Shattered Divinity is a mythic, politically-charged fantasy campaign set in a world where the gods are no longer silent.
For centuries, divine power lay dormant under the watch of a single god—until he fell. Now, the pantheon has reawakened, and each god seeks to shape the world in their own image. Some bring chaos, others order, and none agree on what comes next. Mortals must decide who to follow—or whether to stand on their own.
You are not “the chosen ones.” You are not guaranteed victory. But you are among the first to move, and that alone may be enough to change everything.
This is a game of divine politics, cultural identity, and impossible choices.
You will explore nations with unique values, witness the rise and fall of belief systems, and face gods who are as flawed as the mortals they once abandoned.
Expected Campaign Length: ~30 sessions
Extension Option: Players can request more if the group wants to continue exploring the setting.
Level Progression: We’ll be using milestone leveling tied to the number of sessions played, not plot beats.
Click here to view the Level Progression Chart
Players may use any official content published by Wizards of the Coast. Some unique options may be introduced as the campaign progresses—these will be made available at the DM’s discretion.
Stats:
You may choose one of the following methods for generating your ability scores:
Rolled (4d6 drop the lowest, assign as you wish)
You may Reroll any ability score of 7 or lower once.
Point Buy
Standard Array (15, 14, 13, 12, 10, 8)
Statistically, the rolled method tends to result in stronger characters, but it comes with the risk of imbalance. Choose whichever approach feels right for your playstyle.
Finalization:
Character creation will be finalized during the official Session Zero meeting. You are encouraged to brainstorm and experiment beforehand, but we’ll lock in choices together at the table.
This campaign is built to be immersive, challenging, and deeply personal—but none of that matters if players aren’t willing to invest in the experience. Buy-in is what makes this world live. It’s not just about showing up with a cool character; it’s about showing up for the story, the group, and the game.
The world of Shattered Divinity is rich, complex, and in motion. Nations rise and fall. Gods fight for control. Cultures clash and evolve. Your character doesn’t need to know everything, but they should care about something.
Create someone who belongs here—or who wants to change it. Tie your backstory to a region. Give your character opinions, goals, loyalties, or questions. The more your character leans into the setting, the more alive the story becomes.
Adventuring is a team effort. You don’t have to be best friends with everyone in the party, but your character should have a reason to stay with them. Consider what makes them stick around. Is it shared goals? Personal growth? Loyalty? Spite? Whatever it is, give them a reason to be part of the group.
Characters who constantly walk away from the party, refuse to cooperate, or have no stake in anything make it hard for the group—and the story—to move forward.
There is no story without action. The world will keep turning whether you get involved or not—but this is your story too. That means engaging with the adventure hooks, even if imperfectly.
You’re allowed to hesitate. You’re allowed to question the morality. But you have to care. Meet the world halfway, and it will open up to you.
We’re all adults with lives, and I respect that. Emergencies happen. But this campaign is built on a commitment to showing up—on time, consistently, and with respect for the group.
If something comes up, I ask for clear communication as early as possible. Don’t ghost the group. Don’t tell us five minutes before game time if you’ve known all week. Out of respect for me and for the group, please treat this time with the same consideration I do.
This is a professional campaign. That means it is a paid game, and that does come with a certain level of commitment. I understand the economy is difficult right now—I truly do. But I also have to be honest with myself and fair to my own needs. Running this campaign is part of how I make a living. If it gets canceled every week, I can’t sustain that.
Regular sessions are about more than just story momentum—they’re about mutual care. This is a game, but it’s also a shared commitment between you, your fellow players, and your DM. I promise to give you my best every session. I ask the same in return.
Every table is built on trust. That trust allows us to create a game that’s safe, fun, and fulfilling for everyone. These expectations are here to protect that trust—and to make sure every voice has space to be heard.
I don’t use formal tools like X/N/O cards, but I do facilitate clear, open communication at the table. I’ve always prided myself on creating a space where players feel comfortable saying, “I’m not okay with this. Can we move on?”—and when that happens, we do. No debate. No pressure.
To help avoid those moments entirely, I ask each player to fill out a Session 0 Form before we begin. This form gives me insight into your comfort zones, preferred themes, and any content you’d like to avoid, so I can build a world that supports your fun and safety from the start.
Click here to fill out the Session 0 Form
This campaign is PG-13. That means no sexually explicit content—if your character seduces someone, we’ll fade to black and move on. You get your moment, but we keep things comfortable and respectful for everyone at the table.
Everyone deserves a moment. Whether your character is loud or quiet, talkative or reserved, there is room for you here. What’s not welcome is hogging the spotlight, talking over others, or cutting off someone else’s scene—especially when a quieter player is just starting to open up.
As the DM, I hold myself to that same standard. I don’t talk over players, and I don’t force scenes. My style is to facilitate, not dominate. If someone’s trying to speak, I give them space. Sometimes, I’ll even go quiet until the table refocuses—because every player’s voice matters.
Tension between characters can make for compelling stories—as long as everyone at the table is on board. If your character has strong feelings, play them out. But remember that we’re still friends on this side of the screen. Always check in with each other, and be ready to dial it back if it starts affecting the players instead of the characters.
This campaign has a schedule—and it matters. If the game is set to start at 6:00 PM, I’m planning my entire evening around that time. I block out four hours to give you my full energy, and I arrange my other jobs and responsibilities around it. That means starting late isn’t just a minor delay for me—it affects the rest of my life.
Emergencies happen. I understand that. But if you know you won’t be able to make a session—or you’ll be late—please communicate that early. Not last-minute. Not ten minutes before the game starts. Out of respect for me and for the group, please treat this time with the same consideration I do.
Respect each other’s boundaries. Respect each other’s time. Respect each other’s fun. If we can all commit to that, we’re going to have an incredible game.
A critical hit deals maximum damage on all dice, plus you roll all those dice and add the result.
Action = Max healing
Bonus Action = Rolled healing
Administering to others = Action + roll
If players tie on initiative, they act in any order on their shared turn. This can change round to round, allowing for coordinated combos.
You can still hear while unconscious. Everything else follows standard rules.
Only grants advantage if you are directly opposite the target with an ally.
Only voluntary movement triggers opportunity attacks. Forced movement (e.g., pushed, pulled) does not.
Players cannot move through enemy spaces unless a specific feature says otherwise.
On your spell list? No check needed.
Not on your spell list? Requires a check.
Not a spellcaster? You can’t use scrolls.
Spellcasting foci replace non-costly material components only. Costly components still need to be provided and consumed if the spell says so.
Reroll any stat under 7 (optional).
Not enjoying your build? Talk to me—we’ll work it out.
Want to retire your character and try something new? Always an option.
No XP tracking. You level up based on the number of sessions played.
View the Level Progression Chart
Players may purchase or choose items tied to progression. Loot drops may be randomized. Items can be traded among the party.
Players may take on the role of inspiration-giver. I’ll provide a physical token they hand out once per session. If no one wants the role, I’ll handle it.
If a player volunteers, I’ll provide a theme ahead of time, and they can run music for the session. Volume and tone will be balanced together.
Downtime is limited, but activities are allowed within reason (no game-breaking crafting).
Roles like party leader, strategist, or quartermaster develop naturally in-game. For sports-based arcs, roles may be assigned in-character.
If I don’t know how to rule something mid-session and don’t want to stop the flow, we’ll roll for it.
You choose the die size
I choose high or low
We roll
Win by 1: ruling applies just this once
Win by 5+: soft precedent
Extreme win (nat 20 vs nat 1): canon—for now
I always reserve the right to research and revise a ruling later. But if I do, I’ll always tell you first—and explain why.