Marks of the Divine
The gods didn't fall, they were broken. You bear what's left of them. A year-long Fabula Ultima legacy campaign about love, betrayal, and choosing.
$25.00
/ Session
Details
2 players following this game
Weekly / Monday - 10:00 PM UTC
Jul 14 / Session 9
Session Duration / 3.5–4 hours
Campaign Length / 40–42 Sessions
4 / 5 Seats Filled
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Schedule
About the adventure
One year ago, the gods stopped being gods. You never met them. Nobody did, not really — they were the laws of physics. Time. Gravity. Light. Sound. The Anchors that held the world together. Then something broke, and the world started to glitch, and you started to change. You woke up one morning with a mark on your skin that hadn't been there the night before. You thought it was a dream. Then you tried to put out a candle and the candle put itself back on. You tried to outrun a memory and the memory waited for you in the next room. You tried to lift something too heavy and you lifted it. You're not the only one. There are five of you. The Marks chose you for reasons none of you understand yet — and they will be reasons, by the end. You'll find each other in the first weeks of the campaign, and you'll spend twelve months figuring out what you are, who's hunting you, who's lying to you, and what the world needs you to do. Some of those people will love you. Some of them will betray you. Some will do both, in that order, and mean it both times. This is a campaign about the people who carry impossible things and the relationships that keep them from breaking. Your Marks run on Bonds — the relationships you forge with each other and the world. When those Bonds bend, your power dims. When they break, you'll feel it. So will the world. What you'll get: A 12-month, ~50-session legacy campaign in Tessera, a natural-fantasy world built specifically for this story A pre-campaign Epitaph game (session zero) where your group collaboratively narrates the deaths of your characters' divine ancestors — heroes from a forgotten battle whose tragedies will haunt the present day 11 unique Divine Marks, each with mechanical depth: a passive trait, multiple Lesser Invocations, and Greater Invocations fueled by your character's Bonds A cast of 50+ NPCs designed for emotional weight, not encounter-filler — including allies who will betray you, enemies who will love you, and a quiet shopkeeper who is older than you can imagine Real moral choices with no clean answers: the campaign's ending is yours to make, and the wrong choice doesn't exist A Fabula Ultima system that rewards roleplay, narrative engagement, and creative problem-solving over optimization This campaign is for you if: You want a long-form, character-driven story with a real ending You enjoy moral complexity and antagonists who are sympathetic by design You like roleplay-heavy sessions punctuated by tactical combat You want your character's choices to matter — to the story, to the world, to other PCs You're comfortable with grief, betrayal, and difficult emotional themes handled with care This campaign is not for you if: You want a sandbox with no central narrative You prefer combat-heavy, optimization-focused play You're looking for a short-term commitment (4–6 sessions)
Game style
Rule of Cool (RoC)
Combat Heavy
Roleplay Heavy
Theater of the Mind
Hexcrawl / Exploration
Puzzle / Mystery Focused
Game themes
Meet the Game Master
1 year on StartPlaying
9 games hosted
Highly rated for: Storytelling, Inclusive, Creativity
Average response time: Under 1 hour
Response rate: 100%
About me
Hi there! I’m Teron, an entrepreneur, author, and digital artist with a lifelong passion for immersive storytelling. When I’m not building apps at Mana Core Labs or designing anime apparel for WeebGear, I’m usually lost in a world of high-stakes adventure and tactical combat. I believe a great game is a blend of tight mechanics and collaborative narrative. My background in publishing and art means I put a heavy emphasis on world-building and visual flair, ensuring that every session feels like a chapter in a collaborative epic. Experience as a GM I’ve spent considerable time behind the screen, specializing in creating structured yet flexible environments for my players. Whether I’m running a gritty tactical encounter or a high-fantasy social gala, my goal is always the same: Player Agency. I love it when players throw me a curveball that changes the course of the world. I’m experienced in managing both long-form campaigns and fast-paced "one-shots," and I pride myself on maintaining a fair, inclusive, and safe table for everyone. Experience with Tabletop Games My TTRPG journey is rooted in a love for systems that offer both depth and style. While I’m well-versed in the classics like Dungeons & Dragons 5e, I have a particular affinity for Fabula Ultima and its "TTJRPG" aesthetic. I grew up on a steady diet of anime, manga, and PC gaming, which heavily influences the cinematic "rule of cool" style I bring to the table. If you're looking for a GM who understands the balance
View Profile →Character creation
Creating your character
Session zero is required and free. It includes the Epitaph game (3–4 hours) and character creation (1–2 hours, may be a separate session). I want every player at the table to be excited about the story we're going to tell, and that takes a real conversation.
What to expect
Preparing for the session
What you need: 1. Discord account — added to the campaign server within 24 hours of booking. The server hosts session voice channels, between-session roleplay channels, an NPC art gallery, and the campaign bulletin board (updated after each session). 2. Google Drive access — the campaign folder contains your character sheet, the Fabula Ultima quick reference, faction briefs, NPC profiles with art, world maps, and documentation for your Divine Mark. No Google account needed to view, but one makes commenting easier. 3. A working microphone and reliable internet. Video optional — voice clarity is what matters. 4. The Fabula Ultima core rulebook — I provide it. 5. A note-taking system. This campaign has 50+ NPCs and a layered mystery. Players who track relationships get a richer experience. Google Docs, Obsidian, paper — whatever works. No Roll20. No Foundry. No D&D Beyond. Discord, voice, and Drive. That's the full setup. Campaign server invite within 24 hours of booking. Pre-session-zero questionnaire goes out the same day.
What Teron brings to the table
Every NPC at this table has a voice. Not a label — a voice. The scheming bishop who smiles with his eyes closed. The god-touched wanderer who speaks only in past tense. The shopkeeper who has been here longer than the city. I voice them because the world should feel inhabited, not illustrated. Your Mark is the campaign's spine, not its ornament. I take what you build in session zero — your history, your Bonds, your fears — and fold it directly into the central mystery. The world reacts to your character because the campaign was designed that way from the first scene. Combat is intentional here. Every encounter has an environmental element — Reality Clocks that shift gravity, time, or terrain mid-fight. Boss battles run multi-phase Villain mechanics, JRPG-style. You won't grind. You'll be challenged, and you'll feel the win when it earns. What every session includes: — Spotlight tracking. I keep a record. If your character hasn't had a moment in two sessions, the next session finds one. — Monologue tokens. Once per session, call your character's inner voice. Narrate what they're thinking, not just what they do. You get a Fabula Point. The table gets a window into who your character actually is. — 24-hour Discord recap after every session. What happened, what it meant, what's coming. What the full campaign delivers: — A year-long story with a real ending. Not a cliffhanger, not a fade-out. — Legacy Impact mechanic: the world your group leaves behind shapes what the next group of heroes inherits. — Full campaign materials in a shared Drive folder — character sheets, faction briefs, NPC art, world maps, quick-reference cards. This campaign asks something of you — not just your build, but your attention and your choices. If that's the table you're looking for, this is it.
Homebrew rules
In my games we use monologue tokens , these tokens are 1 per session and do not roll over, you can use this token to have a player monologue their characters INNER thoughts you the player that does the monologue recieves a fabula point.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Teron creates a safe table
Session Zero includes a dedicated 20–30 minute safety segment. We run the Epitaph game (collaborative narration of your divine ancestors), then establish Lines and Veils as a group before character creation begins. Sensitivities can be flagged in the group or in a private conversation — both are valid. Stars and wishes are updated throughout the campaign. Lines are content that won't appear at all. Veils are content that may exist in the world but is handled off-screen. Either can be added at any point.
Content warnings
Safety tools used


