Our Homebrew

*Nat One DnD sets their game in a homebrew version of the Feywild.*

## The Universe

1,000 years ago, in an epic battle Against the Gods, Four Heroes of Legend ended an eternal cycle of destruction by eliminating both Titania and her twin sister.

In the process, the Feywild was shattered into an unknown number of continents bracketed by mysterious mist. These continents, some the size of Hawaii, others the size of Africa, have grown in complete isolation for the past millennium, due to the inability to travel between the continents or even communicate outside their borders.

**Passage through the mist is considered impossible, as all who enter disappear and never return.**

At the start of our story, the ancient landmarks scattered across the Feywild (known as the Portals of Brae) have begun suddenly activating themselves. At first only a handful open, but as the years tick by, gates keep opening, as if by some unknown grand design.

For the first time in a millennia, the isolated, insular, and varied continents of the Feywild are connecting and communicating with each other! And as the flow of travel resumes, a new career is emerging: Mapping the Feywild.

We follow our four main characters as they navigate this newly opening world.

## Nat One's Rules and Differences

*Nat One will adjust rules to fit their expedited pacing quite often. Most of the standards are still there, but here's a list of some of our core differences straight from the DM:*

**EPISODES, ARCS and SEASONS**: We play our game in Episodes, Arcs and Seasons! Each time we meet is a new episode, and each episode should feel like it has a beginning, a middle and an end. 4-6 episodes will combine to make a single Arc, and 4-6 arcs will add up to a Season. Our game will have 4 Seasons, each lasting about 6 months, and then it will end. It feels a lot like a TV show, and you can always expect some crazy shit to go down during Season Finales.

**PLOT**: Simply put, we are a plot forward game, and this fact matters more to us than any rule. If a rule slows down the action or plot of my game, we'll kick it to the sidelines.

**ENCUMBRANCE**: We do not and will not track encumbrance. No, players cannot carry a pyramid on their back, but shy of ridiculous scenarios, we don't track how much weapons or gold or ANYTHING weighs.

**COMBAT**: In our opinion, battle is often \*the most boring part\* of watching a DND game. This is a shame, as it should be the opposite. To keep battles moving FAST, we have a 30 second rule! If players can’t complete their turns in 30 seconds, they are penalized on the next turn. If the entire group hits the 30 second mark, they will all get a bonus on their next turn. In a dungeon, you can expect it to be 70-80% exploration, problem and puzzle solving, and 20% battle. Random encounters will always be funny and interactive and never "oh no, it's rats and now we fight rats."

**WORLD-BUILDING**: All players are welcome to world build ANY TIME THEY WANT. If they are in a city, they can simply say “I walk by a nearby well, look into my reflection, and sing a musical-theatre song about how life isn’t really what I thought it would be.” This rule generally refers to coloring our world, and if impromptu world-build ever goes against pre-existing lore or plot points, the DM can veto them.

**SPC’s and SECONDARY CHARACTERS:** What is an SPC? An SPC, similar to an NPC, is a SOMETIMES Playable Character! Our players will have access to multiple characters throughout our campaign! Everyone has a primary character, but in situations where our party is separated, other players will be given temporary characters that help the plot moving forward. SPC’s are not built-in traditional ways, they have completely unique builds and abilities. Eventually, we will be adding in a SECONDARY character for every player. How does that work? You’ll just have to watch and find out. However, adding a secondary character into our world accomplishes a few things: It gives players freedom to make stronger choices in game, and it helps tremendously in the case of… PLAYER DEATH!

**PLAYER DEATH:** To some, this will be a controversial rule, to others it will be a comforting rule. Players will never face *permanent* death without their permission. That doesn’t mean they are invincible, they can absolutely get killed in a battle. But, in this world of infinite possibility, there will ALWAYS be a path back to the character, should they desire it. That path might take an episode, and that path might take an entire arc, but if the player wants to continue, they will always be given that option.

**MEANWHILES:** Unlike MANY games, the DM will show the players things that are happening elsewhere in the world - for example, what the villains are up to. Sometimes, the players will even get to take over and play as the villains. This is a very fun way to world-build that lets my players have some input on their opposition, which inspires creativity and connection.The all-powerful MEANWHILE isn't used to spoil plot, but rather to evoke curiosity or shock amongst the players, thus adding intensity to the game. Usually Meanwhiles happen at the end of an episode, something like a post-credits scene, but sometimes they happen mid-game.