SAVE THE WORLD FROM ITSELF:
All Or Nothing
In the sprawling world of Ruvani, the universal language is war. After a decade of rising tensions amongst its people, the five factions have entered into a world war that shows no signs of stopping. Each equipped with a capable general with cemented ideals, the factions intend to conquer the world's land, minds, and even Gods to have get their way, and it's up to a small group of freedom fighters to ensure Ruvani doesn't collapse in on itself from the conflict. What no one knows is that before the world of Ruvani, there was Vainur: The Land of the Gods that loathe what Ruvani has become. They yearn for slumber, and they'll do anything to achieve that silence, including being the root cause of the war in the first place.

Battle Maps
All carefully hand-crafted in Dungeondraft and Inkarnate with heavy attention to detail as to best convey environmental storytelling. Players are able to move around custom tokens of their characters on the map to better visualize not only the area around them, but aid in combat as well. Certain maps contain dynamic lighting where the visuals change depending on where the players move their tokens around to support immersion.
NPCs
Every NPC on the left has custom backstories that integrate seamlessly with the world I made as well as their own personalities, motives, relationships, and everything else that makes them feel real. Certain characters I had drawn for me to better align with the vision I had for them while others I found from other online artists. Every character contains descriptions for who they are and how I fit them into the story. When my players first came to me with their character backstories, or lack thereof, I did my best to incorporate the existing world lore to make them feel well integrated, and also added many elements to better make the story revolve around them.
Stat Blocks
Every creature my players fight has a stat block associated with them that displays their health, core stats, and abilities. All of them were made on Tetra-Cube and my main goal when constructing them is for someone to be able to visualize them solely based on text that describes how they fight. I very rarely use existing monster stat blocks as I not only believe that the way I run combat benefits from modifying monsters or making new creatures entirely, but also because I find a lot of fun out of constructing these stat blocks from the ground up as it better helps me understand how a fight might go.
Documents
Resources of all documentation for this campaign are coming soon!
































