Terrance (he/him)
5.0
(8)
1 year on StartPlaying
12 games hosted
Highly rated for: Storytelling, World Builder, Knows the Rules
About me
Your hands are slick with blood—some of it yours, most of it not. The first wave shattered against your line like a tidal surge of iron and fury. Now the air is thick with smoke and prayers. A brother groans nearby, clutching a broken arm. Another reloads his crossbow with shaking fingers. You tighten your grip on your weapon and brace your boot against a mound of corpses at the breach. The enemy will come again—and this time, they know your strength. But you will not fall. Not here. Not while your companions still breathe. You were sent to hold this gate, and by God or steel, you will. This is the kind of story we tell. My name is Terrance Davis. I'm a U.S. Army veteran, a small business owner, and I’ve been running Dungeons & Dragons campaigns for nearly forty years. What I bring to the table is hard-earned: a lifelong passion for storytelling, battle-tested discipline, and the ability to create living worlds that demand everything from the players brave enough to explore them. I am the creator of The Island of the Prince, a campaign setting grounded in the harsh beauty of the real world—a 14th-century Earth, scarred by war, faith, plague, and prophecy. This is a place where steel rings against steel, and where magic—whispered of in dark corners—can get you burned alive. Here, the wounds are deep, the choices matter, and the names of the dead are not quickly forgotten. You and your companions will journey across a continent unraveling at the seams. From the blood-soaked fields of France during the Hundred Years' War to the crowded alleyways of Jerusalem’s Old Quarter… from the storm-lashed ports of North Africa to the alpine citadels of the Holy Roman Empire. You’ll investigate miracles, carry relics through hostile territory, and uncover secrets men have killed to bury. You may be knights, scribes, mercenaries, or spies. You may serve king or pope, or follow only coin and conscience. But once your boots hit the road and your blade is drawn, the world will know you only by your actions—and your allies beside you. This is not high fantasy. This is grim realism steeped in real history, where every torchlight flickers against betrayal and every choice carves into the future. The Black Death has returned. Heresies bloom in secret. And from the shadows, the Order of Judas moves once more. If you're looking for safe, sanitized fun—look elsewhere. But if you're ready to hold the line until your sword breaks in your hand… If you're ready to write your legacy in blood and fire alongside companions you'll never forget… Then saddle up. Your story begins now.
GM Style
I run games with high stakes, deep immersion, and zero fluff. If you love gritty roleplay grounded in real human motivations—loyalty, ambition, fear, faith—you’ll feel right at home. I specialize in character-driven storytelling where your decisions matter and your relationships with your companions can make or break the outcome of an encounter. You’ll be part of a group that feels like a real company of soldiers, pilgrims, or mercenaries—complete with rivalries, camaraderie, and scars that tell a story. I do use character voices, but only when it adds to the mood. You won’t get cartoon accents here—you’ll get a weary mercenary grumbling over a broken sword, a bishop promising salvation with blood on his hands, or a village widow begging you to find her missing child before the next raid. The world lives and breathes, and every NPC has a place in it. Combat at my table is intense, tactical, and unforgiving. We use cover, elevation, fatigue, and morale. Flanking matters. Ammunition matters. Blood loss matters. I want every battle to feel like something you survived, not something you skipped through. If you charge blindly, expect to pay the price. If you plan smart, you’ll earn every inch. I run games with respect for the rules, but I’m not afraid to make a judgment call to keep the pacing strong and the story sharp. I value realism, immersion, and drama. My goal is to give you a game that feels like a cross between Ironclad, Kingdom of Heaven, and a lost medieval chronicle found in some monastery scriptorium. At my table, you’re not just rolling dice—you’re fighting for your place in a brutal, beautiful world that doesn’t care whether you live or die. That’s your job. That’s your story. I just bring it to life. Ready? Let’s get to work.
Games played
Game platforms used
Terrance's Games
Game Master Reviews (8)
Proficiencies
Players say this GM is great at:
Storytelling
World Builder
Knows the Rules
Terrance Davis' Isle of the Prince is a historical adoption of medievel Europe in 1356.It is so intriguing and Informative (medieval Europe) you become engulfed in excitement. The way Davis orchestrates the game is without comparison. Davis' campaign is Marvel cinematic universe(realism)... while other campaigns appear " DC" like...
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