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Storms of Dekara
Storms of Dekara is a character-driven fantasy adventure set in a world still scarred by a magical catastrophe that occurred a thousand years ago.
$5.00
/ Session
Details
7 players following this game
Weekly / Monday - 3:00 PM UTC
Sep 28 / Session 0
Session Duration / 2–3 hours
5 / 5 Seats Filled
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Schedule
About the adventure
# Storms of Dekara A thousand years ago, magic broke the world. The catastrophe known as **the Catechism** shattered the foundations of spellcraft, scarred entire regions, and transformed magic from an everyday wonder into something rare, unstable, and feared. The gods themselves were driven beyond the mortal world. Kingdoms rebuilt. New cities rose over old ruins. Orders, cults, scholars, pirates, spies, and mercenaries developed their own answers to the same question: **What do you do when the thing that nearly destroyed the world begins to return?** Because the storms are returning. **Storms of Dekara** is a character-driven fantasy campaign about exploration, mystery, dangerous magic, and the people caught between fear of the past and hope for something greater. Dekara is not a dying world. It is vibrant, strange, beautiful, and deeply alive. Its roads lead from the glittering pleasure houses and crowded bazaars of the Golden Coast to the frozen ruins of the Northern Snowfields; from prestigious arcane academies to pirate-held waters, forgotten temples, ancient forests, and places where reality itself has never quite healed. Everywhere, civilizations have learned to live among the scars of the impossible. And those civilizations disagree violently about what comes next. Some believe magic must be controlled. Others believe dangerous knowledge should be buried forever. Some hunt the storms, some worship them, and some believe they represent the next stage of mortal existence. Knightly orders stand against magical corruption, secret societies recover artifacts from lost ages, spies defend hard-won freedoms, and pirates sail waters where storms rewrite the rules of nature. The characters stand in the middle of all of it. Their histories matter. Their loyalties matter. The people they trust, the factions they anger, the secrets they uncover, and the choices they make can reshape the world around them. There is no single road through Dekara and no guarantee that the people claiming to protect the world actually understand what is coming. At its heart, **Storms of Dekara is about discovering a world built atop an unanswered question**. What really happened during the Catechism? Why are the storms returning? And when the truth is finally uncovered... **will the heroes save Dekara from its past, or decide that the world was never meant to remain the same?**
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
1 year on StartPlaying
2 games hosted
Highly rated for: Storytelling, Creativity, Inclusive
Average response time: 3 hours
Response rate: 100%
About me
Hello! My name is Ben and welcome to an adventure with me! I have been playing tabletop roleplaying games off-and-on for about twenty years, mostly with Dungeons and Dragons and Pathfinder. I have been DMing for about five years at this point, and am excited to branch out to more tables. I love helping new players learn about the game and welcome any and all to my games, as long as they do not engage in harmful behavior to themselves, other players, or the game itself. I try to stick fairly close to the rules, but also do not like to get stuck in the tiny details like rations or ammo, and most of the time if you can tell me how your character would try to accomplish something, I'll at least let you roll for it!
View Profile →Character creation
Creating your character
Character Creation will be done at Session Zero, so for now please do not fully format the characters if you join into the campaign. You will all be starting at level 3, and we will discuss any other specifics during CC together as a group.
What to expect
Preparing for the session
Players will need to create: DND Beyond account (free accounts can access all of my purchased materials through the campaign) Discord Account (free to create, you will receive an invite to my server when you join) Players will also need to have a microphone to participate in Discord Voice Chat during sessions
What Ben brings to the table
I provide immersive audio through the use of PocketBard in Discord, as well as vibrant descriptions of your environment and a variety of character voices to keep the immersion flowing. Players will also have access to all of the materials which I have purchased through DNDBeyond for the entirety of the campaign. I try to stick to the rules in order to maintain consistency, but I also love to use Rule-of-Cool in moments where it is appropriate (if my players can justify why it could happen, I will most likely allow it)
Homebrew rules
Although there are not many, here are my rules and rulings that will remain constant across all games: Drinking a potion requires a Bonus Action; feeding it to someone else is an action Critical Hits deal MAX Damage PLUS a dice roll Counterspell will remain a level-based spell, not DC as written in 2024 rules Any time you roll Hit Dice for healing, you CANNOT roll a one, they must be re-rolled Heroic Inspiration will be awarded at the beginning of each session, you may use it for any d20 roll that you make in that session Heroic Inspiration can be shared with someone else ONLY IF you are in the same scene Luck Points can be used on any d20 roll that impacts you (Attacks, Saving Throws, Skill Checks), but cannot be shared.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Ben creates a safe table
We will be utilizing breaks as needed/appropriate, discuss each others comfort zones during session zero, and I will explain my Red/Yellow/Green system of player comfort/need. After each session I will be available on Discord for at least thirty minutes if anyone needs to debrief, ask questions, or just to chat!
Content warnings
Safety tools used

