Game style
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
Hello fellow adventurers! I'm your guide to a world born from boundless creativity and the roll of the dice. I've been mastering the art of Dungeon Mastering for over four years, steering a ship through the turbulent and fantastical seas of a homebrew world I crafted from scratch. My games are built on the foundations of D&D 5e, but here, imagination and roleplay take the front seat, leaving the strict rule-following in the dust. I believe in a game where freedom and storytelling intertwine, creating memorable, character-driven journeys. Whether you're a seasoned player or a curious newcomer, I strive to weave your character's backstory into the very fabric of the world, enriching the narrative and ensuring your place in this evolving tale. While I don't use voice acting, I excel at matching the tones and styles of various NPCs to enhance the narrative and bring our characters to life. This approach helps maintain the immersion and gives each character a unique presence in our story. I use Discord for seamless communication and VTT to bring our encounters to life. I also require players to have the DnD Beyond 20 extension for a smooth and integrated gaming experience. My sessions are rich with visuals and assets that enhance your experience and draw you deeper into the lore. The Campaign world I run is called Tetara. Tetara’s history is shaped by three major events: The Great War — an ancient conflict that left behind scattered ruins, lost histories, and sealed remnants of old powers. The War of the Gods — a later upheaval that damaged the world further and erased or distorted large parts of recorded history. The Dark Elf War — the most recent and catastrophic conflict.(The original campaign) This war pushed the world to the brink of extinction and sets the stage for the beginning of the entire campaign saga. Where Player Involvement Began Players entered the story at the exact end of the Dark Elf War, when nearly everything was in ruins. (the last remaining kingdom Aras, an island kingdom, made its final stand) There were: no stable governments collapsing borders scattered survivors no clear leadership widespread devastation From that point, the players themselves became the foundation of the new era. In the first campaign, the players founded the first two kingdoms after the war, (Elmwood Republic and Kingdom of Aideon) directly deciding how civilization restarted and what the new world would look like. Everything that exists in modern Tetara — nations, alliances, rivalries, political structures, and emerging cultures — is built on the choices players made in those early sessions. The Player Premise Moving Forward Across all campaigns since then, players continue to drive the direction of the world by: Rebuilding towns, nations, and systems of governance Strengthening or reshaping the kingdoms they originally founded or new ones Exploring ruins and sites left behind by the Great War and War of the Gods Recovering lost knowledge and history Protecting the world from new threats tied to old conflicts Influencing future politics, alliances, and conflicts Deciding what Tetara becomes in the long term The world is intentionally open and player-driven. Each campaign adds new information, new consequences, and new pieces of the world’s story. The Overall Player Goal Across all current and future campaigns, the broad purpose is: Rebuild the world after the Dark Elf War Maintain or evolve the kingdoms players created Uncover the truth about Tetara’s past Understand how the Great War and War of the Gods still affect the present Prevent hidden or forgotten dangers from rising again Shape the next era of Tetara through their actions as teams Players are not just adventurers in the world; they are the ones building the world, rebuilding civilization, and creating the future history of Tetara. If you're ready to explore a multi-layered world where the story reacts to your choices and the limits are as vast as your imagination, grab your dice, and let's create memorable adventures together!
View Profile →Character creation
Creating your character
Characters will be point buy or standard array. Milestone (As team work and cooperation advance you) Session 0 will be a 1-2 hour 1 on 1 with me to "find your voice" and help with questions, system tech, character, etc. Characters to be made on dnd beyond. Make sure it is set to public as I will need the link to import it into the VTT world. Starting equipment is fine. If there any additional items please let me know and how your backstory incorporates it. A backstory is needed but does not have to be in-depth. (Expect all players backstories to tie into the main arc and overlap and tie each other together in some form) There are only three race choices for this particular campaign. Players may choose one of three races, each with their own motives, stakes, and reasons for joining the expedition: Mountain Dwarves The last heirs of Dorn Thon. You seek to reclaim your homeland, recover what was lost, and restore Dwarven identity, industry, and pride. This expedition is personal—failure means extinction by irrelevance. Dark Elves Your people are fractured and resource-starved. Astra lies beyond reach, and without aid, the effort to reclaim it will fail. You join the expedition in search of resources, leverage, and alliances necessary to finish what the Dark Elf War left undone. High Elves The most powerful military and economic force among the Tetara kingdoms—yet power must be maintained. You seek to secure trade, influence, and long-term dominance by shaping the outcome of Dorn Thon and the alliances that emerge from it. Each race brings conflicting goals, shared necessity, and political tension to the table. Cooperation is required—but loyalty is not guaranteed. Due to Tetara being Homebrewed, all DND content with lore and history is obsolete. The player (bible) handbook will address some spells that are game breaking for the world such as sending, teleport etc.
What to expect
Preparing for the session
TheForge-free account (aka foundry VTT) Dnd beyond(set character to public when creating) Discord Dndbeyond20 extension(required) google/chrome Make sure that you have a clear and working mic as well as an operating computer capable of running animated battlemaps.
What Dm/Gm Travis brings to the table
Each session has its own unique custom tailored music for scenes area moments. There are weather effects/sound effects. There are flashing lights so please be aware. Rule of cool rules the game but there is a set of rules that will never be broken. If the narrative calls for a moment rules be damned. All of my campaigns have an arch...which ties into the other campaigns played or planned...which tie to the major overall plot that ALL players are apart of for the....endgame. All player characters will have a role to paly in the main story. your decisions, though often not felt immediately, will change the shape and course of the campaign and world. Slow build and things start coming together as a whole. Tetara is a world full of wonder mystery strife struggle rebirth and unanswered questions that the players find out for themselves. Homebrew classes are allowed as well as items but THEY MUST BE APPROVED by me first. A player bible with the timeline, races, features, career ladder "feature/trait type system"
Homebrew rules
Things like sending and teleport are heavily reduced. In the world of Tetara, Arch nodes, serve as "communication towers" that restrict flow and bypasses is seen as a criminal offense. Nations and peoples alike defend against themselves so not just anyone can cause catastrophic damage on a whim. Spells of long range are most effected.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Dm/Gm Travis creates a safe table
X N O's. There is also a player survey that must be filled out prior to joining to ensure that the group forming is the best fit as well as respecting expectations and flow.
Content warnings
Safety tools used