DnD 5.5e Homebrew world; "VEYROS"

DnD 5.5e Homebrew world; "VEYROS"

A living homebrew D&D 5.5e campaign built around the people at the table. The world was shaped, not made.

TYPE

Campaign

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$20.00

/ Session

Details

3 players following this game

Bi-weekly / Thursday - 11:00 PM UTC

Aug 6 / Session 2

Session Duration / 3 hours

3 / 5 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

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Schedule

Thu, Aug 06 | 11:00 PM – Session 2

Thu, Aug 20 | 11:00 PM – Session 3

Thu, Sep 03 | 11:00 PM – Session 4

Thu, Sep 17 | 11:00 PM – Session 5

Thu, Oct 01 | 11:00 PM – Session 6

Thu, Oct 15 | 11:00 PM – Session 7

Thu, Oct 29 | 11:00 PM – Session 8

Fri, Nov 13 | 12:00 AM – Session 9

Fri, Nov 27 | 12:00 AM – Session 10

Meet your party members

3/5

About the adventure

Before kings drew borders, before priests built temples, before saints got bones in silver boxes, there were three things older than prayer. Matter. Spirit. Will. They ground against each other, and Veyros came out of that pressure. Not clean. Not finished. Not safe. Welcome to a dark fantasy campaign of swords, castles, saints, black forests, cold rivers, dwarf halls, dragon claims, ruined shrines, old roads, and doors that should have stayed sealed. You begin as road-blades. Armed strangers. Delvers. Lantern-hands. Useful trouble. You are the people hired when a normal person cannot do the work. When a child comes back from the woods answering to the wrong name. When the dead man in the graveyard starts giving directions. When a noble needs a tomb opened before the church finds out. When a priest says, “Bring him home if any part of him remains willing.” When the bridge takes a man’s shadow and refuses to give it back. This is Veyros. A world where magic is not a button. It is a statement the world may accept. A world where oaths leave marks. Where names pull attention. Where gods can die and the damage stays. Where dragons are not oversized beasts waiting in caves. A dragon is a living claim. Its hoard is proof. Its lair is an argument. Its servants may walk into town under legal protection while every dog crawls beneath the market stalls. Where monsters are not always enemies. Some are known. Some are useful. Some are owed. Some have rights older than the Crown. Sometimes the thing under the bridge is the only reason the bridge still stands. And sometimes the whole village is not hiding from the monster. They are hiding it from you. Your story begins in the Blackpine March, a borderland of Crown roads, marsh villages, saint shrines, pine barons, dwarf stone, elf crossings, plague bells, old castles, grave fields, and rain. On paper, the Crown rules. After dark, paper matters less. The starting town is Harth. Not Hearth. Harth. A market town built around a dwarf bridge that should have broken twice and did not. Every threshold has salt. The graveyard bells move when names are spoken wrong. A Fourth Road behind the burned record hall keeps creeping closer to town. Twenty-seven people died when that hall burned. Twenty-eight shadows gather there at sunset. South of the settled roads, villages leave iron bowls at black mile markers. Grain. Silver. Teeth. Written apologies. Nobody calls it worship. Nobody admits there is a dragon under the mountain. They still make sure the bowls are full. North of Harth lies the Stillburn, where black trees do not rot and old fires have stopped moving without going out. Bread turns to funeral ash. Corpses keep their eyes. Wounds close too fast or not at all. Something there broke the law of ending. The Crown wants it contained. The church wants it buried. The dwarves want the seals left alone. The elves want one old road reopened. Someone is lying.

Game style

Roleplay Heavy

Combat Heavy

Game themes

Meet the Game Master

5.0

(16)

TOP GM
Published Writer
Artist
Cosplayer
Voice Actor
Game Designer

2 years on StartPlaying

218 games hosted

Highly rated for: Storytelling, Voices, Creativity

Average response time: 4 hours

Response rate: 100%

About me

Greetings, adventurers. I am James, your storyteller, world-shaper, and guide into the unknown. After years behind the Dungeon Master’s screen—summoning realms from shadow and starlight, and forging legends with brave companions—I am opening the gates to new heroes ready to carve their names into myth. I invite you to step into a realm built for the bold. A place where imagination is the spark, and every decision echoes through stories of honor and valor, glory and ruin, triumph and heartbreak. Around this virtual table, we create worlds together—worlds where steel rings, dragons wake, and destiny bends beneath the hands of those daring enough to grasp it. Above all, we venture forth for one eternal purpose: to revel in the joy of the adventure.

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Character creation

Creating your character

Characters begin at **Level 1**. We’ll create characters **before the first adventure begins**, with plenty of room to work together. I’m happy to help with character concepts, mechanics, backstories, and connecting your character directly to Veyros. New players are welcome, and you do not need to know the setting before building a character. We’ll use the **2024 D&D rules** as our foundation. Official character options are welcome. If you want to use older 5e material, third-party content, or homebrew, talk to me first. I am usually open to a good idea if it fits the campaign and works at the table. For ability scores, **rolling is welcome**. We’ll use a shared, agreed-upon rolling method so everyone starts on fair footing. Standard Array and Point Buy are also available if you prefer them. Characters should be created and maintained in **D&D Beyond** whenever possible. The most important part is not arriving with ten pages of finished lore. Bring me a person. A road-blade. A failed apprentice. A second son. A village healer. A gravekeeper’s daughter. A soldier who walked away. A priest with questions. A dwarf carrying an unpaid debt. An elf who took the wrong road home. A farmer with a sword and one reason to leave. Give your character something they want, something they owe, and someone or somewhere they care about. Then we build outward together. Your hometown can become part of the map. Your family can become a bloodline with land, enemies, debts, and old promises. Your faith can put a shrine into the world. Your former commander can still be alive. The monster from your childhood may be real. The war in your backstory may have left ruins. You do not need to memorize Veyros before play. Start at Level 1. Bring a character willing to take the road. We’ll find out what waits there.

What to expect

Preparing for the session

Getting ready is simple. You do not need to know the lore of Veyros before joining, and new players are welcome. Before your first game: • Create a free **Discord** account and join the campaign server. We’ll use Discord for voice chat, campaign discussion, scheduling, character talk, and sharing handouts between sessions. • Create a free **Roll20** account and join the campaign game. Roll20 will be our virtual tabletop for maps, tokens, exploration, and combat. • Create a free **D&D Beyond** account. Characters should be built and maintained there whenever possible. I’ll provide the campaign link and help with setup. • Make sure you have a working microphone and a stable internet connection. A webcam is not required. • Build your Level 1 character with me before the first adventure. You do not need a finished backstory or deep knowledge of Veyros. A strong concept, a few personal connections, and a reason to take the road are enough. • Come ready to collaborate. Veyros is a living homebrew world, and your character can add to it. Your hometown, family, faith, enemies, old military unit, debts, mistakes, and unfinished business may become part of the setting. I provide the world, maps, campaign material, and support you need to get started. You bring a character willing to step onto the road.

What James Darley brings to the table

I provide a **fully prepared, player-driven campaign** built around the people at the table. Expect: • **A living world that reacts to your choices.** Veyros is not a fixed storyline with one correct path. Factions move, enemies remember, settlements change, roads open and close, and consequences carry forward. • **Character-focused storytelling.** I actively build your backstory into the campaign. Families, rivals, mentors, debts, faiths, homelands, old wars, mistakes, and unfinished business can become part of Veyros. Your character is not visiting my setting. They live here. • **Custom campaign artwork.** I create original visual material for the campaign, including character concepts, locations, factions, monsters, major story moments, artifacts, and episode art, all built around a consistent old-school 16-bit fantasy identity. • **Prepared maps and tactical encounters.** Combat matters. Enemies use terrain, movement, positioning, objectives, and their own survival instincts. Not every fight is a room full of creatures waiting to die. Some enemies retreat. Some bargain. Some call for help. Some fights can be avoided, changed, or made much worse. • **Roleplay with distinct NPCs and character voices.** I use voices, speech patterns, physical behavior, goals, and recurring relationships to keep NPCs recognizable. Important NPCs remember how you treated them. • **Music and atmosphere.** I use ambient sound and music where it supports the scene: roads in bad weather, crowded taverns, dungeon pressure, ritual spaces, battles, and quiet moments after things go wrong. • **Mystery without predetermined answers.** I give you evidence, rumors, witnesses, physical clues, faction agendas, and people who lie for reasons. I want players asking questions, comparing notes, and deciding what they believe. • **Rules with room to move.** I use the 2024 D&D rules as our foundation. I respect the rules because shared expectations matter, but I am not interested in stopping a strong scene over a technicality. I embrace creative plans and the Rule of Cool when they fit the fiction and do not erase another character’s abilities or choices. • **A table where failure moves the game forward.** A failed roll may cost time, position, resources, trust, safety, or control. It does not always mean nothing happens. Bad outcomes create new problems. • **Player agency.** I prepare situations, factions, locations, threats, and consequences. I do not prepare your decisions. You can walk away from jobs, make deals with enemies, spare monsters, betray patrons, protect people I expected you to hate, and turn minor NPCs into major parts of the campaign. I also provide help with character creation, D&D Beyond setup, rules questions, backstory development, and connecting your character to the world. My GM style is **cinematic, character-driven, collaborative, and grounded in consequences**. There will be dark roads, old ruins, bad bargains, tactical fights, strange people,

Equipment needed to play

Internet

Computer

Microphone

Safety

How James Darley creates a safe table

Veyros is a dark fantasy setting. The world may include horror, violence, death, body horror, religious conflict, grief, disease, undead, monsters, coercive powers, and people making hard choices. Player safety matters more than preserving a scene. Before play, I use **Lines and Veils** to establish clear boundaries. Lines are content that will not appear in the game. Veils are content that may exist but will remain off-screen or fade to black. Players can update these boundaries at any time. You never need to justify a boundary or explain personal history. During **Session 0**, we cover campaign tone, expected content, character boundaries, player-versus-player expectations, romance, horror intensity, table behavior, and anything the group wants handled with care. We also talk about the kind of dark fantasy everyone actually wants to play. “Dark” does not mean anything goes. I use **X, N, and O safety tools** during play. These can be communicated digitally through Discord, by private message, or verbally. If something needs to stop, change direction, or move off-screen, we do that. No debate is required in the moment. The **Open Door** is always in effect. Players can step away from the table, take a break, leave a scene, or leave a session if needed. Real life comes first. I also use regular **check-ins and post-session debriefs**, especially after intense sessions. After difficult horror, character conflict, major loss, or emotionally heavy scenes, I make space to come out of character, talk through the session, and check that everyone is good before we sign off. Players are also welcome to message me privately after a game. Player-versus-player conflict requires consent. A character can argue, distrust, threaten, or oppose another character when the players involved are comfortable with it. Stealing from another PC, attacking another PC, sabotaging another character, or using social mechanics to override another player’s agency is not something one player gets to impose on another. I do not use surprise sexual violence as a storytelling device. Sexual content fades to black. Player boundaries around children, animals, body horror, addiction, pregnancy, religion, phobias, and other sensitive material are established with the group and respected throughout the campaign. Most importantly, safety tools are not a one-time form completed before Session 1. The campaign changes. People change. Boundaries can change too. You can always tell me something is no longer fun, needs less detail, should happen off-screen, or should be removed entirely. We adjust and keep playing.

Content warnings

Blood
Character Death
Violence

Safety tools used

Frequently asked questions