Final Fantasy-Inspired Magitech World | Lvl 3+
Raw magic now floods the fractured world, forcing unlikely heroes to brave the magic-warping wildlands in search of answers
$20.00
/ Session
Details
2 players following this game
Weekly / Tuesday - 6:30 PM UTC
Oct 13 / Session 0
Session Duration / 3–4 hours
Campaign Length / 10+ Sessions
1 / 5 Seats Filled
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About the adventure
The Pitch Twenty years ago, the Chalice shattered, and the world changed. Now, the only thing standing between civilisation and the chaotic tide of the Myr is a fragile barrier, and you. Campaign World Synopsis Kingdom of the Shattered Chalice is a world on the brink. Twenty years ago, the artefact that held back the chaotic force of the Myr shattered, ending a century-long war but unleashing a slow, creeping apocalypse. Synryl is now isolated, with the capital Gran Chalice behind an unstable and slowly failing arcane barrier as the last bastion of order. Beyond lies the Wildlands, a scarred expanse of ruins and mutated horrors. You are an adventurer signed on to support the Keepers of the Chalice, tasked with ventures they can no longer spare themselves for. Venture into the perilous Wildlands, stabilise the recovering nation, and uncover the truth behind the Chalice's destruction, before the Myr's tide swallows what remains of civilisation. What Everyone Knows - Magic is rare and powerful, but it draws from the Myr. Using it is risky, and spellcasters are viewed with caution. - The Keepers of the Chalice protect the capital, Gran Chalice, but they are stretched thin. They need help beyond the barrier. - The Wildlands are dangerous. Mana storms shift the terrain, and monsters & Myr-mutated creatures stalk the ruins. - The old gods are lost, but their power is returning. The truth about the Shattering is hidden. Where You Are Starting You are in Gran Chalice, the capital city of Synryl. It is a safe haven, protected by a vast arcane barrier, but the threat is always present. Tone and Safety The tone is adventurous and dramatic, with a sense of precariousness. Themes include the danger of the unknown, hope in the face of destruction, and the aftermath of war. We use lines and veils, and an X-Card system. Please discuss any concerns with me before session zero, and my door is always open during play. Inspirations Final Fantasy IX, Violet Evergarden, The Mandalorian, The Stormlight Archive. Allowed Content: Players Handbook (2024), Dungeon Masters Guide (2024), Monster Manual (2024), Eberron: Forge of the Artificer, Heroes of Faerun, Tasha's Cauldron of Everything, Ravenloft: Horrors Within. Species: Aasimar; Changeling; Dhampir; Dragonborn; Dwarf; Elf, Drow; Elf, High; Elf, Wood; Gnome, Forest; Gnome, Rock; Goliath; Halfling; Human; Kalashtar; Khoravar; Orc; Reborn; Shifter; Tiefling, Abyssal; Tiefling, Chthonic; Tiefling, Infernal.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
About me
Author of 'No Hope From Nowhere,' freelance creator, and part-time narrative designer. As a neurodivergent I'm also an advocate for accessibility rights, mental health awareness, and the LGBTQ+ community. My games endeavour to provide a safe space for people of all walks of life to engage and enjoy themselves without fear of judgment. As a GM, I've been running games for over two decades in a multitude of systems, alongside designing my own homebrew settings and publishing written works, including my debut novel. I prefer to encourage roleplay and character development first, with combat and puzzles secondary yet integral to the stories I help weave. If you'd like to know more or hire me to run a game for you, please don't hesitate to reach out. I'm always happy to offer a free consultation call to see if we'd be a fit. Rich
View Profile →Character creation
Creating your character
Character creation will happen in session 0, as this forms a great part of D&D, however Session Zero questions to prepare for (or prepare ahead of time if you join post session 0): - Stakes: What does your character stand to lose if the barrier falls and Gran Chalice crumbles? - Theme: Where is the line between hope and hopelessness for your character in the face of the Myr? - Safety: What are your comfort levels regarding Myr mutation? Do you want to explore body horror with your character, or keep potential mutations more abstract to minimize horror? - Beliefs: What are your character's beliefs about the Myr and its effect on the new world? - History: Did your character participate in the closing years of the Century War? Which side were they on (Keepers/Ashencore/Helvor/another faction)? - Hopes and Fears: What does your character fear the most? And how does their hope keep that fear at bay? ---- Allowed Content: Players Handbook (2024), Dungeon Masters Guide (2024), Monster Manual (2024), Eberron: Forge of the Artificer, Heroes of Faerun, Tasha's Cauldron of Everything, Ravenloft: Horrors Within, and the new Arcana Unleashed. I am also using elements of Heliana's Guide to Monster Hunting. Species: Aasimar; Changeling; Dhampir; Dragonborn; Dwarf; Elf, Drow; Elf, High; Elf, Wood; Gnome, Forest; Gnome, Rock; Goliath; Halfling; Human; Kalashtar; Khoravar; Orc; Reborn; Shifter; Tiefling, Abyssal; Tiefling, Chthonic; Tiefling, Infernal. Classes: All classes are available. Spellcasters should be aware of the social stigma and mechanical risks associated with connection to the Myr; this is mostly roleplay flavour but also includes risk when casting spells of level 3 or higher. However the game uses Spell Points instead of spell slots so that you need not risk level 3+ unless you need to, and can use those points for other spells instead. Starting Level: Level 3.
What to expect
Preparing for the session
Join our Discord forum, and have a decent Foundry VTT compatible browser.
What Rich (Wiggy) brings to the table
Players can expect a narrative and roleplay first experience with puzzles and combat secondary, yet integral, to the development of overall themes. Kingdom of the Shattered Chalice focuses on adventurers as characters first, their trials and tribulations, hopes and fears and so players will have the opportunity to explore Gran Chalice & the Wildlands to bring it to life; an opportunity to play in the sandbox world or get distracted by innumerable side-quests. I utilise character voices and ambient music, through a discord bot. Combat is less intense, unless its a BBEG, and I also try to add in other objectives rather than just "slay bad guys" I'm a big fan of the Rule of Cool where possible, making a call based on what you are intending to do. This is a game about heroes forging community and inspiring hope, cool is the name of the game.
Homebrew rules
Spell Points. Casters use the DMG spell points variant instead of spell slots, for more flexibility over what you cast. Channelling the Myr. Spells of 3rd level or higher draw on raw Myr. When you cast one, make a DC 13 saving throw using your spellcasting ability; on a failure, gain one level of Myr Exposure. With spell points, you never have to cast at 3rd level or higher unless you choose to. Big magic is always an option, just not a free one. In Gran Chalice, spellcasters are met with a mix of awe and suspicion. That's great roleplay fuel, but never a mechanical penalty. Myr Exposure. When you enter a Myr-tainted zone, make a DC 13 Constitution save; on a failure, gain one level of Myr Exposure. Each level acts as a level of Exhaustion that a normal rest in the Wildlands won't clear. It clears with a long rest in a safe haven, a Myr Tonic, or Lesser Restoration. If you reach three levels, they reset and you gain a Myr Mutation: a new power with a twist. You and I decide together how it looks, from subtle and abstract to full body horror, whatever you're comfortable with. Mana Storms. Storms are always signposted, so you can shelter, push through or use them to your advantage. While caught in one, when you cast a spell or use a magic item, roll a d20: on a 1–5, the magic surges and you roll on the Wild Magic table. Myrtek & Firearms. Myrtek devices, including guns, run on unstable tech. On a natural 1 they jam or misfire; clearing it takes an action. Some devices can be overcharged for extra effect, at the risk of something more spectacular going wrong. Intelligence (Myrtek). A new skill, available to Fighters, Rogues, Wizards, Artificers, and anyone with the Skilled feat. Use it to operate, repair and overcharge Myrtek.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Rich (Wiggy) creates a safe table
With regards to safety tools, I operate on a direct message (or group chat) identification of concerns and call this the Call-X, Call-N or Call-O method: rather than cards, a player can type either of these into the chat and no questions will be asked as to the reasons. I will simply change, rewind, or skip the aforementioned content in the case of a Call-X, or change or fade to black in the case of a Call-N. We also have a mid-session break, and a Take-5 rule where any player can call a take 5 if things become uncomfortable for them and that is respected. We then have a debrief before returning to the table.
Content warnings
Safety tools used