Image by Tyler Jacobson
The Wild Beyond the WitchLight + Homebrew
A lost carnival opens above Lumagimaya, pulling new heroes into Feywild bargains, stolen memories, and a realm where wonder has teeth.
$10.00
/ Session
Details
5 players following this game
Weekly / Sunday - 12:00 AM UTC
Oct 18 / Session 12
Session Duration / 3–4 hours
Campaign Length / 25–40 Sessions
4 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
Step beyond the lanterns of the Witchlight Carnival and into a strange crossing between the Feywild and Lumagimaya, a living homebrew world of floating shores, ancient spirits, forgotten magic, and choices that ripple far beyond one party. This campaign begins with wonder. Carnival games, strange prizes, impossible music, masked performers, and little moments that feel playful until you realize something important has been taken. A memory. A name. A promise. A piece of your shadow. A Deity. From there, the path opens into a fractured Feywild realm where every deal matters, every kindness may be repaid, and every insult may become a curse. This is a homebrew blend of The Wild Beyond the Witchlight and Lumagimaya. The published adventure gives us the doorway, the Feywild structure, and the fairytale bones. Lumagimaya adds new factions, spirit magic, sky islands, ancestral mysteries, altered locations, custom NPCs, and deeper character ties. Your backstory will matter. Your choices will change the world. Expect a whimsical but emotionally rich campaign. There will be strange comedy, dream logic, talking creatures, bargains with teeth, lost children, broken rulers, beautiful places hiding rot, and villains who may be defeated by cleverness, compassion, trickery, courage, or battle. Combat exists, but this is not a murderhobo dungeon crawl. Many conflicts can be solved through roleplay, creativity, negotiation, and bold weird ideas. New players are welcome. I run with a “learn by playing” style. We will use D&D Beyond for character sheets, Roll20 for maps and visuals, and Discord for voice. Cameras are optional. Microphones are required. The tone is magical, funny, strange, heartfelt, and occasionally dark around the edges. Think enchanted carnival meets spirit world adventure, with room for both silly chaos and real character growth.
Game style
Roleplay Heavy
Puzzle / Mystery Focused
Rule of Cool (RoC)
Game themes
Meet the Game Master
1 year on StartPlaying
51 games hosted
Highly rated for: Storytelling, Creativity, World Builder
Average response time: Under 1 hour
Response rate: 100%
About me
I run games where the world reacts, player choices matter, and the story belongs to the table, not a script. I’ve been running games for 3 years with friends and family, and I’m excited to bring that experience online. I’m a combat veteran, world traveler, and longtime Burner. Presence and trust matter to me. Music culture, creative weirdness, emotional depth, and unconventional solutions are welcome and encouraged. If you like thinking sideways instead of playing it safe, you’ll fit right in. I know D&D 5e well and don’t let rules slow down great moments. I’m comfortable making quick calls so momentum, immersion, and fun stay intact. We can always clarify details after. Story and player experience come first.
View Profile →Character creation
Creating your character
Characters may be built with Point Buy or Rolled Stats. For rolled stats, roll two full stat arrays. Each array is made with 4d6, drop the lowest die, and reroll all 1s. After rolling both arrays, choose the one you want to use. Starting level is usually Level 1. If you join after the campaign has already started, your character may begin one level behind the current party for your first session, then catch up through play. Homebrew is welcome with approval. I love creative character ideas, but anything custom needs to be reviewed before it enters the game. Any official species and class are welcome. Fey, carnival, dream touched, spirit marked, strange travelers, sky sailors, and lost wanderers all fit especially well. Backgrounds are open. For story flavor, Feylost and Witchlight Hand are especially encouraged, but they are not required. Bring a character who has a reason to enter the carnival, follow the mystery, and work with the party. You do not need a huge backstory. A few strong details are enough.
What to expect
Preparing for the session
D&DBeyond, Discord, Roll20 I love when players roll actual dice. Honesty is key
What Solmaiu brings to the table
I will provide a prepared campaign that blends The Wild Beyond the Witchlight with my homebrew world, Lumagimaya. You will get: A welcoming table for new and experienced players. A free Session 0 to build characters, connect the party, explain tools, and set expectations. A living world where your choices matter. Roleplay heavy scenes with room for creativity, humor, emotion, and weird solutions. Combat when it serves the story, with many encounters also having noncombat paths. Custom Lumagimaya lore, factions, NPCs, spirits, locations, and side quests. A Feywild carnival opening that leads into a larger magical mystery. Character hooks woven into the campaign when possible. Roll20 maps, visuals, ambience, and encounter support. D&D Beyond character sheet support. Discord voice chat for sessions. Help with character creation if you are new or returning. A DM who prefers momentum over rule arguments. I will make fair rulings, keep the game moving, and check rules after session when needed. A mix of wonder, comedy, mystery, danger, and meaningful choices. I also provide a table where creative ideas are rewarded. If you want to trick the hag, bargain with the goblin, start a performance, talk to the river, win over the cursed knight, or solve a problem in a way the book never expected, I want to hear it. This campaign will not be a strict page by page module run. The published adventure is the foundation. Lumagimaya is the soul around it. Some NPCs, locations, quests, and story beats may shift to better fit the party and the world.
Homebrew rules
Rule of Cool, with limits. Creative ideas are welcome. If something is cinematic, flavorful, and does not break the game, I will usually try to make it possible with a roll, cost, risk, or consequence. Respect the table. Characters may argue. Players should not attack each other personally. We are here to make a great story together. No murderhobo default. Combat is allowed, but not every problem is a nail. The Feywild remembers cruelty, kindness, broken promises, and clever words. Fey bargains matter. Promises, names, gifts, hospitality, debts, and thanks can carry magical weight. Choose your words carefully. Clever roleplay can replace combat. Some encounters may be solved through negotiation, performance, deception, compassion, puzzles, contests, or strange bargains. Milestone leveling. The party levels through story progress, major choices, and completed arcs, not XP math. Potions and healing as bonus actions. If healing spell is used, another leveled spell cannot be used as the action. Critical hits feel big. Max roll damage and modifiers plus a roll with modifiers. Inspiration for bold choices. I give inspiration for strong roleplay, brave decisions, great teamwork, funny moments, and character driven risks. Backstory has power. Your past may appear in the Feywild and Lumagimaya in symbolic, strange, or literal ways. Death is possible, but not cheap. The goal is adventure, not punishment. If death, curses, bargains, or transformations happen, they should matter to the story. Death Saves add narrative weight. Rules disputes stay short. We will make a ruling in the moment, keep playing, and look it up after session if needed. Homebrew must be approved. I like homebrew, but anything custom needs review before it hits the table. Tone matters. This game can be silly, heartfelt, mysterious, and dangerous. I want players who can laugh at chaos but still care when the story gets real.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Solmaiu creates a safe table
Player safety and comfort are foundational. We will cover expectations, boundaries, and content limits during Session 0. Lines and Veils are respected, and players can pause or redirect scenes at any time using verbal check-ins or chat. Aftercare is simple and human, with space to decompress or talk things through after intense moments. Communication is open and ongoing so the table remains supportive and enjoyable for everyone.
Content warnings
Safety tools used

