Xurnia: a Retro RPG

Xurnia: a Retro RPG

You arrive to Xurnia, a distant archipelago where adventurers have been exploring. And yet, a strange corruption is spreading through the land.

TYPE

Campaign

LEVELS

1–12

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
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$15.00

/ Session

Details

Weekly / Wednesday - 1:00 AM UTC

Session Duration / 3–4 hours

Campaign Length / Up to 42 Sessions

0 / 2 Seats Filled

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About the adventure

Welcome to Xurnia A Retro-Inspired Open World D&D 5e Campaign (Levels 1–12) Xurnia is a vast, untamed land where survival is earned. Inspired by classic NES-era RPGs and built on D&D 5e (2014) with extensive homebrew systems, this campaign rewards preparation, ambition, and smart decision-making. The world does not scale to you. Some regions are meant to challenge you early and conquer later when you are stronger and better equipped. Exploration drives the game. Xurnia uses a hex-crawl overworld where travel, terrain, distance, and supply matter. Roads are safer than the wilds. Pushing too far without preparation can end careers quickly. Exploration rewards rare materials, hidden locations, faction opportunities, powerful resources, and profitable discoveries. The land is dangerous, but survival brings wealth. Combat is deliberate and risky. Not every encounter is balanced, and not every enemy should be fought. Retreat, negotiation, scouting, and planning are valid strategies. Random encounters are biome-based and varied. Violence carries social and economic consequences. Smart players manage risk. Character progression extends beyond leveling. Advancement is experience-based, and skill challenges play a major role in travel, survival, social maneuvering, and escape. Your decisions shape how factions and regions respond. Backstories are woven into the world to ground each character in Xurnia’s lore. Tool proficiencies and backgrounds matter. They unlock expanded crafting, economic leverage, social influence, alternate skill approaches, and creative solutions. Harvesting and expanded crafting systems allow players to gather materials from creatures and environments to create, upgrade, trade, and profit from equipment. Crafting requires proficiency, time, and resources. Wealth can be earned through trade and ingenuity, not just combat. Xurnia includes a mount, pet, taming, and mercenary system. Hire NPC adventurers for contracts. Tame wild creatures. Purchase trained mounts and pets with unique bonuses. Train and specialize companions for exploration or combat roles. Companions require care and investment. Guilds drive wealth and influence. Major factions include the Adventurers Guild, Mages Guild, Alchemists Guild, United Temples, Druid Circles, and Merchants Guild. Reputation grants better contracts, rarer gear, stronger spells, and exclusive opportunities. Gold is access and power. Magic works differently. Spells are not automatically learned on level up. Spellcasters must purchase, research, discover, or be taught spells. Casters gain an extra level 1 spell slot at level 1 but begin with limited spells known. Scrolls are consumed when learned. Magic must be earned and funded like any path to strength. Xurnia is built for players who enjoy exploration, calculated risk, meaningful progression, faction politics, economic growth, and a reactive world.

Game style

Hexcrawl / Exploration

Combat Heavy

Roleplay Lite

Sandbox / Open World

Rule of Cool (RoC)

Dungeon Crawl

Meet the Game Master
Game Designer

2 years on StartPlaying

About me

Hi! My name is Jim and I am 38 years old. I have been a GM for 5e since launch and been loving it ever since. I have always enjoyed high fantasy, creative writing, and board games. So naturally, D&D was inevitable. I also dabbled alittle in 3.5e. Im a nice mellow guy who loves having fun above all else. Im not a rules lawyer and believes the "rule of cool" reigns supreme. This is a collaborative story craft with epic heroes! In the famous quote, "You may certainly try!", its my job to create a scenario within the game mechanics to allow you to try anything! Within reason. If its too far fetched or beaks the rules, I'll have to call No. I have been a fan of H.P. Lovecraft my entire life and enjoy the dark, gritty cosmic horror genre. I'm also a sucker for High Fantasy. Mixing the two is my favorite style of homebrew.

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Character creation

Creating your character

All official sources allowed. Including Critical Role and Valda's. Other sources need to be approved. Exception is no flying races. Starting level is 1. 27 Point buy to start. Backgrounds matter in this campaign. What was your character doing before leaving by ship to adventure in Xurnia!

The current party

We currently have - a Goblin Paladin of Bahamut - a Goliath Cleric of Loviatar - a Human Rogue Story-teller

What to expect

Preparing for the session

Game held on Roll20.net Discord for audio chat.

What Jim brings to the table

I utilize ambient music and thematic audio to help immerse the players in the situation. I encourage tactical combat. It can be so much more than hitting each other with sharp sticks. I follow RAW as much as I can but ROC does help them be bent. Im not great a doing voices but i will jump in for some RP if the players are into it! Most of the game is RP light.

Homebrew rules

Harvesting creatures for loot, to craft or sell. Adventurer's Guild type jobs to earn wealth, esteem, and faction benefits. Expanded crafting and harvesting rules. Your background and tool proficiency's matter. Classes do not auto learn magic spells from leveling up, the scroll must be bought and studied to gain access to that magic. Access to better equipment and spells become available during the game. Various Guilds exist across Xurnia for all your gear and magic learning needs. Homebrew Mount, Pet, and Mercenary management system, with the ability to take wild creatures as companions to use or sell. Drinking potions are a bonus action. Skill challenges to give the players a chance to use their proficiencies.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Jim creates a safe table

My games are fairly mild. I prefer to get them dark and moody, not cringe and disgusting. Id say a PG-16 rating. I'll go over any concerns in session 0, try to explain in better detail what the game entails. I always ask for the players to send me feedback after every session if they have any, just to make sure if there is something that is bothering them that I can change.

Content warnings

Safety tools used

Frequently asked questions