Players connecting from Europe, the United States, or other distant regions may experience slightly higher latency when using Foundry VTT. This can occasionally make map navigation, loading, or some interactions feel a little slower.
In practice, this has never caused any significant problems in my previous games. I use optimized assets and resources to keep the experience as smooth as possible.
We gonna use FoundryVTT for character sheets, in case you use D&D beyond I will migrate your sheet to foundry so you can play straight in the program.
Whats included?
Access to official Grim Hollow content through Foundry VTT PS: The source files for these materials are not distributed
Custom-made and premium maps used during Foundry VTT sessions PS: The source files for these materials are not distributed
Creative freedom to choose destinations, objectives, and the direction of the campaign, with sessions adapted to the group
Personalized preparation between sessions, including narrative content, encounters, maps, scenes, and exclusive visual resources
Support in understanding the story, setting, and new Grim Hollow mechanics throughout the campaign.
Premium Foundry VTT modules used to enhance effects, images, automations, interface features, and the overall visual quality
RULES:
Political, religious, or ideological activism of any kind will not be accepted. The focus of the table is the game itself
Respect the space and spotlight of other players, avoiding interruptions or behavior that may negatively affect the group
Disrespect, insults, harassment, or hostile behavior toward other players or the Game Master will not be tolerated.
Absences should be communicated and explained in advance whenever possible.
This campaign uses AI-assisted tools and will continue to use them as part of its creative and production workflow.
The Legacy of Ostoya is a homebrew long-term dark fantasy campaign set in the Grim Hollow universe, focused on storytelling, character development, investigation, mystery, and choices with real consequences.
The story begins in 1476, four years after the First War between Ostoya and the Bürach Empire. Indorius IV's forces march once again into Ostoyan territory, and Nov Ostoya is under siege. The characters are among those who answered Morgen Van Hund's call to defend the young nation.
But the war is only the beginning. As the campaign progresses, the characters will discover forces, secrets, and events far greater than the conflict between two armies.
What to Expect from the Game and a Brief Overview of Grim Hollow
The campaign primarily values roleplay, individual character development, exploration, investigation, and collaborative storytelling. Your backgrounds, goals, relationships, and decisions will have a meaningful place within the narrative.
Combat will be present, but it will not be used simply to fill sessions. The goal is for encounters to happen when they are relevant to the story, leaving room for strategy, creativity, and alternative solutions.
This campaign is intended for players who enjoy the cruelty and harshness of dark fantasy adventures, deep characters, mysteries, difficult moral decisions, plot twists, and stories developed over many sessions through the active participation and decisions of the players, within a setting inspired by the darker tones of Grim Hollow, Soulslike games, and Berserk.
Grim Hollow is a dark fantasy setting that takes place in the world of Etharis, a land marked by war, monsters, corruption, horror, and the decay left behind by the disappearance of the gods. It is a world where faith has weakened, ancient forces have begun to move once again, and survival often demands far more than simply winning battles.
Etharis is made up of different empires, kingdoms, and regions, each with its own conflicts, cultures, and threats. The setting combines medieval fantasy, dark fantasy, political intrigue, curses, monsters, and difficult choices, in a world where characters may transform, become corrupted, suffer permanent consequences, and still attempt to change the fate of those around them.
Classes & Subclasses
Grim Hollow expands character creation with new ways to play within the dark world of Etharis. Monster hunter class The main highlight is the new Monster Hunter class, designed for characters who specialize in tracking, studying, and confronting supernatural creatures and monstrous threats, including devourer hunters who consume creatures in order to acquire part of their powers.
The book also introduces 24 new subclasses, providing new paths for many of D&D's traditional classes and allowing players to create characters that are much more deeply connected to the dark fantasy atmosphere of the setting.
Character creation also gains new options through exclusive Grim Hollow Backgrounds and a new school of magic, including Sangromancy, a form of magic based on the use of blood.
New Races & Backgrounds
Wulven: descendants of individuals cursed with lycanthropy. They can arise among different peoples and races, inheriting bestial traits from the curse without necessarily inheriting full lycanthropy
The book also introduces Backgrounds directly connected to the world and its regions, allowing characters to feel much more integrated into the setting. You may take on roles such as a plague executor, a member of an anti-magic inquisition, a mercenary specialized in hunting monsters, and many others.
The idea is that your character's origins should be more than just an aesthetic choice: your race, past, and relationship with Etharis can directly influence who you are within the world.
Transformations & Curses
These transformations can grant extremely useful powers, but they always come with costs, needs, and consequences. Even if your character does not choose to follow this path, it will still be important to understand the creatures you face, as certain curses may alter your character permanently — or almost permanently.
Searching for a cure may require considerable study from the players in order to understand the nature of the curse, and certain deeds or conditions may need to be fulfilled before the character can finally break free from it.
There are also powerful spells connected to cursed beings, which may be used by those creatures or even learned by spellcasters willing to pay the necessary price, without necessarily having to become cursed themselves.
Permanent Injuries!
We will also be using permanent injury tables. Combat in Etharis is brutal, and certain creatures are capable of causing consequences that go far beyond simply losing hit points.
The brutal bite of a young Lindwyrm
Losing a limb, becoming blind, suffering severe lasting injuries, or carrying permanent scars are all very real possibilities.
Because of this, understanding your enemy will be just as important as knowing how to fight.
Facing a vampire? Bring garlic and wooden stakes. Facing a werewolf? Prepare silver weapons. Facing a creature capable of tearing off limbs with its jaws? Find a way to stop it from biting you before entering combat.
The goal is for preparation, investigation, and knowledge of the creatures you face to make a real difference between surviving an encounter and carrying its consequences for the rest of the campaign.
A cure may exist, but it will be rare — and sometimes, it may cost you even more.
Dark Magic & Shadowsteel Curses
Grim Hollow contains more than 100 new spells, and magic in Etharis is powerful, dangerous, and often brutal.
Many of the new spells in Grim Hollow explore the darker side of the arcane, capable of draining blood, attacking the soul, or causing extremely destructive effects.
Among them, there are two special types:
Sangromancy uses the caster's own blood and life force to push magic beyond its normal limits. The greater the sacrifice, the greater the potential power. Some spellcasters train themselves to better withstand the strain of this magic, while others use magical items or specialized spellcasting focuses to make the process more efficient.
Shadowsteel Curses, on the other hand, are magical curses that progress through different stages over time. At each stage, the victim may attempt to resist the symptoms. If they fail, the curse progressively worsens until it reaches its final stage.
These curses can only be cast by those who have access to the rare and dangerous substance known as Shadowsteel.
My Sandbox Approach and How It Works
At a certain point in the story, you will gain access to the world and regional maps of Etharis, and you will be free to decide which regions, cities, and paths you want to explore.
My goal is to prepare campaign content based directly on those choices.
If the group decides to travel to a particular location, I can create and prepare maps, encounters, investigations, events, and situations specifically connected to that region, making exploration meaningful and ensuring that the content reflects the decisions made by the group.
This format should begin to appear after approximately the first 2–3 sessions, once the story reaches a point where I can ask you roughly where the group intends to go next and prepare future content based entirely on those decisions.
This does not mean the world will simply remain frozen while waiting for you.
Etharis has its own conflicts, events, and stories unfolding independently of the party.
You may choose to follow those stories, ignore them, interfere with them, or simply explore somewhere else entirely.
The idea is simple:
The story exists, but the path is yours.
Etharis is large enough for the group's choices to genuinely determine where the campaign goes.
Those decisions will also affect how the story develops, so choose carefully.
What to Expect from Me as a Game Master
I am the kind of Game Master who often sees the rulebook as a guideline rather than an absolute restriction, especially when the narrative makes considerably more sense than the written rule.
I enjoy giving my players different resources and opportunities for creative strategies, and I have good experience with Foundry VTT, allowing me to create and implement visual resources that improve immersion during the game.
I am also very flexible when it comes to allowing players to attempt the things they want to do, especially when their creativity goes beyond my expectations.
I enjoy helping my players and providing resources that allow me to integrate their personal stories into the world I am building.
I am calm, dedicated, and put a great deal of effort into what I create because I genuinely enjoy this hobby — if I could, I would play whenever I had the time.
And as I always say:
“RPG is a commitment!”
I value quality over quantity.
Why Pay to Play This Campaign?
The price of the game reflects the time, preparation, and continuous investment required to maintain the campaign at the level of quality being proposed.
All maps, modules, and resources used within Foundry VTT have been officially acquired, including premium content and tools that require not only financial investment, but also time spent studying, configuring, and integrating them into the game experience.
In addition, the sandbox structure requires personalized preparation. As the group decides which regions to explore and which paths to follow, new maps, encounters, investigations, and specific content are prepared to support those choices — often in a process similar to producing a commissioned piece of artwork specifically for a particular moment in the campaign.
There are also recurring costs involved, including server maintenance, acquisition of new content, and session preparation.
For international groups, the campaign price will also be adjusted to the market in which it is being offered, taking into consideration the rates commonly associated with professionally run paid games for North American and European audiences. My goal is to keep the pricing consistent with the level of preparation, production value, and long-term support expected from an international professional campaign.
Running the campaign for an international audience also requires an additional level of preparation on my part, as I will be conducting the sessions and adapting my communication to a non-native language. This includes not only speaking during the game itself, but also preparing descriptions, rules explanations, player materials, narrative content, and communication in a way that remains clear and immersive in English in the best way I can. The objective is to provide the same standard of quality regardless of language.
Because of this, the payment does not represent only the hours spent playing at the table. It also reflects all of the work done before, during, and between sessions to keep the campaign running and continuously evolving.
Finally, my goal is to build a committed and compatible group, creating an enjoyable experience both for the players and for me as the Game Master, while making the time and financial investment required for a long-term campaign sustainable.
This Table Is Ideal For:
Creative players who want to explore their creativity and develop their characters.
Players who enjoy roleplay and interacting with NPCs.
Adult players who are comfortable dealing with sensitive themes maturely and using those themes to contribute meaningfully to the story.
Fans of grimdark settings and players who enjoy making difficult moral decisions that challenge what it truly means to be good or evil within the narrative.
At This Table, We DO NOT Want:
Players who are not interested in developing their character's story or engaging in roleplay.
Powergamers whose ONLY interest is rolling dice, combat, character optimization, and ignoring everything else.
Players who do not respect the speaking time and spotlight of their fellow players.
People who are unwilling to put effort into building their character's story within the world.
If you are interested sent me a DM or post here : )
My name is Christopher Alencar. I’m a game artist and developer with over 10 years of experience in the games industry, having contributed to major titles including Batman: Arkham Shadow, Demon’s Souls, and The Elder Scrolls IV: Oblivion Remastered.
Over the years, I’ve built a broad range of artistic and technical skills that I now use to create immersive campaigns, environments, maps, characters, and visual storytelling that can be found on my patreon LettariaRPG
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D&D 5.5e 2024
Foundry VTT and Discord for communication ( PC is mandatory)
18+ only
30 euros per session
Character sheet made by Standard Array
No multiclassing / No homebrew races or classes
Long-term campaign
Dark fantasy / Gore /Character Development / investigation / roleplay / strategic meaningful combat
SERVER The game is hosted on Brazilian servers.
Players connecting from Europe, the United States, or other distant regions may experience slightly higher latency when using Foundry VTT. This can occasionally make map navigation, loading, or some interactions feel a little slower.
In practice, this has never caused any significant problems in my previous games. I use optimized assets and resources to keep the experience as smooth as possible.
RULES:
Synopsis of The Legacy of Ostoya Trailer and Gameplay demo
The Legacy of Ostoya is a homebrew long-term dark fantasy campaign set in the Grim Hollow universe, focused on storytelling, character development, investigation, mystery, and choices with real consequences.
The story begins in 1476, four years after the First War between Ostoya and the Bürach Empire. Indorius IV's forces march once again into Ostoyan territory, and Nov Ostoya is under siege. The characters are among those who answered Morgen Van Hund's call to defend the young nation.
But the war is only the beginning. As the campaign progresses, the characters will discover forces, secrets, and events far greater than the conflict between two armies.
What to Expect from the Game and a Brief Overview of Grim Hollow
The campaign primarily values roleplay, individual character development, exploration, investigation, and collaborative storytelling. Your backgrounds, goals, relationships, and decisions will have a meaningful place within the narrative.
Combat will be present, but it will not be used simply to fill sessions. The goal is for encounters to happen when they are relevant to the story, leaving room for strategy, creativity, and alternative solutions.
This campaign is intended for players who enjoy the cruelty and harshness of dark fantasy adventures, deep characters, mysteries, difficult moral decisions, plot twists, and stories developed over many sessions through the active participation and decisions of the players, within a setting inspired by the darker tones of Grim Hollow, Soulslike games, and Berserk.
Grim Hollow is a dark fantasy setting that takes place in the world of Etharis, a land marked by war, monsters, corruption, horror, and the decay left behind by the disappearance of the gods. It is a world where faith has weakened, ancient forces have begun to move once again, and survival often demands far more than simply winning battles.
Etharis is made up of different empires, kingdoms, and regions, each with its own conflicts, cultures, and threats. The setting combines medieval fantasy, dark fantasy, political intrigue, curses, monsters, and difficult choices, in a world where characters may transform, become corrupted, suffer permanent consequences, and still attempt to change the fate of those around them.
Classes & Subclasses
Grim Hollow expands character creation with new ways to play within the dark world of Etharis.
Monster hunter class
The main highlight is the new Monster Hunter class, designed for characters who specialize in tracking, studying, and confronting supernatural creatures and monstrous threats, including devourer hunters who consume creatures in order to acquire part of their powers.
The book also introduces 24 new subclasses, providing new paths for many of D&D's traditional classes and allowing players to create characters that are much more deeply connected to the dark fantasy atmosphere of the setting.
Character creation also gains new options through exclusive Grim Hollow Backgrounds and a new school of magic, including Sangromancy, a form of magic based on the use of blood.
New Races & Backgrounds
Wulven: descendants of individuals cursed with lycanthropy. They can arise among different peoples and races, inheriting bestial traits from the curse without necessarily inheriting full lycanthropy
The book also introduces Backgrounds directly connected to the world and its regions, allowing characters to feel much more integrated into the setting. You may take on roles such as a plague executor, a member of an anti-magic inquisition, a mercenary specialized in hunting monsters, and many others.
The idea is that your character's origins should be more than just an aesthetic choice: your race, past, and relationship with Etharis can directly influence who you are within the world.
Transformations & Curses
These transformations can grant extremely useful powers, but they always come with costs, needs, and consequences. Even if your character does not choose to follow this path, it will still be important to understand the creatures you face, as certain curses may alter your character permanently — or almost permanently.
Searching for a cure may require considerable study from the players in order to understand the nature of the curse, and certain deeds or conditions may need to be fulfilled before the character can finally break free from it.
There are also powerful spells connected to cursed beings, which may be used by those creatures or even learned by spellcasters willing to pay the necessary price, without necessarily having to become cursed themselves.
Permanent Injuries!
We will also be using permanent injury tables. Combat in Etharis is brutal, and certain creatures are capable of causing consequences that go far beyond simply losing hit points.
The brutal bite of a young Lindwyrm
Losing a limb, becoming blind, suffering severe lasting injuries, or carrying permanent scars are all very real possibilities.
Because of this, understanding your enemy will be just as important as knowing how to fight.
Facing a vampire? Bring garlic and wooden stakes. Facing a werewolf? Prepare silver weapons. Facing a creature capable of tearing off limbs with its jaws? Find a way to stop it from biting you before entering combat.
The goal is for preparation, investigation, and knowledge of the creatures you face to make a real difference between surviving an encounter and carrying its consequences for the rest of the campaign.
A cure may exist, but it will be rare — and sometimes, it may cost you even more.
Dark Magic & Shadowsteel Curses
Grim Hollow contains more than 100 new spells, and magic in Etharis is powerful, dangerous, and often brutal.
Many of the new spells in Grim Hollow explore the darker side of the arcane, capable of draining blood, attacking the soul, or causing extremely destructive effects.
Among them, there are two special types:
Sangromancy uses the caster's own blood and life force to push magic beyond its normal limits. The greater the sacrifice, the greater the potential power. Some spellcasters train themselves to better withstand the strain of this magic, while others use magical items or specialized spellcasting focuses to make the process more efficient.
Shadowsteel Curses, on the other hand, are magical curses that progress through different stages over time. At each stage, the victim may attempt to resist the symptoms. If they fail, the curse progressively worsens until it reaches its final stage.
These curses can only be cast by those who have access to the rare and dangerous substance known as Shadowsteel.
My Sandbox Approach and How It Works
At a certain point in the story, you will gain access to the world and regional maps of Etharis, and you will be free to decide which regions, cities, and paths you want to explore.
My goal is to prepare campaign content based directly on those choices.
If the group decides to travel to a particular location, I can create and prepare maps, encounters, investigations, events, and situations specifically connected to that region, making exploration meaningful and ensuring that the content reflects the decisions made by the group.
This format should begin to appear after approximately the first 2–3 sessions, once the story reaches a point where I can ask you roughly where the group intends to go next and prepare future content based entirely on those decisions.
This does not mean the world will simply remain frozen while waiting for you.
Etharis has its own conflicts, events, and stories unfolding independently of the party.
You may choose to follow those stories, ignore them, interfere with them, or simply explore somewhere else entirely.
The idea is simple:
The story exists, but the path is yours.
Etharis is large enough for the group's choices to genuinely determine where the campaign goes.
Those decisions will also affect how the story develops, so choose carefully.
What to Expect from Me as a Game Master
I am the kind of Game Master who often sees the rulebook as a guideline rather than an absolute restriction, especially when the narrative makes considerably more sense than the written rule.
I enjoy giving my players different resources and opportunities for creative strategies, and I have good experience with Foundry VTT, allowing me to create and implement visual resources that improve immersion during the game.
I am also very flexible when it comes to allowing players to attempt the things they want to do, especially when their creativity goes beyond my expectations.
I enjoy helping my players and providing resources that allow me to integrate their personal stories into the world I am building.
I am calm, dedicated, and put a great deal of effort into what I create because I genuinely enjoy this hobby — if I could, I would play whenever I had the time.
And as I always say:
“RPG is a commitment!”
I value quality over quantity.
Why Pay to Play This Campaign?
The price of the game reflects the time, preparation, and continuous investment required to maintain the campaign at the level of quality being proposed.
All maps, modules, and resources used within Foundry VTT have been officially acquired, including premium content and tools that require not only financial investment, but also time spent studying, configuring, and integrating them into the game experience.
In addition, the sandbox structure requires personalized preparation. As the group decides which regions to explore and which paths to follow, new maps, encounters, investigations, and specific content are prepared to support those choices — often in a process similar to producing a commissioned piece of artwork specifically for a particular moment in the campaign.
There are also recurring costs involved, including server maintenance, acquisition of new content, and session preparation.
For international groups, the campaign price will also be adjusted to the market in which it is being offered, taking into consideration the rates commonly associated with professionally run paid games for North American and European audiences. My goal is to keep the pricing consistent with the level of preparation, production value, and long-term support expected from an international professional campaign.
Running the campaign for an international audience also requires an additional level of preparation on my part, as I will be conducting the sessions and adapting my communication to a non-native language. This includes not only speaking during the game itself, but also preparing descriptions, rules explanations, player materials, narrative content, and communication in a way that remains clear and immersive in English in the best way I can. The objective is to provide the same standard of quality regardless of language.
Because of this, the payment does not represent only the hours spent playing at the table. It also reflects all of the work done before, during, and between sessions to keep the campaign running and continuously evolving.
Finally, my goal is to build a committed and compatible group, creating an enjoyable experience both for the players and for me as the Game Master, while making the time and financial investment required for a long-term campaign sustainable.
This Table Is Ideal For:
Creative players who want to explore their creativity and develop their characters.
Players who enjoy roleplay and interacting with NPCs.
Adult players who are comfortable dealing with sensitive themes maturely and using those themes to contribute meaningfully to the story.
Fans of grimdark settings and players who enjoy making difficult moral decisions that challenge what it truly means to be good or evil within the narrative.
At This Table, We DO NOT Want:
Players who are not interested in developing their character's story or engaging in roleplay.
Powergamers whose ONLY interest is rolling dice, combat, character optimization, and ignoring everything else.
Players who do not respect the speaking time and spotlight of their fellow players.
People who are unwilling to put effort into building their character's story within the world.
If you are interested sent me a DM or post here : )
My name is Christopher Alencar. I’m a game artist and developer with over 10 years of experience in the games industry, having contributed to major titles including Batman: Arkham Shadow, Demon’s Souls, and The Elder Scrolls IV: Oblivion Remastered.
Over the years, I’ve built a broad range of artistic and technical skills that I now use to create immersive campaigns, environments, maps, characters, and visual storytelling that can be found on my patreon LettariaRPG