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PLAYER EDITION - Drakkenheim Essentials

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2K views14 pages

PLAYER EDITION - Drakkenheim Essentials

Uploaded by

Kithon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 1: Introduction

to Drakkenheim

D
RAKKENHEIM IS NO MORE. An eldritch storm h EXPLORATION. Characters embark on dangerous
of falling stars devastated the city on that woeful eve, expeditions into monster-filled ruins, haunted streets, decrepit
leaving behind a meteorite that would have lasting gardens, shattered mage towers, baroque cathedrals, and
effects. Fifteen years later, Drakkenheim is a dismal ancient castles to plunder treasure and solve mysteries.
urban wasteland contaminated by otherworldly magic and h INTERACTION. Five rival factions clash over the ruins
haunted by hideous monsters. Fantastic wealth, lost knowledge, of Drakkenheim. A tangled web of secrets, subterfuge, and
and powerful artifacts lie ready for the taking by adventurers sabotage awaits when the factions’ opposing objectives and
brave or foolish enough to venture into the ruins. However, even your characters’ personal goals come into conflict!
those who survive the dangers of Drakkenheim may not return h COMBAT. Beyond fierce warriors dispatched by the factions,
unmarked by its terrors! all manner of otherworldly horrors inhabit Drakkenheim.
Characters battle undead husks, predatory beasts, mutated

Campaign Overview monstrosities, and terrifying abominations produced by the


mysterious meteor.
Dungeons of Drakkenheim is a fantastic adventure set in a gothic You’ll need a copy of the core rules for Fifth Edition to
renaissance ruined city. The campaign is designed with four properly run this adventure. When reading this book, text
player characters in mind, so adjust accordingly for smaller or in bold usually references a creature or non-player character
larger groups. You can play Drakkenheim as a series of loosely- stat block, while text in italics often indicates spells or magic
connected exploration quests or an unpredictable narrative items. Many new monsters, items, and spells are described in
filled with faction conflict. The material herein will challenge the appendix sections of this book; otherwise, consult the Fifth
characters from 1st to 13th level. Edition core rules.

4
Delerium prey upon the pilgrims, prospectors, and explorers drawn to the
city, extort and rob adventurers, smuggle delerium to disrepu-
Iridescent crystals of vast magical potential are found through- table clients in distant lands, and plunder the fantastic treasures
out Drakkenheim. Known as delerium, these lambent stones and incredible wealth left behind in the city. The Queen of
emanate unnatural energies that induce madness and monstrous Thieves dreams of building an influential and powerful criminal
transformations. Despite these dangers, delerium is ideally suited empire forged in the anarchy and lawlessness of the ruins, and
to crafting magic items and fuelling mighty new spells. Sorcerers, conspires against the other factions at every turn.
warlocks, wizards, and all manner of occult magicians crave its
supernatural power, thus delerium commands a high price within
arcane circles and underground markets alike. Many prospectors
Knights of the Silver Order
The Knights of the Silver Order are an organization of oath-
risk everything to collect a few fragments, but the true origins of
bound paladins and devout warriors sworn to combat super-
the strange mineral remain unknown. The rival factions stand
natural evil, dark magic, and otherworldly incursions. The
divided over whether the crystals should be destroyed, harnessed,
questing knights normally travel the realms in small bands and
or worshipped, and their simmering disagreements threaten
companies, and adhere to the Faith of the Sacred Flame, the
outright war. Appendix D: Delerium, Magic & Spells covers
dominant religion across the continent. They believe delerium
the crystals in detail.
is a contaminating blight borne of the darkest chaos, and have
resolved to annihilate the corrupted crystals, slay every monster
Broken Realm it has created, and hunt down diabolical mages who would wield
its power to work evil magic. Now an entire regiment has been
Drakkenheim was the cosmopolitan capital of Westemär, ruled dispatched to Drakkenheim to carry out this righteous task, led
by the imperious House von Kessel. A decade of bloody civil by Knight-Captain Theodore Marshal.
war erupted after the city’s destruction. The realm was left
shattered and the royal line broken. Now, the political order of
the wider world lies in shambles, torn apart by religious schism Followers of the Falling Fire
and military conflict, and only a faint hope remains that the city The annihilation of Drakkenheim incited a serious religious
can be rebuilt and the nation restored. schism within the Faith of the Sacred Flame. A new sect has
emerged known as the Followers of the Falling Fire, who adhere
Rival Factions to the prophecies of former Flamekeeper Lucretia Mathias.
She attests that delerium is a divine gift, not a blight, and that
Five factions have arrived in Drakkenheim to advance their these sacred stones will offer salvation against a greater darkness
ambitious agendas. Though their ideologies and methods differ, yet to come. The mainstream clergy have excommunicated
each seeks valuable resources and lost secrets within the city. Lucretia Mathias and branded her followers as an insane cult
However, the ruins present many confounding obstacles for with heretical beliefs and blasphemous practices. Even still,
their agents. As such, all the factions hope to attract talented masses of devout commonfolk now embark on a dangerous
adventurers to their cause, drawing would-be heroes into a pilgrimage to Drakkenheim to take their place in a divine plan.
fierce political intrigue that may boil over into violent strug-
gle. Those who wish to decide the fate of Drakkenheim must
choose their allies well and their enemies carefully! Chapter 3: Amethyst Academy
Factions contains complete details for running each faction, The Amethyst Academy is a magical school for sorcerers and
but they are summarized below: wizards, where students learn magic in remote castles and
secluded universities. Directed by a shadowy cabal of powerful
archmages, the Academy also operates an enterprising mage
Hooded Lanterns guild that controls the manufacture of magical wares, and
Formally known as the 4th Provisional Expeditionary Force orchestrates an influential arcane syndicate that provides
to Reclaim the Capital, the Hooded Lanterns are an irregular occult counsel to the nobility of the continent. However, the
military drawn up from veterans of the Civil War and remnants Academy was dealt a terrible blow following Drakkenheim’s
of the old Drakkenheim City Watch. Led by the dour Lord destruction, as the city was home to their greatest stronghold:
Commander Elias Drexel, they wage a guerrilla war against the Inscrutable Tower. Archwizard Eldrick Runeweaver
the monsters, bandits, and scavengers who have taken root in leads the Academy’s efforts to access the tower and safeguard
their nation’s capital. Each has pledged their swords and lives to the secret lore within. Meanwhile, their survey teams conduct
rebuild Drakkenheim and restore the Realm of Westemär. Sever- ongoing research regarding delerium’s supernatural qualities and
al noble houses have set aside their feuds to support the Hooded unknown dangers. The mages plan to harness the crystals’ vast
Lanterns’ efforts. These families believe once the city is restored, energies to craft magical items and power new arcane spells.
evidence will emerge revealing the true heir to the throne of
Drakkenheim... or enable a cunning house to seize the crown.

“A dangerous foe, moving almost unseen, it invades your


Queen’s Men wits and saps your strength when it’s needed most.”
The Queen’s Men are a loose affiliation between a hundred
gangs of brigands, outlaws, and scoundrels, all of whom owe - Pluto Jackson
fealty to the enigmatic Queen of Thieves. These reprobates

Chapter 1: Introduction 5
The Haze Character Creation
There are more hazards in Drakkenheim than monsters and rival In a Dungeons of Drakkenheim campaign, the player characters
factions. A billowing mist filled with glinting multi-coloured motes are the heart of the story. Their choices, conflicts, and personal
has settled over the entire city, which adventurers call the Haze. goals could decide the fate of Drakkenheim, if they survive!
It’s like the dust never really settled after the meteor fell. Below are guidelines for creating a player character ready
Characters gain no benefit from taking a long rest to take on the dark city. We recommend players and Game
within the Haze. Adventurers should be well-rested before they Masters collaborate closely during character creation for the
head into the ruins, as they’ll need to escape the city to regain best possible results.
their hit points and spell slots. This effect cannot be circumvented
by any mundane equipment, nor bypassed with spells such as
rope trick, tiny hut, or similar character abilities. These effects are Character Options and Backgrounds
described in detail in Chapter 5: Exploring Drakkenheim. Adventurers of any race or class in the Core Rules can be found
in Drakkenheim.
Contamination h Appendix E: The World of Drakkenheim describes how
many character ancestries, religions, martial arts, and magical
Characters will also encounter deadly eldritch contamination
traditions fit into the wider world.
caused by creatures, delerium, and other magical phenomena h Appendix F: Character Backgrounds includes new back-
in Drakkenheim. Abilities, equipment, and spells that protect
grounds players may use to closely connect their characters to the
against diseases, magic, or poisons do not work against contam-
events, people, and mysteries in Drakkenheim.
ination. It cannot be healed naturally, nor readily removed with
low-level spells. Player characters will need to work with the
factions and find creative solutions to manage these problems
during their adventures. The full rules and debilitating effects of
Personal Quests
contamination are outlined in Appendix C: Contamination. A character’s core motivation for adventuring in Drakkenheim is
represented by their personal quest. This is a specific individual

Dangers of the Dark City objective for player characters to achieve during the campaign,
but players need not reveal their personal quest to each other.
Finally, be warned that in Drakkenheim, characters will often When a character completes their personal quest, they choose
stumble upon creatures and other perils far beyond what they one of the following rewards:
can defeat on their own. Discretion and cunning may prevail Ability Score Improvement. One ability score of your
when strength of arms fails. Adventurers must seek out like- choice increases by 2, as does your maximum for that score.
minded allies, and be wary of making new enemies. They New Feat. You gain a bonus feat of your choice, subject to
must have all the equipment they need before setting out on the GM’s approval.
an expedition, use their resources carefully, and be prepared to Player characters may select from the quests below, or work
retreat at a moment’s notice! with the Game Master to design one:
Apocalyptic Vision. I have been haunted by visions of the
meteor for fifteen years. Every time I sleep, I see it crashing
down upon me. My personal quest is to see for myself what lies
at the heart of the crater. I must overcome whatever I find there
Content Warning in order to stop these nightmares.
Arcane Secrets. Forbidden lore lies in Drakkenheim.
Drakkenheim portrays a dark fantasy world. We recommend Several dark wizards living in the ruins have mastered terrible
players and Game Masters have an open conversation at the and powerful new magic. The Inscrutable Tower library stands
start of the campaign to discuss their lines and veils. In support unguarded, filled with spellbooks containing secret arcana. My
of this conversation, please note references to the following are personal quest is to learn these spells.
common in this adventure: Blighted Landscape. A blight on the natural order envelops
h Violence, murder, blood, gore, cannibalism, and body horror. Drakkenheim, but the contamination could spread beyond the
h Degenerative mutations that cause physical disfigurement city. My personal quest is to study the unnatural phenomena
and madness/insanity. found within the most corrupt places in the city: Queen’s Park
h Rats, spiders, insects, demons, undead, ghosts, and other monsters. Garden, the underground waterways, and the Crater’s Edge.
h Natural disasters, large-scale loss of life, civil war, displaced Perhaps then I can develop a way to reverse the contamination.
persons, and refugees. Claim the Throne. Though my family has fallen on hard
h Moral ambiguity, social/political manipulation, religious times, we were distantly related to the royal House von Kessel.
zealotry and military nationalism. I may have a claim to the throne of Drakkenheim. My personal
quest is to search the cathedral, noble estates, and the castle for
The campaign does not contain explicit sexuality, sexual assault,
sufficient evidence to conclusively prove my inheritance. Then I
racial prejudice, systemic racism, homophobia, or transphobia.
will take the crown for myself.
Any inferences to such are wholly unintentional.
Faction Aspirant. I believe strongly in the ideals and goals
of one of the five factions: either the Amethyst Academy, the
Followers of the Falling Fire, the Hooded Lanterns, the Knights

6 Dungeons OF Drakkenheim
of the Silver Order, or the Queen’s Men. My personal quest is to
join the faction, aid their mission, climb the ranks, and rise to a Four Quick Facts about
high leadership position within their organization.
Family Matter. One of my family members or close friends the World of Drakkenheim
has become mixed up with one of the factions. Perhaps they
Appendix E: The World of Drakkenheim explains these back-
have foolishly decided to join the organization. Alternatively,
ground details further, but the setting of Drakkenheim diverges
they’ve been taken prisoner by the faction due to some trespass from the default assumptions of Fifth Edition in four key ways:
or misunderstanding. Either way, my personal quest is to bring
them back home. h The gods are silent and distant. They don’t manifest
Find a Cure. I have a friend, family member, or loved one physically nor speak with worshippers, and do not interfere
who was contaminated by delerium and turned into a monster. in earthly matters. Planar cosmology is mysterious and
They have gone mad, and are lost somewhere in Drakkenheim. unknowable, but sages have still developed many conflicting
My personal quest is to locate them, then discover a way to (and wildly incorrect) theories.
reverse their horrific transformation.
h Divine spellcasting powers aren’t granted by gods.
Instead, clerics, druids, and paladins tap into sacred energies
Lost Heirloom. I used to live in Drakkenheim. My
through devotion, meditation, and resolve. Violating one’s
personal quest is to recover a lost heirloom from my old home,
religious tenets won’t result in a loss of this ability, but a crisis
which was located somewhere in the Inner City. Perhaps the
of faith might.
item is sentimental, valuable only to members of my family. h Individuals can’t become wizards through study alone.
Alternatively it may have magical properties, and I wish to use The arcane magic of both sorcerers and wizards alike is borne in
these powers to aid my own ambitions. the blood, which may be harnessed via practice and study. The
Monster Slayer. I wish to leave behind a heroic legacy laws of the land bar arcane spellcasters from holding noble titles.
by defeating dread beasts. My personal quest is to slay three h  igh-level NPCs and spellcasters are exceptionally
H
of the greatest monsters rumoured to dwell in Drakkenheim, rare in the wider world. Despite their few numbers, such
and bring back their heads as trophies. Each must be a notable people still have a profound impact on society. However,
creature with a challenge rating greater than my own level when Drakkenheim has attracted an uncommonly high concentra-
I defeat them. My allies can assist me, but I must strike the tion of such individuals.
decisive blow myself!
Overwhelming Debt. I owe a tremendous debt of 10,000
gold pieces, maybe more. My personal quest is to pay it back by
making a fortune in Drakkenheim collecting delerium, plunder,
and completing work-for-hire. Meanwhile, I must hide from
The Original Campaign
bounty hunters my creditor send to kill me. The adventure in this book is based on the Dungeons of
Personal Pilgrimage. As an acolyte of the faith, my personal Drakkenheim live stream campaign broadcast by the Dungeon
quest is to visit several holy places in the city and perform a sacred Dudes which ran from October 2018 to December 2019. It
ritual before the remains of the martyrs interred within each: the featured Kelly McLaughlin as Sebastian Crowe, Jill Danaitis as
Cathedral of Saint Vitruvio, Saint Selina’s Monastery, and the Veo Sjena, Joe O’Gorman as Pluto Jackson, and Monty Martin
Chapel in Castle Drakken. Through these devoted acts I will as Game Master.
understand my place in the divine order. You can watch it on the Dungeon Dudes YouTube Channel
Score to Settle. I have come to Drakkenheim to kill one (www.youtube.com/dungeondudes) and find it on most major
podcast platforms. Check it out if you’re looking for inspiration for
of the faction leaders: either Archwizard Eldrick Runeweaver,
how we ran the adventures in this book, but be warned: spoilers
Knight-Captain Theodore Marshal, Lord Commander Elias
abound! We’ve also created a wealth of instruction videos for
Drexel, Lucretia Mathias, or the Queen of Thieves. Perhaps I
players and Game Masters covering everything about tabletop
seek revenge for a past wrong. Alternatively, I may covet their roleplaying games, from character building to designing campaigns.
position and wish to replace them. Either way, my personal Every major event, location, and non-player character is
quest is to slay them. detailed in this book, and we’ve included many more completely
new ones for you to explore in your own game. In many ways, the
original campaign was a playtest for this book, and we’ve refined
Character Relationships and updated several sections since. If you’ve watched the original
series and notice an inconsistency between this book and the
The campaign begins with the player characters setting out on show (there are many), the version in this book takes precedence.
their first foray into the ruins, but how did they meet? Consider On the flipside, you should feel empowered to alter, change, and
establishing a personal connection between two or more player expand the material here, especially if doing so builds stronger
characters, such as one of the following: connections or better stories for you and your players.
The events of our original campaign are non-canonical with
...siblings, cousins, or childhood friends.
regards to this book, so several elements of Drakkenheim strongly
...a shared origin, religion, or teacher. connected to the original characters have been altered or removed.
...former rivals turned unlikely allies. If you wish, the original “Drakkenforce” characters may appear
...one saved the life of the other. in your campaign as rival adventurers, but their stories have been
...saw each other in a dream or vision. set aside herein so your players may take centre stage.

Chapter 1: Introduction 7
Origins of the Meteor and the mages of the Amethyst Academy to use divination
magic to discern what happened, but to no avail. They near-
ly bankrupted themselves by launching multiple large-scale
“Magic attracts more magic. Under extraordinarily rare circumstances, military expeditions attempting to reclaim Drakkenheim, all of
magical energies crystallize into delerium. The stones slowly draw which failed. Eventually, Mannfred became convinced further
more raw magic into the world from distant planes, possible realities, efforts were futile, and proposed he would take up the crown
and alternate dimensions. The rate is exponential. Considerably more and relocate the capital. However, Cecilia contested the claim,
leakage occurs around vast quantities of delerium. These chaotic arguing there was no conclusive evidence that confirmed their
energies are inherently destabilizing. Unfocused magic conjures up brother and his children were dead. The nobility was divided
paradoxical improbabilities at random, leaving behind lingering eldritch over the issue, and a civil war ensued that raged for nearly a
contamination. Uncontained, these magical forces manifest as the Haze. decade. As Westemär itself descended into political and financial
More delerium forms within, and so the process accelerates.” ruin, Mannfred von Kessel and his children were assassinated in
– Archwizard Ryan Greymere a dramatic betrayal. Cecilia von Kessel herself died unexpect-
edly only a few days later, leaving behind no heirs of her own.
The meteor left behind vast deposits of delerium, enough to Lacking a clear successor, the Civil War ended with a whimper.
manifest an erratic magical field called the Haze. New delerium
deposits gradually emerge within the Haze, which causes the
affected region to expand slowly over time. Left unchecked, the The Royal Family
Haze can overtake an entire world within a few centuries, leaving Since the royal household were recognizable public figures in
behind a chaotic landscape of churning madness and wild magic. their lifetimes, any character proficient in History instantly
The infected world cataclysmically shatters when more destruc- recognizes them in artwork or portraits.
tive magic inevitably erupts, sending a hail of delerium-filled com-
h King Ulrich von Kessel IV was a portly man of average
ets throughout the cosmos. After hurtling through the Astral Void
for eons, some collide with new worlds where the process begins height with a wiry beard and rather unremarkable features,
again. Countless worlds have met this fate, the rest are wholly artwork often exaggerates his appearance with a heroic barrel
ignorant of the doom that might one day descend upon them. chest, a lush curly beard, and a regal countenance. Stately
If nothing is done to stop the spread, the Haze will fully artwork shows him clad in a royal mantle wearing the Crown
engulf Westemär in roughly one hundred and fifty years. Once of Westemär. Those who knew the King in life remember him
this happens, little hope for reversal remains, and the dread as a capable if overindulgent ruler who left most matters of
mists will envelop the world two centuries thereafter. Civilization state to his administrators.
and society collapse into a monster-filled wasteland that
h Queen Lenore von Kessel was a woman in her late thir-
catastrophically ruptures about one thousand years later. ties; six feet tall with graceful limbs, hair dyed bright orange,
None know the complete truth about the Haze at the outset and bleached white skin. Her face had chiseled and angular
of the campaign, and little knowledge is revealed via divination features, and with every gesture she struck a pose. She wore
magic save mad whispers. Throughout the adventure, player outrageously ornamented gowns and jewelry, including a
characters may find clues about delerium from which they famous golden necklace set with eleven emeralds.
may develop their own theories and speculations regarding the
h Leonard von Kessel was eighteen years old when the
origins of the meteor. They can learn much by exploring deep meteor struck, but would be thirty three years old now.
into the ruins, especially locations such as the Inscrutable Tower, Leonard took to military interests at a young age. Artwork
the crater, and Castle Drakken. Faction leaders and malfeasant often depicts him as an aristocratic young soldier with sandy
wizards might also offer their research and insights to help brown hair wearing a dragon-decorated breastplate and
players along the way. wielding a longsword.
h Katarina von Kessel was an inquisitive and acrobatic
eleven-year-old with wide eyes and auburn hair. She typically
wore a frilled shirt, fitted trousers, and cape instead of dresses,
and had a penchant for stealing hats. She would now be

Fall of House von Kessel h


twenty six years old.
Eliza von Kessel was only six years old at the time of the
disaster. The button-nosed child was usually dressed in a
House von Kessel ruled Westemär from the capital of Drakken-
bonnet and patterned dress. Assuming she survived, she
heim for one hundred fifty years. The last monarch, Ulrich IV,
inherited a period of relative political stability, and so pursued would be twenty one years old today.
interests in architecture, education, and carnal affairs instead
of politics and warfare. He married a Caspian princess, Lenore,
and they had three children: Leonard, Katarina, and Eliza. A Long Lost Heir
Ulrich IV was ten years into his reign when the meteor struck None have yet discovered that King Ulrich von Kessel IV and
Drakkenheim. The King, his wife, and their children were never Queen-Consort Lenore von Kessel were both transformed into
seen again after that day, but their true fate remains a mystery. monsters. Ulrich is now part of the hideous Amalgamation in
However, many members of the royal household were not Castle Drakken, and Lenore has become a mad creature hiding
in Drakkenheim when the meteor struck, including the King’s in Queen’s Park. Their children haven’t been seen in fifteen
younger siblings, Mannfred and Cecilia von Kessel. The two years. It’s up to you to decide whether or not they survived, and
spent vast sums commissioning the clergy of the Sacred Flame where they might be found.

10 Dungeons OF Drakkenheim
Chapter 2: Running the Campaign 11
Appendix E: The World of Drakkenheim

T
his chapter describes the wider world surrounding
Drakkenheim. This material is meant to provide addi- Elves
tional ideas for players creating characters adventuring No one knows when elves came to these lands, or exactly how
in Drakkenheim, and useful background information to help they got here. Even the most ancient among them tell little
Game Masters understand the context behind the conflicts in more than vague myths about their origins. These stories claim
the ruined city. Perhaps it might also inspire future adventures! that millennia ago, the elves came into this world through fairy
realms and shadow gates from a distant and long-lost land.

People of the Continent


Why the elves left, none can say. Today, the elves live in dias-
pora. Only a handful of elven families dwell in even the most
populous regions. Although rare, they are no longer regarded
Many different people lived in Drakkenheim. The neighbouring as strangers to these lands. In fact, half-elves are now much
countryside and the realms beyond are no less diverse, though hu- more common than those of pure elven descent. Though elves
mans make up the majority of the population in the current age. In remember little of their history, they still possess great knowl-
ancient days, the industrious dwarven folk built great underground edge of magic. The few elven ruins found across the continent
empires, the alien elves raised mystical towers, while the orcish peo- contain mysterious portals and arcane lore. The reason they
ple constructed monuments and menhirs to honor their old gods. were abandoned remains unknown.
Today, their descendants and those of many other ancestries inhabit
the continent, though few would associate their varied biological
distinctions with any single nation, culture, or religion. Halflings
These smallfolk often form their own communities within
Dwarves settled lands, just as often as they live alongside the other people
of the continent. Many live a rural life, tending farms, orchards,
Many dwarves tell tales of ancient underground kingdoms and fishing villages. Dozens of halfling villages surrounded
that hoarded vast mines of gold and gems and fought great Drakkenheim, the bounty of their fields feeding the city.
wars miles below the surface. The foundations upon which Though these communities were not outright destroyed when
Drakkenheim were built date back to these times, and traces of the meteor struck, they have not escaped its devastation. The
dwarven architecture and engineering can still be found in the eldritch contamination spreading from the ruins and the threat
fortifications, aqueducts, and deep vaults of the city. However, of monstrous raiders have forced many smallfolk to abandon
the days of the dwarven realms have long passed, and the their homes. Their once-quaint underhill abodes and welcoming
dwarven people have no great holds of their own any more. Still, hamlets are now eerie ghost-towns.
many dwarves dwell in the mountains and keep the traditions of
their ancestors: mining, smithing, and engineering. Many more
are much less tied to these traditions now, so it is not unusual to
see a small number of dwarves in just about any community.

236
Humans A Broken Realm
Drakkenheim was the capital of Westemär and home to the
Most of the population of the continent are humans, who range
ruling family, House von Kessel. After the meteor fell, the two
in all shapes, sizes, colours, skills, and beliefs. Humans tell
surviving scions of House von Kessel clashed over succession in a
countless tales of their origins, and tend to regard wherever they
brutal civil war that tore the nation apart. After many assassina-
were born as home. They formed many of the great noble and
tions, accidents, and disastrous battles, the civil war ended with
royal houses of the continent, and the endless conflicts between
no clear victor. Most believe House von Kessel is now extinct, and
these families have defined the political landscape of the realms.
the throne remains abandoned and empty in the ruins of Castle
One such family, House von Kessel, ruled Drakkenheim until
Drakken. The lands surrounding Drakkenheim are now contami-
the meteor and years of civil war ended their regal line.
nated, and most villages nearby are deserted.
Humans have long mingled with other peoples, resulting in
Lacking a sovereign ruler, the nobility manages their own
half-elves, half-orcs, and half-dragons. Though such people
domains directly. They remain deeply divided based on which
often bear distinct physical traits, such individuals are recog-
branch of House von Kessel they supported during the civil war.
nized for their shared human origin. Indeed, humanity has often
Many grievances remain, and occasional skirmishes occur be-
intentionally sought to enhance their lineages. During antiquity,
tween the squabbling barons, counts, and dukes. However, after
many powerful sorcerous dynasties infused their bloodlines with
nearly a decade of fighting, their coffers are empty and their blood
the essence of infernal and celestial entities, bequeathing their
is spent. Few possess the will or resources to continue these feuds
progeny with an enduring magical legacy. Though these old em-
for the time being. Many noble families possess some relation to
pires have long since fallen, their descendants have since spread
the royal line, yet none have the political clout or military strength
throughout the world.
to press a claim upon the throne and reunify the nation.

Uncommon Origins Elyria


Though their populations are sparse, many other peoples
The realm of Elyria lies on a large peninsula south of the Drake-
inhabit the world of Drakkenheim, including catfolk, drag-
claw Mountains. The land comprises vast rolling prairies and
onborn, gnomes, goblins, orcs, and tieflings. No matter their
river basins broken up by rocky arid hills and a mountainous
origin, there is no reason any type of character would be out of
coast. Nestled within are pockets of imposing pinewood forests,
place arriving in Drakkenheim. Players should work with the
and great deposits of precious minerals such as gold and silver.
Game Master to invent how their ancestry choice could have a
Elyrians are known for being kind-hearted and outgoing folk
place in Drakkenheim.
eager to share the bounty of their land. Most live a rural life in
small villages along the rivers and coasts. Indeed, the fertile river
valleys at the heart of Elyria were an early cradle of civilization,
and the countryside is dotted with the ruins of ancient cities.
The Holy City of Lumen is the capital of Elyria. The Faith of
the Sacred Flame was founded here, and the shining city is the
seat of power for the Divine Matriarch. The most fervent and

Realms of the Continent orthodox adherents to the faith are found amongst the Elyrian
people. Beyond Lumen, there are few large cities save several
The people who inhabit the world of Drakkenheim simply call bustling port towns that are hubs for international trade. The
it “the earth” or “the world”. They live on “the continent” Elyrian navy is amongst the finest in the continent.
that is divided into several nations which people refer to as
“the realms”. The largest and most politically influential of
these sovereign states are Caspia, Elyria, and Westemär.
A Rising Theocracy
Originally, Elyria was a monarchy, but today, the nation is effec-
Neighbouring each are several petty kingdoms and dozens of tively a theocracy ruled by the Divine Matriarch. As leader of the
city states. Faith of the Sacred Flame, the Divine Matriarch has traditionally
been regarded as a pillar of wisdom, truth, and justice, so they
Westemär often mediate difficult political matters. When the Elyrian royal
line went extinct, a parliament drawn from the Elyrian nobility
The Realm of Westemär stretches north from the Drakeclaw and determined that the Divine Matriarch would appoint a Lord Re-
Glimmer Mountains, along the Crystal Coast to northern tundras. gent to lead them. Together, the noble parliament and the Lord
The heartland is made up of deep dark forests surrounding wide Regent would serve as a ruling body for the nation.
flowing rivers, interspersed with areas of fertile marshland. The However, in recent decades, successive Divine Matriarchs have
land is prosperous and rich in natural resources: iron, salt, and used this power to select a line of caretaker regents who defer to
coal mines, fine timber, and excellent quarries. These industries the Faith on virtually all matters of state. While members of
supported the realm’s once-great military strength and built the clergy take vows of poverty that preclude them from holding
the impressive architecture of its cities. As such, the nobility are actual political station, the parliament is now mostly made up
distinguished, but materialistic and prideful, in contrast to the of fundementalist nobles staunchly loyal to the religion, and the
hard-working and pragmatic common folk. Lord Regent is almost always a close relative of a prominent High
Flamekeeper or the Divine Matriarch. As a result, the Divine
Matriarch wields de facto political authority in Elyria.

Appendix E: The World of Drakkenheim 237


Caspia Free Lands
The realm of Caspia stretches in an expanse between the Though the realms boast mighty armies and legal customs, these
Glimmer Mountains and the Diamond Sea. It is a rugged and have little authority outside cities and settled farmlands. Not far
mediterranean nation, home to a boisterous and affable people off the major trade roads and rivers, the wilderness remains a place
led by a constantly squabbling nobility. ruled by the laws of nature, not the laws of mortals. The dark forest
of Achtungwald, the wet bogs of the Elfmire, the massive moun-
The Kingsmoot tains that separate the realms, the northern tundras, and the arid
hills of Elyria are dangerous lands, where dragons, trolls, giants, and
Caspians elect their High King once each decade, from candi- monsters keep their lairs.
dates put forth by the princes of their noble houses. The valor- However, these wild places are also home to many people
ous deeds and reputation of the noble houses is a major factor who do not reside under the control of the realms. Living in
in determining the High King. Though Caspian politics are small tribes, they keep their old ways and old faiths, led by
always shifting, especially as the next Kingsmoot draws near, it stout-hearted warriors and druids who embrace the fury of
has stood as a remarkably stable nation. As such, Caspians love the elements.
to meddle in the politics of Elyria and Westemär. They often
intermarry with the nobles of different realms to gain greater
clout and influence for the next Kingsmoot. The Wider World
The continent meets the vast Middle Ocean along its western
Wars and Conflicts coast. Across this body of water is a distant continent. While
bold and well-travelled merchants often make the voyage, few
The realms have been shaped by centuries of war, from Elyr- folk in the realms know anything of those antique lands.
ian rebellions against ancient sorcerer-kings, to great battles East of Westemär are the Twin Vales, nestled between great
between rival Caspian princes, and most recently, the civil war mountain ranges. Beyond these are expansive steppelands and
that ravaged Westemär. vast deserts that lead to parts unknown. Off the Crystal Coast, to
By law and custom, none with arcane spellcasting powers may the north, is the island of Skye, further beyond is the North Pole.
hold a noble title within the realms. Instead, the noble houses South of Caspia is the Diamond Sea; across are realms that often
prize the martial arts. Many fighting traditions have developed: trade with Caspia and Elyria.
armoured phalanxes, archery, fencing, berserking, and diverse
unarmed combat techniques. Duels and trial by combat are
a particularly favoured means to settle disputes amongst the
nobility with minimal bloodshed. The realms of Caspia, Elyria,
and Westemär have each developed their own distinctive styles
and practices for such contests.

Travel and Trade Magic and Spellcasters


Commerce, rather than conflict, defines everyday life for Magic suffuses the world of Drakkenheim, but mortal spellcasters
common folk in the realms. Merchant caravels and ships are rare. Only about one in every thousand people can cast spells,
frequently carry cargo across the Diamond Sea from the and roughly two-thirds of these only ever master cantrips and
Caspian port of Jackson’s Keep or the independent city-state of first-level spells in their entire lifetimes. The few who can work
Liberio. Other vessels depart from the ports of Drannsmund in greater magic often wield tremendous personal, social, and polit-
Westemär and Angel’s Landing in Elyria, and sail the Middle ical power. Though rare, magic is common currency for nobility,
Ocean to the far west. Trade caravans from Geldstadt travel clergy, wealthy merchants, and adventurers.
across the Twin Vales to distant lands beyond the steppes. Only a handful of living mortals can cast ninth-level spells.
Magical goods and services are bought and sold throughout Most are secretive recluses or legendary figures. Harnessing more
the continent, but only amongst the wealthy and powerful. magical might than most mortals can even comprehend, they
High-ranking nobles outfit their favoured knights with magical often turn their attention away from earthly affairs to contemplate
arms and armour, and rich merchants buy spells and wondrous the cosmic order, fighting unseen battles against supernatural foes
items to safeguard their valuable mundane wares. The whose very nature threatens to tear the world asunder.
manufacture and sale of arcane commodities is controlled by the The common folk regard spellcasters with superstition and
Mage Guild, a branch of the Amethyst Academy. Under strict awe. There was a time when arcane magic users faced extreme
edicts recognized across the realms, any mage or trader dealing persecution, and echoes of those prejudices remain. Few even
in magic pays an annual fee to the Mage Guild, and must follow understand the difference between sorcerers, warlocks, and
the prices set by the guild. wizards — they are collectively referred to as ‘mages’. Howev-
A few are bold enough to skirt these requirements. As a result, er, commoners can recognize spellcasters who are clerics of the
smugglers, hired muscle, and rogues can make their fortune in Sacred Flame or mages of the Amethyst Academy by their sym-
the illicit trade of enchanted gear and forbidden magic items. bols and attire. Spellcasters who are not (or do not claim to be)
This underground black market has only expanded since members of these recognized organizations are often mistrusted
delerium has become such a valuable and sought-after export. and feared by commoners.

238 Dungeons OF Drakkenheim


Appendix E: The World of Drakkenheim 239
Arcane Magic Faith and Religions
The arcane magic of sorcerers and wizards draws upon other- In the world of Drakkenheim, gods do not physically manifest
worldly energies. The ability to tap into these forces is reliant on in the world, intervene in mortal affairs, or speak directly with
a recessive genetic trait in mortals - such individuals are called mortals. Myths and legends passed down from distant eons
mageborn. Signs that a person is mageborn typically emerge in late tell such tales, but these events have not happened in recorded
childhood or early puberty, usually as random displays of wild history. Instead, the inspired words of prophets, oracles, and
magic. In some rare cases it does not develop until adulthood. heroes laid the foundations for the world’s many religions.
Mortals who lack the mageborn gene cannot become sorcerers or Powerful extraplanar entities such as archangels, demon lords,
wizards under any circumstances. and outsiders exist and interact with mortals. Many extensive-
By law, the Amethyst Academy takes guardianship over any ly meddle in earthly matters, making pacts and offering dark
child born in the realms who manifests magical ability, whether counsel. Some even claim to be gods. When asked questions
they are a royal heir or commoner. A child who bristles against regarding the true nature of the cosmos or divinity, however,
Academy training — or who was not taken in by them — most they speak in cryptic riddles.
often becomes a sorcerer.
Bards and warlocks also work arcane magic, but do not
necessarily depend on mageborn lineage to do so. Instead, The Sacred Flame
warlocks gain arcane power through pacts with eldritch entities, This is the dominant religion throughout the realms. Also
and bards find supernatural inspiration to harness the Words of known as the Divine Light, its teachings and beliefs are tightly
Creation. Regardless, many keep their powers secret. woven into the social and political fabric of Caspia, Elyria,
Westemär, and their neighbouring domains.
Divine Magic
In the world of Drakkenheim, divine spellcasting powers are Background
not granted by gods. Instead, clerics, druids, and paladins learn Myths about the Sacred Flame have ancient roots, but the con-
to cast spells by channeling the supernatural forces of light and temporary religion began a thousand years ago with the valiant
shadow that underscore the cosmos. In theory, such powers are Saint Tarna. Although most of her life she was a ruthless warlord,
attainable by anyone, but in practice only exceptionally gifted light flickered in her dark heart. Guided by angels, she learned
individuals master even the lowest-level divine spells. As such, to channel the Sacred Flame and became the first paladin. She
divine spellcasting is viewed as a disciplined and sacred technique took up the cause of righteousness and sacrificed herself to defeat
attainable only by those with sufficient will and devotion, and an evil sorcerer-king. After her martyrdom, her disciples spread
only after years of meditation and training. Its practitioners are her teachings and established the Faith of the Sacred Flame.
not considered mageborn.
Violating one’s religious tenets will not cause a cleric, druid,
or paladin to lose their powers. However, a personal crisis
Beliefs and Tenets
Faithful of the Sacred Flame do not worship a deity. Rather,
of faith brought on by some discordant change in behaviour
devotees pray for guidance from a transcendent divine force that
and morality could cause an individual to lose their divine
they believe is the source of all light and goodness. Symbolized
spellcasting powers. More often, a cleric, druid, or paladin
as the Sacred Flame, this brilliant beacon inspires mortals to act
who commits some grave trespass risks retribution from other
with benevolence, honor, and righteousness. The religion brings
members of their religion.
a message of dutiful hope: even the smallest flame may light the
way through the darkest night. The core tenets of the religion
Other Spellcasters are conceptualized as follows:
There are many rudimentary techniques for casting a small h The Hearth spreads compassion. One must nourish the
smattering of cantrips and lesser spells, represented by rangers hungry; offer shelter to the cold; and give succour to those
and subclasses or feats that grant minor spellcasting features. who suffer. Spiritual warmth comes when the community is
Such characters are viewed as merely dabblers, not mageborn. gathered together before the Flame as neighbours.
h The Lantern illuminates the way of truth. The light reveals
what is hidden by darkness, and shows the way to under-
standing. One should not silence truth, nor speak falsehoods.
“Warmongers that hide behind divine purpose are still h The Torch displays the duty of all faithful to uphold the cause
warmongers. My people are not perfect but we are honest of justice. One cannot abide when evil stirs; nor stand idle
with our enemies and ourselves.” when corruption spreads: callousness and indifference permit
— Pluto Jackson selfishness, greed, and hate to multiply.
h The Candle symbolizes hope and redemption. Show those

“I’ve seen plenty of Elyrians set places on fire, but who are in darkness the light. Offer mercy to the guilty; no
when I do it, it’s a “crime” and I am “dangerous.”” shadow is absolute so long as a flickering flame remains.
Followers of the Sacred Flame believe that when mortals die,
— Sebastian Crowe the divine light guides righteous spirits to the place where dawn
breaks over the Shadowlands. Their luminous souls shine eternal-
ly, driving back the endless darkness that threatens all life.

240 Dungeons OF Drakkenheim


Holy Sites and Symbols Other Religions
A goblet of fire or a lit candle represents the Sacred Flame in
Although many people keep the Flame, there are hundreds of
holy symbols. Believers join hands in a circle around a roaring
smaller religions with disparate beliefs, doctrines, and practices.
fire and sing hymns during worship rites. The holy text of the
Here are some of the most notable.
faith is called the Song of Fire. Saint Tarna is typically depicted
as a silver-haired warrior bearing a longsword. She is often
shown in battle against demons and witches, sometimes astride The Old Faith
her griffon, Aarak. This disparate religion is dedicated to a pantheon of primal
In Caspia, Elyria, and Westemär, most towns have at least deities who have whispered to mortals through nature for
one chapel devoted to the Sacred Flame. Often at the heart of untold generations, such as primal Nodens, vengeful Kromac,
their communities, these domed sanctuaries are built around a honorable Nuada, and nurturing Danu, but there are countless
hallowed brazier set alight with a golden continual flame. Major more. Their beliefs and practices vary widely based on the
cathedrals to the Sacred Flame are found in large cities, and many tenets of the specific patron god, but their myths often surround
are brilliant architectural wonders in their own right, decorated the elements, the seasons, the land, and ancestor worship.
with painted murals, stained-glass windows, and statues depicting Many such beliefs originated with the ancient orcish and
the saints and martyrs. The small shrines in most villages are dwarven peoples of the continent. Others are closely connected
usually simply an awning built over a bonfire pit. to mysterious entities who inhabit extraplanar worlds such as
Dreamland, the Elemental Chaos, or the Feywild, and are often
Religious Hierarchy kept by the elves. Druids are particularly common adherents
and priests of the Old Faith, but clerics and paladins of the Old
Ordained priests of the Sacred Flame are known as Flame-
Faith are not unknown.
keepers. These clerics of the Sacred Flame are predominantly
women*; they wear flowing vestments of white, yellow, and
gold. Flamekeepers take vows of poverty, eschewing all personal Shadow Cults
possessions and living on the commonwealth of the faith. Throughout the ages, various ‘shadow faiths’ and heretical sects
Chapels and cathedrals of the Sacred Flame are ministered by a have emerged surrounding the Sacred Flame, some of which
Flamekeeper, who is assisted by a few devoted acolytes. Smaller embrace an opposing force called the Exalted Darkness. These
villages rely on lay ministers to keep their shrines. The highest cults develop their own mysteries and esoteric practices, or
authority amongst the priesthood of the Sacred Fire is the Divine devote themselves to worshipping enigmatic god-like beings
Matriarch, who tends the Cathedral of Saint Tarna in the holy such as Morrigan the Phantom Queen, the Night Serpent, the
city of Lumen in the land of Elyria. Lord of the Undead, and powerful entities who inhabit the
* Although this represents the formal religious hierarchy, people of Shadowlands or the Abyss.
any gender identity may become clerics and paladins of the Sacred Some of these chthonic entities seek to devour the light and
Flame and rise to positions of honour and reverence. plunge the world into darkness unending. However, not all
of these faiths are evil, with practitioners who view shadow
Clerics of the Sacred Flame and light as part of a necessary balance. Regardless, followers
of the Sacred Flame condemn these beliefs, banishing their
Through deep spiritual discipline and steadfast devotion, some rites and practices. In the same manner that deep faith and
faithful may become living vessels for the Sacred Flame. These contemplation leads followers of the Sacred Flame to become
rare individuals hold the power to channel its light in the earthly clerics and paladins, one may also channel the Shadow itself.
realm to work divine magic. As clerics of the Sacred Flame, they Clerics are heralds of twilight, trickery, magic, and death, and
become enlightened healers, custodians of truth and knowledge, paladins often invoke dark oaths to vengeful causes or ambitious
or fiery beacons of light. However, not every cleric of the conquest. Followers of the Shadow Faith may even become
Sacred Flame becomes a Flamekeeper or participates in the warlocks, embracing dark and fiendish patrons.
organization and politics of the religion.

Paladins of the Sacred Flame


Legend claims Saint Tarna was the first paladin. These warriors “I am told many a story about the exploits of brave
hold deep reverence amongst the faithful, as only truly virtuous Caspian warriors, and I take them in the same way I do
souls can wield the Sacred Flame as she once did. Paladins of my meals... with a grain of salt.”
the Sacred Flame swear sacred oaths of devotion, redemption, — Veo Sjena
and vigilance. Inspired by Saint Tarna’s example, many
join knightly orders ordained for righteous purposes. Such “The name breathes life into me. Glory to the great
companies of holy warriors and their martial retainers embark Caspia! I can hear the chants and cheers in the halls
on quests and crusades to destroy supernatural forces of evil and clearly in my head. I do everything for them.”
root out creatures of otherworldly darkness. The most well- — Pluto Jackson
known and decorated amongst these militant fellowships are the
Knights of the Silver Order.

Appendix E: The World of Drakkenheim 241


The Edicts of Lumen secrets. However, there are countless ley-lines and thin places
where the unwary might slip between worlds. Described below
During antiquity, mighty sorcerer-kings ruled a continent- are the most well-known, but countless others exist.
spanning empire using their immense arcane power. The
sorcerer-kings became tyrants who scarred the land with magical
wars and held those without arcane magical power in bondage.
Mortal Worlds
The iron rule of the sorcerer-kings was ended by the clerics and The mortal world is a sphere of rock that orbits a fiery sun.
paladins of the Faith of the Sacred Flame a thousand years ago. Several moons and planets join this cosmic dance, all suspended
However, those born with arcane magical ability have faced in an endless astral void. Far away, the sparkling stars are other
discrimination ever since, and at times, the religious ministry has suns. Who can say what distant worlds lie among them?
endorsed vicious persecution against mages. Even today, many
common folk consider a mageborn child a terrible curse.
Outright conflict ended with the Edicts of Lumen, a magical Otherworlds
treaty between the Amethyst Academy, the continental nobility, These worlds are metaphysically close to the mortal world, such
and the Faith of the Sacred Flame. Signed three centuries ago, that some creatures can pass through the Ethereal Plane into
this agreement separates the political and economic powers of the mortal world, and rarely vice-versa.
clergy, mages, and nobles. The Ethereal Plane. A truly liminal space, this plane is
The Edicts of Lumen comprise six main articles: the metaphysical border between the mortal world and the
h The Articles of Inheritance bar all mages from holding other planes.
noble titles or owning land. Dreamland. This strange realm is the mortal unconscious
h The Articles of Neutrality require the Amethyst Academy made manifest. It is a world of thoughts, dreams, and
remain neutral and impartial with regards to the social, nightmares, inhabited by impossible creatures.
economic, and political affairs of the continent, but also grant The Feywild. The realm of fey is sometimes called by
protection under the law to all mages. different names, such as Tír na nÓg, Wonderland, Avalon,
h The Articles of Guardianship grant the Amethyst Academy Elfhame, and the Elusive Realm. It is uncertain whether or
the authority to take any child born with magical capabilities not these names refer to regions within the realm or are in fact
as wards to train in magic until they come of age, including distinct worlds entirely.
mageborn of noble houses and royalty. The Elemental Chaos. A primordial place of raw energy and
h The Articles of Enterprise permit the Amethyst Academy unbridled potential, the individual planes of air, earth, fire, and
to operate as a self-governing mage guild to control the sale water are found within its churning storms and burning seas.
of magical goods and arcane magical services throughout
the continent, but they may not discriminate or charge their
clients differently. Afterworlds
h The Articles of Malediction disallow the Academy from The afterworlds are places where mortal souls go when they
teaching magical practices such as summoning demons and die. There has been no recorded instance of a living mortal
creating undead, and forbid mages from using magic to physically entering these planes and returning. However,
directly influence or control members of the nobility or clergy. the creatures who inhabit these worlds can be contacted or
h The Articles of Umbrage detail a complex system for summoned using powerful spells.
resolving minor infractions in a peaceful manner, reparations The Shadowlands. A dark reflection of the mortal world held
for damages for more serious violations, and the circumstances in perpetual gloom. Most souls pass into the Shadowlands on
when parties may use violent force to enforce compliance. their way to the afterworlds, but some wander here forever. Why
certain souls remain in this place, and others pass on is the subject
of many religious myths. The energies from this place may be
invoked to create undead.
Eternity. The sacred celestial afterworld where angels dwell.
Little is known about this holy place, but many religions believe
it is a paradise for righteous souls.
The Cosmos The Abyss. Interchangeably referred to as Hell, sages
believe that mortal souls are transformed into demons or devils
Sages of the Amethyst Academy have put forth differing in this fiendish afterworld. These evil beings plot mayhem
theories to explain the order of the cosmos throughout history. and conspiracy against mortals when they are not waging
These included bizarre concepts such as the “great wheel”, endless war amongst themselves. Few mortals understand the
the “world axis”, the “conjunction of the spheres”, “planetary distinction between such fiendish creatures.
orbits”, and “general relativity”. There is no consensus; every
theorist is quick to point out the glaring flaws and logical
inconsistencies in competing hypotheses.
Most mortal knowledge of the planes comes from contact “There are many reasons to be here, but you need to know
with extraplanar creatures via summoning magic or divination why and finish it. Your life is in the balance and it is not
spells such as contact other plane. Deliberate planar travel by worth a meaningless pursuit.”
mortals is the stuff of legends. The knowledge and material
components for the plane shift spell are jealously guarded — Pluto Jackson

242 Dungeons OF Drakkenheim


Historical Timeline
Year -12. A golden comet leads Tarna to the archangels Gabrielle Year 1,113 Lucretia Mathias greatly expands her original
and Michael, and she becomes the First Paladin. work and publishes the Testament of the Falling Fire.
Year 1 The Martyrdom of Saint Tarna, who saved the world The accuracy of her early prediction garners her
from the madness of sorcerer-king Xandor XIII. After a significant following, and she plans a personal
her martyrdom, her followers share how to channel pilgrimage to Drakkenheim.
the Sacred Flame and war against the sorcerer-kings. Year 1,114 After two more military expeditions to reclaim
Circa 300 Rule of the sorcerer-kings finally crumbles. More Drakkenheim fail disastrously, the succession crisis
learn to wield the Light of the Sacred Flame. These between the surviving members of House von Kessel
faithful clerics organize the early religion. boils over, setting off the Westemär civil war.
Year 381 Vowing tyrannical mage-lords will never rule again, the Year 1,115 As the civil war rages, several groups of adventurers
newly-established Divine Matriarch of the Sacred Flame investigate the ruins of Drakkenheim for plunder.
endorses persecution against arcane spellcasters. Unexpectedly, some return alive. They speak of
horrible monsters within, and bring strange samples
Circa 500 Following a century of persecution, a group of
of a dangerous crystal.
surviving mages form the Amethyst Academy as a
secret society to protect themselves. Year 1,116 Lucretia Mathias completes her pilgrimage to
Circa 600 House von Drakken establishes a petty kingdom Drakkenheim, personally reaching the Crater’s Edge.
along the Drann River, where they lay the foundations She returns to Elyria to spread her teachings.
of Castle Drakken. Year 1,117 The Amethyst Academy starts hiring adventurers to
Year 678 The Knights of the Silver Order are ordained to hunt collect the “meteor shards” for study. They name the
down the Amethyst Academy. strange crystals delerium.
Circa 700 Bloody wars break out between noble houses Year 1,119 Mannfred von Kessel is assassinated. Cecilia von
supported by the Amethyst Academy and houses Kessel dies mysteriously. The civil war fizzles out with
supported by the Faith of the Sacred Flame. no clear successor.
Year 743 The Edicts of Lumen bring an end to the wars by Year 1,120 Lucretia Mathias is branded a heretic and excommu-
establishing a clear separation between mages, nicated by the Divine Matriarch of the Church of the
clergy, and nobles. Sacred Flame. She returns to Drakkenheim.
Circa 800 House von Drakken goes extinct, setting off 150 years Year 1,121 More adventurers venture into the ruins of
of succession crises. Drakkenheim. Emberwood Village becomes a hub for
Year 965 House Von Kessel claims the throne of Drakkenheim treasure-seekers and cutthroats alike.
and establishes the Kingdom of Westemär.
Year 1,122 Belief in the Falling Fire spreads rapidly, and more
Circa 1000 The monarchy of Elyria crumbles; the Divine pilgrims make the dangerous voyage to Drakkenheim.
Matriarch appoints a Lord Regent. Few are successful.
Year 1,015 The Clocktower of Drakkenheim mysteriously stops. Year 1,123 The 4th Provisional Expeditionary Force to Reclaim
Year 1,093 Lucretia Mathias pens an essay predicting the early the Capital — the Hooded Lanterns — are established
return of Tarna’s Comet, and that its earthly arrival and make their first forays into Drakkenheim.
heralds the dawn of a new age for the faithful of
Year 1,124 The Hooded Lanterns finally establish a base of
the Divine Light. Her apocalyptic predictions are operations at the old Shepherd’s Gate and then the
extremely unpopular within the mainstream clergy Drakkenheim Garrison, but cannot make further
and her writings are suppressed. progress into the city.
Year 1,111 The meteor strikes Drakkenheim on September 16th
at 8:13 PM. Year 1,125 A small group of the Followers of the Falling Fire
established a foothold in Saint Selina’s Monastery to
Year 1,112 A failed attempt to reclaim Drakkenheim results in aid future pilgrims to the crater.
thousands of soldiers dying in the Haze. The few who
return are stricken with madness. Year 1,126 March 4 — Dungeons of Drakkenheim begins.

Appendix E: The World of Drakkenheim 243

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