Drakkenhall's Dark Denizens Explained
Drakkenhall's Dark Denizens Explained
• Earlier in this era, if not in Ages past, Drakkenhall would not have been a
reality. Regardless of the power of old treaties with the fortified city once
known as Highrock, the Empire would not have accepted it and the forces of
the Iron Sea would have overwhelmed it during reconstruction.
But the Blue went to her old foes the Nagas, to the bloodthirsty Sahuagin, and
even to the brutal Empire, and convinced them something far worse than a
city of monsters was coming. Coming from the East. Coming … from below.
Once, the warriors of the Sea Wall counted Daemons and Sahuagin as the
worst of their foes. Now they fight against reality itself crumbling, and pray for
Storms.
• To be found: The Unassailable Fortress, the ruined halls of the former Imperial
hold of Highrock (Fortress District); in the Eye (Coastal District/varies)
HE WAITS BEHIND EVERY BLINK: THE BLACK
• Even his presence in the city of snakes is merely conjecture. The Black is
the first-born of a line of shadows, a poisoned knife in the form of a
monster, known to exist more for the deadly ha blades he gives his
chosen than for any direct action.
Nonetheless, it is widely agreed that it is thanks to the Black’s support and
a few choice removals and threats of removals of disagreeable power-
holders that the Blue’s plan for Drakkenhall was birthed successfully. It is
certainly true that fear of a blade crafted from the great drake’s tooth
keeps many unruly residents inline.
• To be found: The Veins of Poison, the deep chains of caverns and tunnels
running through and under Drakkenhall (if not further)(All districts); the
yellow, deadly smog that takes to the streets on the full moon is called the
Black’s Breath and it is said he can be found in it, wandering in his
preferred Halfling form (All districts)
THE SHADOW-DWELLERS: ETTERCAPS
• Wildly obsessed with secrets, darkness, and spider iconography, it is not clear
to outsiders what the Ettercaps’ relationships to such powers as the Prince of
Shadows, the Black, the Elven Queen of Pain, or lesser powers as the Koru
clans, the Queen of Pirates, the Red General, the Roadwardens, the Lady of
Labyrinths, and the Rulers Below is … after all, many powers claim shadows,
darkness, and vaguely creepy insect … things. However, many powers also
crave secrets, and need them as as, well, a spider needs blood.
It is widely accepted that the Prince of Shadows finds the Ettercaps hoarding
of secrets to be distasteful at best and a fatal error at worst. Your own
experience has shown that they both draw power from and struggle against
the power of the Shadow demirealm.
• To be found: Anywhere their spider minions can sneak or phase spider
monsters can simply rampage, they might be, but they dwell in the
Shadowdark, a portion of the old city developed by massive amounts of
webbing and digging and labor. Light is absent, sound is stifled, and one feels
that the relationship of predator and prey has changed when one draws near.
DARK AMONG SHADOWS: CHIT’CHI’CHI
• Hobgoblins are stronger than Goblins but smaller and weaker than
Bugbears; more organized than Kobolds but lacking the discipline of the
Sahuagin and Naga; they are almost-not-quiets of Drakkenhall. As such,
they struggle twice as hard to prove themselves and their value and can
be found in the nastiest areas of conflict that Drakkenhall offers. Ironically,
the sense of inferiority that drives them to such excellence prevents them
from appreciating the praise they receive. They are also cruel little
bastards, as befits their goblin lineage.
• To be found: Almost exclusively on the Beach, struggling to prove their
value as a species of almost-there’s and not-quiets. Some serve as elite
guards to certain ranked Goblins or as patrols to the west and north of
Drakkenhall proper.
TARNISHED, GIGANTIC GOLD: BUGBEARS
• Of course, even a race of utter cowards and runts has its militaristic brutal
outliers. ”Giants” of the goblin race, the population of Bugbears is enough
in Drakkenhall to form a real concern for anyone who might think to
simply pillage Goblintown (I mean, Goblins!).
Bugbears are cruel, strong, and utterly eager for violence to break out
with a total lack of regard for life, including their own. Their Goblin greed
barely eeks out a victory over their desire for bloodshed, although the
latter is sated often enough in the dog-eat-dog-eat-whomever politics of
Drakkenhall.
• To be found: In Goblintown, overseeing the market; collecting debts in
Dragon’s Den; delivering payments to a Magi or, if things are very bad, a
Rak’. The Bugbear’s strength combined with Goblin intelligence to see
Goblintown built up to the closest facsimile to a “town” that Drakkenhall
has to offer.
BOTTOM-FEEDERS, BARELY-FED: KOBOLDS
• The nature of how Kobolds are born from Dragons is best left
to the imagination and certain specific Archmage Portador de
la Luz assignments, but born from and worshipful of dragons
they are. Kobolds are the lifeblood of Drakkenhall, so
desperate for the Blue’s approval that they fulfill many of the
civic functions that things like “taxes” and “laws” and “civil
servants” would be required for elsewhere. It’s not uncommon
to find a Kobold beaten nearly to death by another for the
right to a garbage collection beat.
• To be found: The they-don’t-know-it’s-ironic Dragon’s Den
district; underfoot in their master’s laboratory; in a mine;
operating siege weaponry at the front lines (Beach District);
The Unassailable Fortress, the ruined halls of the former
Imperial hold of Highrock (Fortress District);
HIDDEN VIPERS: RAKASHAS
• The less known about the Couatl that has chosen Drakkenhall as its nest the
better. It brings madness and it preaches insanity, despite the breed’s
reputation for wisdom. Those with the ability to survive the storm and to fly
into it can fly up and hear it discuss the importance of the key Icons of our
age, those being the Great Golden Three, the Crusading Summoner, and the
Hierophant. Enjoy your dwindling sanity as you fall from the sky.
• To be found: Circling above the sky (what does that mean where is above the
sky); In a lightning strike; Crying out to you when you’re alone (how can you
be alone they’re their)
EVEN THE DEAD SERVE THE CITY: DYBBUK
• To grant some sense of the depth of disdain the Blue holds for
the Naga, she believes that they stole sorcery from her. They
believe that she is an insane monster who thinks it created
sorcery. They have spent ages happily trying to murder each
other.
The incursions in the East have forced an unhappy alliance of
Snake and Drake, with the Naga serving as magical elite for the
Sahuagin legions. Careful of conflicted loyalties, they are also
the spear tips that are plunged into Sahuagin nests that will
not fall into line, rather than risk testing the loyalty of the
watery warriors.
• To be found: Deep underwater
THEY HOLD THE LINE: SAHUAGIN
• Coming from a wide variety of races, Blue Sorcerers and their junkta elite
are the will of the Blue made manifest. They don’t seem to have the
layered ritual powers of an Imperial Lawmaker, but they have similar
rights (and responsibilities) to simply make decisions as they see fit. They
are, however, all empowered with at least some shard of Sorcerous power
and maybe worse? Unlimited political power. Take that as you will in a city
of one law and many monsters, but in theory they speak with the voice of
the Blue – and to obey the Blue is the one law …
• To be found: In your business at the worst possible time, generally.
A DARKNESS STRIKES: BLACK MONKS
SIBILANTS AND SNEAKINESS: SSS’DEN THREE,
FIRST OF THE SHELL
• Named for the rich red character of its supporting earth (clay?), and not
at all as a subtle jab at the missing Red, The Burning Wall holds the
Western portion of Drakkenhall against the rare attacks from monsters,
elves, and what not from the West.
• The Wall is pierced at multiple locations by disrepair, but in particular by
the Pirate Gate, the Halfling Gate, and the Breath of the Blue, leaving the
Shadowdark and the Imperials exposed.
THE GREAT ROADS AND DOCKS
• Several major roads connect Drakkenhall and the world at large. The
Pirate Road hugs the northern coastline of the Midland Sea (and, perhaps,
connects certain semi-legal communities). The Hobbit road runs further
North, although both terminus in the West at Axis. The Elf road runs
directly to the Queen’s Wood, to a dark hollow, and what is delivered
there is not discussed in light or darkness.
• The Imperial Roads run under Drakkenhall, blatantly countering the
Black’s claim to dominance of those regions, and in a feat of another Age,
run under the great Koru Straits, although less impressively they have only
recently begun to be reconstructed in a Northerly direction.
• Most of the dockspace has been allowed to run to ruin, but the Blue
herself ensures at least two massive dockworks functions. This allows for
the massive export of materials that forms the industrial heart of
Drakkenhall.
THE CRUSADER’S DIG SITES
• Concord prides itself on its extensive blend of cultures, but few local creation
stands out.
• Although a product of Santa Cora, proud ears are a favorite of the more tense
meetings of Concord. Too expensive for regular use, proud ears not only grants the
user comprehension of a specific language (set at creation with the aid of a
speaker of that language), it creates the illusion that the person is speaking the
user’s native language. They both see and hear someone speaking their own
tongue. Given how many decision makers in the Elven and Dwarven communities
in particular are monolingual, its arguable that proud ears is as integral to Concord
as nails and lumber.
PEACE ABOVE ALL
• Santa Cora’s peace keepers all serve to, well, keep the peace, but are organized as
is all of the bureaucracy there – along the lines of the Gods of the Dark, the Light,
and the Mysteries. How a squad of peace keepers is equipped varies wildly,
depending on the Order they serve.
• Lighthouse guards are granted righteous guardian tokens. These can be snapped
in half, filling a large area with a hazy smoke. This smoke contains thousands of
motes of semi-sentient light that judge those who are in the conflict or merely
bystanders and then defend those caught up in a battle that isn’t theirs, granting
anyone not actively in a combat +4 to all defenses until they can flee or the
combat ends.
• Shadowtower guards are granted final answer tokens. Snapped in half, these grant
the warriors of the tower a perfect understanding of the relevant laws and the
information available to them, allowing them to act as judge, jury, and executioner
on the spot. There is no recourse or appeal.
• Mysterykeeper guards have a variety of answers to a variety of situations, none so
common as to be quantifiable.
DEATH AND BIRTH
• On the undying island of the Lich King, status is being perpetually rewritten as the
Eternal Peerage struggles amongst itself for the scraps of power their Lord spares
for them. The vassal’s writ removes one from the book of status for a short period
all together, granting one the all together terrifying status of outsider. Used
historically as often for the freedom to say just awful, nasty things without
repercussion as to assemble (re)kill squads to eliminate entire other noble lines
with just as little repercussion, The vassal’s writs are tracked as closely as any
Scroll of Turn Undead might be (although they are considered far less crass).
• New Port barely has a signature drink, let alone a signature one use magical item.
However, as a place to aquire true magical items, it has rapidly developed a
reputation that outmatches its age. Full of scrappy, upstart adventurers, merchant
would-be princes, and actual would-be princes, New Port is also just recovering
from an attack by the Stone Thief that left it battered but saw numerous escapees
– and they brought with them powerful treasures thought long lost …
SIT A WHILE, AND LISTEN (TO THE SCREAMS)
• Old Town, Twisp, and Burrow, are locked in a conflict that is Ages, millennia old,
and unlikely to be resolved soon short of bloody war and even then? The losers
will die cursing the winners cause.
Do. Not. Claim a favorite type of pie in these cities. Don’t do it. Just don’t get
involved. And if you must, do it with a swift draught of a draught of affability, a
sweet mead that leaves the imbiber as generally likable in their behavior as the
Halflings of Three Towns themselves. But oh, the morning after … (unless you’re a
halfling, in which case this item simply functions as a strong mead, regardless of
your temperament).
• First Conquest understands sacrifice. These Twin Brands of Service allow one user
to activate their brand, re-igniting it, to take from themselves and give to the user
of the other brand all basic bodily needs for 24 hours. For 24 hours the other user
won’t need to sleep, eat, drink, or use the restroom – but the first user will find no
relief, no matter how they indulge. Clever saboteurs who attempt to “overload”
someone through the brand will find that First Consequence understands
grotesque, unnecessary levels of retaliation as well.
THE PIT AND THE WALL
• Where the Diabolist calls home changes from week to week, day to day, hour to
hour, but she has a few regular hellholes. And while if anything, a defining feature
of being around the Diabolist is that you can have any magic item you want … for a
price … a common item that doesn’t exactly cost your soul is the negotiator. A bit
pricey for most, the negotiator clears a roughly ten foot by fifteen foot space and
creates a lovely if not sumptuous room complete with a musician, fresh finger
food, and mild aromas reminiscent of the potential clients favorite memory. The
Diabolist is always happy to sell her servants these trinkets – or to meet in one.
Just don’t ask what that aroma is …
• The Sea Wall has held, even as it’s rebuilt further and further inland, for Ages. The
soldiers there don’t consider lockets of home to be a “signature” magical item, but
Axis and Horizon consider their production as important to the Eastern Theater as
healing potions and swords. Small lockets in the shape of the Imperial mark, when
held to a soldier’s temple and a word of power spoken, they bring soothing visions
of the West, of the Empire, and of all that the soldier fights for. As many soldiers
owe their sanity to these lockets as owe their lives to a cleric’s healing spells.
FLOWERS AND STONE
• Leaving the Elven Court can be brutal for many of Elvenkind. The Chaos of their
near-realm fades and the reality of the Dragon Empire intrudes and for many an
Elf, things are simply too … cold. Their embrace made real channels the chaotic
bounty of the ruler of the Elven Court, extending the reality-warping effect of the
Court far further and only gradually allowing its effects to fade. Of course, some
unscrupulous users have found these cloaks have other purposes when used
further afield, on non-elves, or both …
• Dwarves place a high value on drink and a high value on tracking individual wrongs
done and righted to a high degree of accuracy. Often those wrongs and rights
accrue while said drink poured as well. A dwarven spirit of challenge addresses
both needs, functioning as a (strong) dose of spirits and at the same time granting
the user perfect recollection of all of their grudges and the status of all of said
grudges.
THEY ILLUMINATE SO LIGHTLY
THE ICONS THAT WILL BE OR WERE
THE COMMANDER
• Rumored to have been a simple farmer to whom tremendous power was
passed, or one who seized said power, the Commander was the military
mind bar none of several ages. Loyal to no gods, notoriously concerned
with the safety of her troops, unconcerned with race or creed, and
brutally demanding that her soldiers be the very best, give everything,
live and yes, die when she said so – eventually she went from simply
being the template Imperial military code was forming up around to being
an Icon around which the Imperial military was forming up around.
• Common soldier wisdom holds that she was betrayed from above, left to
die with too little support, too few soldiers, and too little trust. That the
Empire doesn’t have room for another Icon and there are consequences
for the little people trying to do big things.
• Common historical wisdom also holds you can only go on missions you
assign yourself for so long while still calling yourself a “loyal soldier” …
THE RED SWORD
• Sitting on the knife edge of Icon, the Red Sword is a position that dates
back to the 11th Age when the Veterans of the Red Waste, of the Legion of
Sand, took up certain previously unknown unit markings and standards.
The position has been seen and converted to a local form by the Legions
of the Wall, Frost, and Hearth – a member of the command staff whose
role it is to think like that enemy of the soldier -- the assassin; to ponder
guile, stealth, treachery. To think in ways too vile to consider.
When the time inevitably comes and those ideas arise in a command
discussion, it is to the Red Blade to say “No. Those are my plans, and have
no place in the mind of a soldier. We must not.” Little wonder they are as
berserkers when finally allowed the freedom of the battlefield.
THE MERCHANT
• Competing dangerously with the Prince of Shadows and the Diabolist, the
Merchant will take you for everything you have and give you less than you
thought you were getting … but will be there the next day to do it again
with papers to indicate it’s all legal. And they’re extraordinarily unlikely to
have hired goons break your legs – if anything, you’re likely to attack
*them* out of frustration and find the full resources of where ever you
are turned against you to protect this upstanding citizen.
THE PIRATE QUEEN
• The Archmage’s wards and who knows what else keeps the Midland Sea
safe for sea travel – from monsters. The Pirate Queen and her fleet are
monstrous, but not the kind that wards can stop. On a ship of human
bone with sales of Elven flesh, the Pirate Queen and her Raven-born child
hunt down any ship that enters the Northeast – and rumors say her
hungers reach even further, following deals with the Diabolist *and* the
Lich King itself. Her end goal seems to be much more than simply a few
more imperials to rub together …
THE LADY OF LABYRINTHS
• Very little is known about the Chromatic, the first great non-Metallic
Wyrm. It is widely accepted that the Metallics have always been utterly
represented by one magnificent Gold, not just the greatest of their kind
but the greatest of the types of Metallics. On the other hand, the
Chromatics were once simply Crystal Dragons, united in purpose and
power and represented by brutally powerful Crystal Dragon.
• Believed to have been killed, shattered, or otherwise metaphysically as
well as physically savaged by the Elves in the 1st Age, the Crystal Dragon
was unmade and the sub-races of the Chromatics were born from the
cast-offs, the surviving shattered offspring of the Crystal.
A CAVALCADE OF BLOOD
THE FIRES THAT BURN
THE BLOODY THORNS: DIABOLIST VS CRUSADER
• Perhaps the only war to the death, to the existential death being fought in
the modern era, the Diabolist and the Crusader serve two utterly different
sets of masters and demand two utterly different sets of goals. The
Diabolist, it has been frequently remarked, would be fine with the
Crusader if the Crusader would be fine with her; the Crusader, it has been
frequently remarked, will be fine with the Diabolist when she has her skin
stretched thin enough to serve as a drum head, a banner, and a
tablecloth.
So the Diabolist sabotages and rends the Crusader’s forces from within,
ensuring that any attempt on her Hellholes are as much efforts in self-
destruction as anything else, while the Crusader hones and tempers her
forces (and earns respect and favors) in more mundane conflicts while
she sharpens her blades and assures her Gods of triumph
TO THE RAGGED END: ORK LORD VS. CRUSADER &
IMPERIAL
• If there is a fight that the Crusader and Imperial find easy common cause in, it is fending off the revitalized
Orkish waves from the North. Orks have been a menace for millennia but in much the same way that
wasps might be – dangerous, but simply not an existential threat.
That has changed with the return (?) of the Ork Lord. Now Orks patrol as far South as Glitterhagen; Orkish
shamans reach pacts with nature, daemon, or holy spirits alike; and Orkish warriors wear equipment
crafted to their frames, not just stolen and hewn to them.
With a more foolish Bloodbringer under the Crusader, or a more conservative Icelord at the head of the
Legion of Frost, these signs might be put off until it was too late. However Bloodbringer Twice-Dead and
Legatus Feralnix are neither foolish nor conservative, and luckier still, respected each other and each
other’s experience.
Both forces, however, have suffered critical bleedings at the hands of the wild Northern Barbarians, who
seem to care not for breed nor blood, only that their lands are being impinged upon …
THE RED SANDS SHOW NO BLOOD:
IMPERIALS AND FERAL DRUIDS VS THE RED
• Many are lucky enough to believe that the Red Wastes simply consume
anything that try to escape them. That the Red itself simply destroys
anything that tries to make the Wastes their home. Such fortune, to live in
such beautiful ignorance. The Legion of Sand, and their half-Feral Druid
allies know far better – the Red Wastes don’t destroy the Things that
come from there. They hone them. They prepare them. They burn them,
yes, but only the weak. The pitiable.
Those who live are more than Daemon, more than man, and more than
beast. Those who live are the Red’s own chosen bastards, bred on fire and
pain and eager to serve it to the weaklings who didn’t have to suffer like
they did.
HUNGRY WATER: IMPERIALS VS THE IRON SEA
• For ages, the waters of the Empire have been deadly. With the passing of the Great Seal, the Midland
Sea was rendered safe and the other waters … less so. Now, the rivers of the Empire conceal numerous
deadly threats and the Iron Sea is a hungry predator itself. The Legion of the Wall has stood against the
Hungry Sea for literal Ages as Sahuagin, Daemons, and worse came from it. The Imperial War Academy
generally holds the Wall as the most dangerous of the postings, with it being so far from support,
fighting in such a hostile territory, and surrounded by the madness of the Wild Wood and for so long
the dark ruins and potential overrun of the North.
Now the Legion of the Wall finds itself “supported” by Drakkenhall to the North even as the foes from
the sea grow more and more madness inducing, less and less comprehensible. It is said that the Legion
of the Wall has had to call upon Draconic fire more often than any of their Legion siblings in recent
years, a shameful claim certain to result in fisticuffs if said to a Legionnaire's face.
WAR ON THE SAND: THE THREE VS. THE IRON SEA