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Drakkenheim World

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996 views43 pages

Drakkenheim World

Uploaded by

Jonathan Els
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The World Of Drakkenheim

Written by
Monty Martin & Kelly McLaughlin
Credits
Lead Design: Monty Martin, Kelly McLaughlin
Writing and Rules Development: Monty Martin,
Kelly McLaughlin
Additional Writing Contributions: Joe O’Gorman,
Jillian Danaitis
Editing: Chris Walz, Phil Beckwith
Art Direction: Ona Kristensen, Matthew DeMino
Graphic Design: Martin Hughes
Standard Edition Cover Illustrator: Nathaniel Himawan
Special Edition Cover Illustrator: Kme
Interior Illustrators: Alberto Dal Lago, Brent Hollowell,
Daniel Correia, David Jones, Erel Maatita, Erika Nosé,
Felipe Pérez, Fesbra, Gabrielius Bubnelis, Giuseppe De iure,
Grzegorz Wlazło, Humble Squid, Ignacio Corva, Isabeau
Backhaus, Isabell Bartnicki, Isabell Bartnicki, Janna Sophia,
Jokubas Uogintas, Kalinin Illia, Kerstin Evans, Maria Arteta, “Who are these people? Academy Mages?
Mariana Livraes, Marius Bota, Marzena Nereida Piwowar, Hooded Lanterns? I don’t recognize any of them
Mateusz Wilma, Matthew DeMino, Mike Pape, Muhammad so they must not be very important.”
Fajri, Oksana Kerro, Olivia Hintz, Ona Kristensen, Rafael
Dantanna, Renan Ribeiro, Richard Lay, Romain Kurdi,
Suzanne Helmigh, Tanya Podolskaia, Urte.sin, Victor Garcia,
Vincenzo Pratticò, Will Hallett
Cartographers: Damien Mammoliti, Kme, Vita Naumavičienė
Product Design: Simon Sherry, Josh Orchard Ghostfire Gaming Operations
Project Manager: Phil Beckwith
Managing Director: Matt Witbreuk
Financial Controller: James Atkins

Ownership & Copyright Strategy & Communications Manager: Hannah Peart


General Manager of Operations: Nick Ingamells
Media Content Manager: Ben Byrne
Creative Commons: This work includes material taken
Media Editor: Dante Szabo
from the System Reference Document 5.1 (“SRD 5.1”) by
Ghostfire Gaming Discord Community Managers:
Wizards of the Coast LLC and available at https://dnd.
wizards.com/resources/systems-reference-document. The SRD Ian “Butters” Gratton, Nelson “Deathven” Di Carlo,
5.1 is licensed under the Creative Commons Attribution 4.0 Tom “Viking Walrus” Garland, Caleb “Connendarf ”
International License available at https://creativecommons. Englehart, Cameron “C4Burgers” Brechin
org/licenses/by/4.0/legalcode.

Sebastian Crowe’s Guide to Drakkenheim © 2023,


The Dungeon Dudes. All rights reserved.
Ghostfire Production Studio
Head of Production: Simon Sherry
Reference to copyright material in no way constitutes a challenge Lead Producer: Joe Raso
to the respective copyright holder of that material. The Dungeon Producer: Kerstin Evans
Dudes, The Dungeon Dudes logo, Sebastian Crowe’s Guide to Principal Graphic Designer: Martin Hughes
Drakkenheim, and the Sebastian Crowe’s Guide to Drakkenheim Graphic Designer: Josh Orchard
logo are trademarks of the Dungeon Dudes. Principal Art Director: Suzanne Helmigh
Art Direction Team: Marius Bota, Ona Kristensen
Ghostfire Gaming and the Ghostfire Gaming logo are Lead Developer: Mark McIntyre
trademarks of Ghostfire Gaming Pty Ltd. Lead Game Designer Shawn Merwin

2
Chapter 1: The World of Drakkenheim......7 Terene................................................114 Monk: Way of the Arcane Hand.........161
Using This Book..................................7 Overview.......................................... 114 Monk: Way of the Serpent................ 163
Themes of Drakkenheim......................7 History............................................. 114 Paladins............................................164
The Continent.....................................12 Factions and Figures......................... 115 Paladin: Oath of Hexes.................... 165
History of the Continent.................... 12 Locations and Landmarks................. 117
Rangers............................................ 166
Religion and Gods.............................. 16 Cities and Settlements....................... 117
Ranger: Urban Ranger...................... 167
Faith of the Sacred Flame...................16 Adventures in Terene......................... 117
Rogues..............................................168
Old Faiths........................................ 22 Orleone..............................................118
Overview.......................................... 118 Rogue: Smuggler..............................169
The Amethyst Academy.......................28
Factions and Figures.........................119 Sorcerers...........................................170
The Edicts of Lumen............................ 32 Sorcerer: Delerium Soul.................... 171
Locations and Landmarks................ 120
Everyday Life...................................... 34 Cities and Settlements...................... 120 Warlocks........................................... 172
Planes of Existence............................. 38 Adventures in Orleone...................... 120 Warlock: Cosmic Patron...................173
Chapter 2: The Continental Gazetteer.....41 Netherwind....................................... 122 Warlock: Flesh Patron...................... 174
Westemär............................................41 Overview..........................................122 Wizards............................................176
Overview...........................................41 Factions and Figures.........................123 Wizard: Malfeasant......................... 177
History.............................................44 Locations and Landmarks.................123
Tools and Tool Feats..........................178
Factions and Figures......................... 45 Cities and Settlements...................... 124
Locations and Landmarks................. 50 Adventures in Netherwind................ 124 Chapter 4: Magic of Drakkenheim......... 183
Cities and Settlements........................53 Lands Beyond.................................... 125 Spell by Class................................... 184
Adventures in Westemär.................... 59 Contaminated Spells by Class........... 185
Chapter 3: Drakkenheim Characters..... 127
Drannsmund Map...............................61 New Spells.................................... 186
People of the Continent......................128
Todesfeld Map....................................62 Contaminated Spells........................ 194
Humans.......................................... 128
Elyria..................................................64 Dragonborn and Tieflings: Continental Regalia...........................199
Overview..........................................64 Arcane Ancestries............................ 129 Six Swords of Caspia.........................200
History............................................. 67 Elves and Half-Elves: Seals of Elyria....................................201
Factions and Figures.........................68 Otherworldly Origins....................... 129 Appendix A: Monsters......................... 202
Locations and Landmarks................. 73 Dwarves: Shaped by Stone............... 130
Deep Dregs.................................... 202
Cities and Settlements....................... 75 Halflings, Gnomes, and Goblins:
Striga..............................................205
Adventures in Elyria.......................... 77 Small Places..................................... 131
Entropic Watcher............................ 206
Lumen Map........................................78 Uncommon Ancestries...................... 131
Liminal Herald................................ 207
Caspia............................................... 80 Apothecary....................................... 132
Lurker on the Threshold.................. 208
Overview..........................................80 Creating an Apothecary ...................133
Eldritch Crawler.............................. 209
History............................................. 82 Apothecaries in Drakkenheim ...........133
Apothecary...................................... 134 Maw Vermin.................................... 210
Factions and Figures.........................84
Class Features...................................135 Far Dweller....................................... 211
Locations and Landmarks.................88
Cities and Settlements.......................89 Optional Rule: Multiclassing............ 136 Appendix B: Nonplayer Characters....... 212
Adventures in Caspia.........................91 Apothecary Esoteric Theories........... 136 Doctor.............................................212
Tower of Swords Map.........................93 Apothecary Spell List....................... 139 Surgeon............................................212
The Eastern Vales...............................94 Apothecary Occult Practices............. 140 Plague Doctor..................................213
Overview..........................................94 Alienist............................................140 Minstrel.......................................... 214
History............................................. 95 Chemist........................................... 141 Reaver..............................................215
Factions and Figures.........................96 Exorcist........................................... 142 Flamekeeper.....................................215
Locations and Landmarks.................98 Mutagenist...................................... 143 Amethyst Academy Wizard............... 216
Cities and Settlements.......................99 Pathogenist..................................... 145 Academy Outcast............................ 216
Adventures in the Eastern Vales........100 Reanimator..................................... 146
Liege............................................... 217
Isles of Skye....................................... 101 Barbarians........................................149 Scalebreaker Knight......................... 218
Overview..........................................101 Barbarian: Path of the Haze Rager.... 150 Clawstrider Ranger.......................... 218
History............................................ 102 Barbarian: Path of the Old Gods....... 151
Silver Order Paladin......................... 219
Factions and Figures........................ 103 Bards................................................ 152 Steelfang Mercenary....................... 220
Locations and Landmarks................ 105 Bard: College of Doomsayers.............153
Hooded Lantern Ranger....................221
Cities and Settlements......................106 Clerics............................................... 154 Lion Guard.......................................221
Adventures in Skye........................... 107 Cleric: Shadow Domain....................155
Legendary Figures............................ 222
Liberio.............................................. 108 Druids............................................... 156
Druid: Circle of Contamination.........157 Appendix C: Contamination................ 230
Locations and Landmarks................109
Factions and Figures.........................110 Fighters............................................. 158 Appendix D: Delerium..........................232
Adventures in Liberio.........................111 Fighter: Commander........................ 159 The Haze......................................... 233
Liberio Map........................................112 Monks.............................................. 160 Magic Items....................................234
4 Guide to Drakkenheim 4
To whom it may concern,
There has been an incident! I just want you to know that this time it is
not entirely my fault. My name is Sebastian Crowe, you probably know me as
the greatest sorcerer on the continent. If the stories you heard involve
a rat problem in Drakkenheim, that was the other Sebastian Crowe. So
here is the deal: my friends and I have been working diligently to contain
the horrible contamination within Drakkenheim, and have been doing an
exceptional job. Now before you congratulate me, I should have you know
that some other, not-so-great people thought it would be fun to trade
delerium all over the continent. The Haze is spreading, people are dying,
and everyone keeps yelling at me to make decisions and it all sounds really
important and I’m just not well equipped to deal with such drastic decision
making alone! Furthermore, the monsters are getting really, really bad, and
I have almost died. Many times. Despite my vast magical powers, I can usually
only manage to be in a few places at once, not everywhere. The Academy
Directorate seems upset. The Hooded Lanterns seem upset. At this point,
I think it’s safe to assume that everyone is upset.

So, I’m begging you! Whether you are one of those brute warriors from the
Isles of Skye or Netherwind, or a great commander from the civil war. Maybe
a fancy bard from Caspia, or a lizard-riding ranger from Terene, just come
to Drakkenheim, please. We need you! I know you apothecaries are all hiding
in your labs mixing poisons, but we have enough issues going on and we need
your brains on this matter post-haste.

So come to Drakkenheim! The air is toxic, the water is contaminated, and


you can’t sleep within a few miles of the city, but as the smartest man I
ever knew once said “What’s the worst that could happen?”

Kindly

S.C.

Introduction 5
6 Guide to Drakkenheim
Chapter 1: The World of Drakkenheim

D
RAKKENHEIM IS NO MORE. Struck by an el-
dritch storm of falling stars upon that woeful eve, the
once-majestic capital is now a monster-haunted ruin
Themes of Drakkenheim
contaminated by otherworldly magic. The political order of In the world of Drakkenheim, the personal stories of the player
the wider world lies in shambles, torn apart by religious schism characters are cast against a dark fantasy world of political
and looming military conflict. Meanwhile, insidious horrors intrigue and eldritch terror. These core concepts underpin the
creep out of the shadow of Drakkenheim into a world unpre- world of Drakkenheim:
pared for such nightmares.
Delerium
The meteor which struck Drakkenheim left behind massive
deposits of delerium. These iridescent crystals of vast magical
Using This Book potential are found throughout the ruins, but radiate contami-
nated energies that can induce madness and monstrous trans-
Sebastian Crowe’s Guide to Drakkenheim is a sourcebook for formations. Despite these dangers, delerium is ideally suited to
creating player characters and adventures in the world of crafting magic items and fueling mighty new spells. Highly sought
Drakkenheim. Written for players and Game Masters alike, this after by arcanists of all kinds for its otherworldly power, delerium
book offers options for characters and adventures compatible with commands a high price within occult circles and underground
any Fifth Edition game, whether you’re running the Dungeons markets alike. Many prospectors risk everything collecting
of Drakkenheim campaign, another fantasy setting, or are a few fragments, but the true origins of the strange mineral
adapting this material to your own world. remain unknown.
You’ll need a copy of the Core Rules for Fifth Edition to The irradiating energies of vast quantities of delerium produce
properly use this book. When reading this book, text in bold a magical effect known as the Haze. Characterized by a prismatic
usually references a creature or nonplayer character stat block, fog, the Haze prevents characters from benefiting from a long rest
while text in italics often indicates spells or magic items. Many in any area where it manifests, and gradually contaminates any
new monsters, items, and spells are described in sections of this who remain within its environs for longer than a day or so.
book, otherwise, consult the Fifth Edition core rules. Where a Appendix D: Delerium covers the crystals in detail.
spell name has an asterisk (*) preceding it, this indicates that the
spell is original to this book and can be found in the Magic of
Drakkenheim chapter.
Content warning
What You’ll Find Within Drakkenheim is a dark fantasy world. We recommend players
Continental Gazetteer. This section of the book explores the and Game Masters have an open conversation at the start of
wider world around Drakkenheim. It expands on the lore, the campaign to discuss their lines and veils. In support of
people, history, characters, and locations found in Westemär, this conversation, please note references to the following are
Caspia, and Elyria — a continent gripped by political intrigue common in this setting:
and conflict between mages, nobility, and priests. h Violence, murder, blood, gore, cannibalism, and body horror
Drakkenheim Characters. This chapter features a complete h Degenerative mutations which cause physical disfigurement
guide to creating player characters ready to embark on and madness/insanity
adventures in the world of Drakkenheim. It features new h Rats, spiders, insects, demons, undead, ghosts, and other monsters
subclasses for each core class presented in the Core Rules, h Natural disasters, large-scale loss of life, civil war, displaced
special feats which allow characters to wield tools in expanded persons, refugees
ways, and introduces the Apothecary, an all-new playable h Moral ambiguity, social/ political manipulation, religious
class possessing medical expertise and occult magic. zealotry, military nationalism
Magic of Drakkenheim. New spells for Apothecaries and core Explicit sexuality, sexual assault, racial prejudice, systemic racism,
classes, as well as a selection of dangerous and deadly Con- homophobia, or transphobia are not topics we want to explore in
taminated Spells, which characters may cast at their peril! In this world. Any inferences of such are wholly unintentional.
addition, the chapter presents a collection of powerful artifacts
central to the setting’s story.

7
Horrors Beyond Drakkenheim Realms in Conflict
Since the meteor fell, most foolishly believed the madness and The destruction of Drakkenheim fifteen years ago has thrown the
mayhem of the accursed city was confined to the ruins. They were world into chaos, but the seeds of conflict have long been sown.
gravely wrong. Delerium crystals are slowly making their way The people who inhabit the world of Drakkenheim are filled
out of Drakkenheim into neighboring towns and distant nations. with foibles and flaws. The squabbling nobility of the conti-
Whether smuggled in lead-lined chests by successful prospectors, nent ceaselessly scheme to increase their power, wealth, and
carried downstream by the waters of the Drann River, or abscond- influence. Many aim to position themselves to take the throne
ed from the ruins by a fugitive monster, not every fragment ends of their nations, and their monarchs have imperial ambitions of
up in the hands of those who would use them wisely. Even the their own. The tools of their political maneuvering include alli-
smallest shard can cause chaos in a sleepy hamlet. Few common- ances sealed with marriages, threats of military power, economic
folk understand the threat posed by the eldritch crystals, let alone superiority, defamation, slander, subtlety, and assassination.
possess the means or skill to combat the ensuing terror. As a result, the political order of the continent rests upon a
While tales of these horrors spread across the continent, rival bed of unstable alliances, festering feuds, bitter rivalries, and
factions vehemently disagree over whether the crystals should old grudges. Peace endures for brief periods only because of
be destroyed, harnessed, or worshiped. These growing divisions clumsily negotiated treaties backed up by the threat of armed
threaten outright war. retaliation, or because the belligerents need time to lick their
wounds, rebuild their armies, and refill their coffers.
Eldritch Contamination People don’t always act in logical ways, and several historical
disasters have been caused by bad choices. Those in power are
Characters in the world of Drakkenheim will encounter Eldritch
rarely able to set aside their differences and work together, even
Contamination caused by chaotic magic, otherworldly creatures,
in the face of a mutual threat. Many have fundamental differ-
and the corrupting presence of delerium. Abilities, equipment,
ences in their moral outlooks and competing visions for the way
and spells that protect against diseases, magic, and poison do not
the world ought to be. However, in most cases, they simply do
work against contamination. It doesn’t heal naturally and can’t
not want to share power with others. In the desperate situations
be removed with low-level spells such as lesser restoration.
where these groups must work together to survive, they jockey
Appendix C: Contamination explains the rules for Eldritch
to come out on top over their rivals after the threat has passed,
Contamination and the horrific mutations it can cause.
or find a way to create a lasting advantage from the crisis.
Many of the new player character options introduced in
Chapter 3: Drakkenheim Characters, as well as spells included in
Chapter 4: Magic of Drakkenheim offer characters tools to defend Westemär
and overcome contamination – or wield it against their foes. Westemär is at the forefront of the current conflicts, as Drakken-
heim was its imperial capital. When the city was destroyed,
King Ulrich IV and his immediate heirs were lost. They are
Contaminated Player Options presumed dead, but their ultimate fate is unknown. Festering
divisions between the king’s two surviving siblings plunged the
Contamination is meant to impose a long-term problem for player nation into a ten-year-long civil war. In a cruel twist of fate, the
characters that affects their choices between long rests, adventures, war led to the deaths of both the king’s siblings and their heirs.
and during their downtime. The player character options in this Today, the political order of Westemär lies in tatters. Lacking
book have been designed and balanced with this in mind. They re- any clear claimant to the throne, nobles ruling its duchies and
ward characters with great power now, if they are willing to assume cities are quickly posturing to form their own petty kingdoms
the deadly risk of Contamination in the future. Characters must — or make a bid for the throne themselves.
consider carefully whether gaining a Contamination level willingly Meanwhile, the city of Drakkenheim is a desolate urban
to cast a Contaminated spell is worth the risk as they might face a ruin, haunted by all manner of eldritch abominations, undead
monster with powerful contamination abilities of their own. monstrosities, and otherworldly demons.
The new Contaminated Spells and the Malfeasant wizard,
Circle of Contamination druid, Haze Rager barbarian, and
the Delerium Soul sorcerer may be too powerful when used in
Elyria
one-shot adventures, short-term campaigns, or adventures set Nourished by the fertile valleys along the Vita River, the
outside the world of Drakkenheim where characters will not Elyrian peninsula was the cradle of human civilization on the
themselves face the threat of contamination on a regular basis. continent. During antiquity, the tyrannical sorcerer-kings
In such cases, we recommend Game Masters consider carefully ruled the blood-soaked Arcane Empire from these lands, and
the balance of their campaigns before permitting player charac- dominated the other people and nations of the continent with
ters to utilize these options. their magical supremacy. The fires of a new religion inspired
In addition, if you’re running the Dungeons of Drakkenheim the population to throw off the yoke of their oppressive rulers,
campaign, Game Masters may require player characters adopt marking the beginning of the modern era, which saw the land’s
these subclasses only after completing a personal quest or in re- redemption and resurrection as the nation of Elyria.
sponse to a dramatic discovery. In such cases, the character must Today, Elyria is the heartland to the Faith of the Sacred
advance first using a different subclass, then retrain their subclass Flame. After its monarchy dissolved a century ago, it is now
to one of these contaminated options after an appropriate moment under the de facto authority of Divine Matriarch Mercy V,
in the campaign. the leader of the faith. As the religion itself holds influence
throughout the continent, today Elyria projects power far

8 Guide to Drakkenheim
beyond its borders, influencing other nations both through the for the next decade. Venus Joplin II has held this position for
military might of its knightly orders and through the counsel the last three decades and has positioned herself as the longest
and urging of many Flamekeepers. running High King the nation has ever seen.

Caspia Edicts of Lumen


The proud nation of Caspia is made up of six rival houses all The nations of the continent are party to the Edicts of Lumen,
descending from the great founder Rex Caspian. They host a landmark treaty signed after decades of bloody conflict. The
the most impressive warriors and monster slayers in the con- agreement establishes the balance of power between noble rul-
tinent and have constant contests and rivalries over which of ers, the clergy of the Sacred Flame, and the arcane spellcasters
the houses is the strongest. They are a nation built on wars, of the Amethyst Academy. Under the Edicts of Lumen, arcane
victories, and blood; Caspians care more about battles and spellcasters are barred from holding noble titles. The Edicts
trophies than they do magic or religion. of Lumen do not outlaw magic, but do restrict who can teach
Despite being a bickering nation of bitter rivalries, and petty magic and provide magical services.
wars amongst themselves, they have a reputation for coming The Edicts of Lumen maintain peace and stability in the
together when greater threats linger on their borders, and no continent by reflecting the shared political will of all those party
nation has ever successfully invaded or defeated the Caspians. to it, but the voluminous document has many flaws, oversights,
Caspia elects its High King based on a contest and vote every and loopholes. Many try to work around or flout its restrictions
ten years. Known as the Kingsmoot, this contest sees each of the without triggering another catastrophic war. Recent disasters
six great houses put forward their greatest triumphs, victories, have tested the Edicts of Lumen, however, and they may not
and trophies in hopes of winning their seat as the ruler of Caspia hold conflict at bay much longer.

Factions of Drakkenheim Elyria, the order adheres to the traditional religion of the Sacred
Flame, but operates throughout the world in small bands of
Five factions clash over the ruins of Drakkenheim, each vying questing knights dispatched on holy missions. However, the order
for control over the ruins and the delerium found there. Their has recently assembled en-masse, deploying an entire company
agents are regularly encountered in the world at large seeking to of warriors to the ruins of Drakkenheim. They are tasked with
recruit new heroes to join their cause and additional resources to destroying the unholy magic that has taken root there.
aid their embattled forces in the fallen capital.
Followers of the Falling Fire
Hooded Lanterns The Followers of the Falling Fire are a breakaway sect of the
Formally known as the 4th Provisional Expeditionary Force Sacred Flame who believe the meteor signaled a celestial proph-
to Reclaim the Capital, the Hooded Lanterns are an irregular ecy. They believe delerium are sacred stones that will prepare
military drawn up from veterans of the Civil War and remnants the faithful to meet a greater darkness yet to come. The pres-
of the old Drakkenheim City Watch. Led by the dour Lord cient augur Lucretia Mathias has inspired masses of devout
Commander Elias Drexel, they wage a guerrilla war against common-folk to embark on a dangerous pilgrimage to the cra-
the monsters, bandits, and scavengers who have taken root in ter’s edge in Drakkenheim, where they might take their place
their nation’s capital. Each has pledged their swords, hearts, and in a divine plan. Although their faith is based in the teachings of
lives to restore their home and rebuild the Realm of Westemär. the Sacred Flame, they have been branded mad heretics by the
mainstream clergy for their blasphemous worship of delerium.
Queen’s Men
The Queen’s Men are a loose affiliation between a hundred Amethyst Academy
gangs of brigands, outlaws, and scoundrels, all who swear fealty The Amethyst Academy is a magical school for sorcerers
to the enigmatic Queen of Thieves. These reprobates prey and wizards. The Academy’s students learn magic in remote
upon the pilgrims, prospectors, and explorers drawn to the city, castles and secluded universities, directed by a shadowy
extort and rob adventurers, smuggle delerium to disreputable cabal of powerful archmages. The Academy also operates
clients in distant lands, and plunder the fantastic treasures and an enterprising mage guild that controls the manufacture of
incredible wealth left behind in the city. The Queen of Thieves magical wares and orchestrates an influential arcane syndicate
dreams of building an influential and powerful criminal empire that provides occult counsel to the nobility of the continent.
forged in the anarchy and lawlessness of the ruins, and sabotages By law, the Amethyst Academy takes guardianship over any
the other factions at every turn. children born on the continent who display magical ability,
whether they are a royal heir or commoner. They instruct these
young magelings in magic, and through disciplined education
Silver Order most become wizards. A child who bristles against Academy
The Knights of the Silver Order are a regiment of paladins and training — or who by chance was not taken in by the Academy
righteous knights oath-bound to combat supernatural evil, dark and develops their own magic without scholarly instruction —
magic, and otherworldly incursions. Founded in the nation of typically becomes a sorcerer.

Chapter 1: The World Of Drakkenheim 9


Mysterious Magic
Chaotic otherworldly forces underpin the cosmos in the World of
Drakkenheim. The true nature of magic is only dimly understood
by its mortal inhabitants, and spellcasters among them are
exceptionally rare. Barely one in every thousand people can cast
spells, and of these, the majority only master cantrips and first-
level spells in their entire lifetimes.
Everyday people aren’t used to monsters, and they don’t under-
stand magic. Monsters exist, but the common folk tremble at their
sight. Planar cosmology is mysterious and unknowable, but sages
have still developed many conflicting (and wildly incorrect) theories.

Mageborn
The arcane magic of sorcerers and wizards draws upon other- Distant Gods
worldly planar energies. The ability to tap into these forces is In the world of Drakkenheim, the gods are silent and distant.
reliant on a recessive genetic trait in mortals; these individuals are Gods do not manifest physically nor speak with worshipers, and
called mageborn. Mageborn parents often pass their magical gift do not interfere in earthly matters. Rather than follow a pan-
on to their offspring, but not always. The genes can lie dormant theon of gods who communicate clearly with their worshipers,
for generations, or emerge unexpectedly in a family with no prophets and priests have established the world’s religions based
magical history. Signs a person is mageborn typically begin in on interpretations of divine forces, signs, and omens. Alignment,
early childhood as random displays of wild magic, and spellcasting cosmology, and religion are nebulous concepts, and in Drakken-
ability manifests fully during puberty. There are several recorded heim, prophecies fail as often as they are fulfilled.
cases where the trait did not develop until adulthood, but such Divine spellcasting powers are not granted by gods direct-
individuals are rare curiosities indeed. ly. Instead, clerics, druids, and paladins learn to cast spells
In the world of Drakkenheim, the primary difference be- by channeling the supernatural forces of light and shadow
tween a sorcerer and a wizard comes from their education and which underscore the cosmos. In theory, divine spellcasting
training; the origin of their powers is the same. Mortals who lack is attainable by anyone, but in practice only exceptionally
the mageborn gene cannot become sorcerers or wizards under gifted individuals master even the lowest-level divine spells.
any circumstances. Many view divine spellcasting as a disciplined and sacred
technique attainable only by those with sufficient will and
devotion, and only after years of meditation and training.
Other Magic Users Its practitioners are not considered mageborn.
Violating one’s religious tenets does not cause a cleric, druid,
Warlocks gain their magic from a pact with an otherworldly or paladin to lose their powers. However, a personal crisis of
patron, but fickle fey, diabolical fiends, and tyrannical dragons faith brought on by some discordant change in behavior and
do not dole out their power to just anyone. Nevertheless, this is morality could cause an individual to lose their divine spell-
one of the only ways a non-mageborn person can wield power- casting powers. More often, a cleric, druid, or paladin who
ful arcane magic. Although warlocks are not necessarily mage- commits grave transgressions against their gods is shunned,
born themselves, a warlock will always sire mageborn children. excommunicated, and made to face retribution from other
Taking up an eldritch pact infuses their body with a subtle members of their faith.
arcane taint which manifests in their descendants, occasionally
resulting in children visibly marked by extraplanar influences,
such as tieflings. On the other hand, sometimes sorcerers and Faith of the Sacred Flame
wizards do not pass their magical gift to their own offspring. In Across the continent, a single faith has emerged as the domi-
such cases, their progeny may seek an eldritch pact to reclaim nant religion: the Faith of the Sacred Flame. The tenets of the
their magical birthright. religion speak a message of truth and justice inspired by the
No one quite knows by what means bards work their musical righteous sacrifice of a noble paladin. The leader of the Faith is
magic. Amongst arcane spellcasters, their magic is the rarest and the Divine Matriarch Mercy V, who keeps Saint Tarna’s Cathe-
most mysterious. dral in the Holy City of Lumen.
Apothecaries blend scientific and occult knowledge to create
magical effects, and need not themselves be mageborn
There are many other magical techniques, some of which Old Gods and Primal Magic
allow characters to cast a small smattering of cantrips and spells, The magic of druids is sometimes referred to as primal magic
represented by rangers, or subclasses and feats that grant spellcast- due to its connection to nature, earth, life, and death. However,
ing features. These characters are not usually mageborn, because the gods of the Old Faiths are said to represent such forces,
their magic relies on using material components and know-how to and many druids are worshipers of these ancient deities. Thus,
activate latent magic already present in the environment around primal magic can be considered a form of divine magic. Even
them, rather than drawing on a connection to extraplanar energy. certain warlocks might consider their magic primal depending
Mages typically view such individuals as dabblers. on their otherworldly patrons.

10 Guide to Drakkenheim
for how we ran the adventures in this book, but be warned:
spoilers abound! We’ve also created a wealth of instruction
This book expands the world originally presented in our videos for players and game masters covering everything
adventure Dungeons of Drakkenheim. If you own a copy of that about tabletop roleplaying games, from character building to
book and are planning to run the campaign, you’ll find a wealth designing campaigns.
of information herein to broaden the scope of the campaign, The world of Drakkenheim is a vast and ever-expanding
taking the conflict beyond the walls of Drakkenheim. place, and this book focuses on the wider world beyond the
Dungeons of Drakkenheim is confined to the city of Drakken-
dark city. We’ve done our best to include as many locations and
heim itself, and covers the factions, conflicts, and locations within
nonplayer characters from the Shadows of Drakkenheim and Fate
that city in detail. This book references characters and the original
of Drakkenheim campaigns, and we’ve included many more com-
five factions from that campaign, including the Amethyst Acad-
pletely new places for you to explore in your own game.
emy, the Followers of the Falling Fire, the Knights of the Silver
Order, the Queen’s Men, and the Hooded Lanterns, and focuses We think of our original livestream campaign as the “first
on how these factions operate in the world at large. draft” of our world, and as the world of Drakkenheim has
If you don’t have a copy of Dungeons of Drakkenheim, don’t grown, we’ve occasionally made the odd change… and several
worry! We’ve gone to great lengths to ensure this work stands retcons, too! If you’ve watched the original series and notice an
on its own, whether you wish to use the new player options inconsistency between this book and the show (there are many),
in your own campaign, or create adventures in the world of the version in this book takes precedence. On the flipside, you
Drakkenheim which take place outside (and far away from) should feel empowered to alter, change, and expand the material
the cursed city itself. here, especially if doing so builds stronger connections or better
The material in this book is meant for both players and Game stories for you and your players.
Masters. As such, the secrets behind the origins of the meteor, the The events of our original campaigns are non-canonical
secrets of delerium, and the true prophecies of Lucretia Mathias with regards to this book, so several elements of Drakkenheim
remain unrevealed herein. The explanations behind these myster- strongly connected to the original characters have been altered
ies can be found within Dungeons of Drakkenheim! or removed. If you wish, the original “Drakkenforce” and
“Duskwardens” characters may appear in your campaign as
The Original Drakkenheim Campaign rival adventurers, but their stories have been set aside for now so
your players may take center stage.
The material in this book is based on the Dungeons of
Drakkenheim live stream campaign broadcast by the Dungeon
Dudes which ran from October 2018 to December 2019, and Media to Inspire You
the follow up campaigns Shadows of Drakkenheim (which The following works had a deep impact on us in designing
ran from January 2020 to December 2021), Untold Tales this setting.
of Drakkenheim (played in 2020 and 2021), and Fate of
Drakkenheim (which began in 2022). Games: Fallout: New Vegas, Darkest Dungeon, and the Dragon
It featured Kelly McLaughlin as Sebastian Crowe and Age, Sid Meier’s Civilization, Crusader Kings video game
Wilhelm Wolfsbane, Jill Danaitis as Veo Sjena and Rudi series, and the Warhammer Fantasy tabletop game setting.
Whittaker, Joe O’Gorman as Pluto Jackson and Wrath, with Literature. The Witcher books by Andrzej Sapkowski
Monty Martin as Game Master. (alongside the games and television series) A Song of Ice and
You can watch it on the Dungeon Dudes YouTube Channel Fire by George R. R. Martin, The Broken Earth trilogy by
(www.youtube.com/dungeondudes) and find it on most major N.K. Jemisin, The Color Out of Space and The Shadow over
podcast platforms. Check it out if you’re looking for inspiration Innsmouth by H.P. Lovecraft.

Chapter 1: The World Of Drakkenheim 11


The Continent
T
hough there are distant lands beyond its shores, adven- are always told differently depending on the speaker’s point
tures in the world of Drakkenheim take place within the of view. Details may be omitted intentionally or by accident,
continent. Once dominated by the Arcane Empire, these or even just lost to time. Even ancient and immortal creatures
lands are now made up of several independent nations. Joined such as dragons and fiends respond evasively when asked
by shared history, faith, trade, and treaty, these realms can be about mortal origins, offering capricious conjecture and vague
staunch allies, but are just as often bitter foes. explanations at best.
The world of Drakkenheim does not have a name: its Nevertheless, these great events have defined the politics,
inhabitants simply call it “the world” or “the earth”. In turn, conflicts, and culture of the continent today.
the continent itself does not have a name, and is simply known
as “the continent.” In everyday conversation, most people talk
about the continent as a divided place of different realms. Origins of Magic
Since the earliest days remembered to history, a few rare indi-
viduals have been born with the power to work arcane magic.
Legends say that magic came to mortals through a primordial
pact with eldritch entities now forgotten in a time long before
History of the Continent the great civilizations of the world. The ancient warlocks were
tainted by their arcane covenants; their offspring were excep-
The pre-history of this world is lost, and even the early days of tionally likely to manifest sorcerous talents. They too in turn
history are more myth and legend than matters of fact. Mortals passed their magical powers down to their children. However,
don’t really know where they originated, and various cultures such inborn magic did not come with the pact-sealed control of
and religions have wildly different stories explaining the creation the original warlocks. When the inscrutable beings that whis-
of the world. The Faith of the Sacred Flame teaches the world pered the first secrets of magic fell mysteriously silent, magic
arose from the separation of light and shadow, and the destiny of became a wild and untamable force as successive generations
all mortals is to be the light in a world of darkness. The ancient of sorcerers were born with otherworldly and chaotic powers.
beliefs of the Old Faith tell tales of a feuding family of primeval Most struggled to control their abilities, causing magic to be
deities who shaped the world and sowed the seeds of life. Esoteric met with fear, superstition, and awe.
mages who study the cosmos speculate the world is the product of Over time, a few determined sorcerers sought novel ways
chaotic clockwork, illusions made real, or other strange theories. to stabilize their magic. Fearing themselves a danger to their
The events recorded here should be regarded as the own communities, these spellcasters exiled themselves into
predominant narrative amongst historians within the setting, the wilderness. Some traveled high into the mountains, others
and not necessarily the full and complete truth. While many deep into the forests, and a few wandered the deserts and
may speak with personal certainty about past events, such tales tundras. These early sorcerers forged a deep bond with nature

12
by tapping into the energies of faerie realms and elemental gave her life to defeat his demonic army. Although Xandor’s
planes, and by seeking the wisdom of the Old Gods. As they successor, Calstryx VII, tortured and executed many of Saint
eschewed their arcane magic, they came to understand the first Tarna’s followers, they could not suppress her holy teachings.
secrets of druidic magic. To this day, however, the druids guard The clerics and paladins of the Sacred Flame spread a new
their secrets carefully. The first practitioners of druidic magic religion of hope and light to long-oppressed people crying out for
discovered that even those without the inborn gifts of magic freedom and justice.
could harness the elements, although mastering them demands While the reign of the sorcerer-kings did not immediately end
a formidable spiritual will nurtured through years of training. with Saint Tarna’s campaign, her deeds ushered in the decline
of the Arcane Empire. Indeed, the sorcerer-kings had become
Rise of the Sorcerer-Kings decadent and indulgent despots after centuries of magic-fueled
inbreeding. Over three hundred years of rebellion, unrest, and
Meanwhile, other mageborn observed that not only were their conflict, territories once held firmly in the sorcerer-kings’ grip
sorcerous abilities passed down to their children, the spells they seceded from their empire and won their hard-fought independ-
could cast were as well. These resourceful mageborn families ence. The Nightmare City of Nox fell to the Faith of the Sacred
craved greater power, and so sought out advantageous pairings. Flame and was reborn as the Holy City of Lumen, and the last
Great dynasties emerged with scions who could cast spells such of the sorcerer-kings fled the continent for distant lands.
as scorching ray, fireball, and wall of fire, while another emerged
with powers such as lightning bolt, wind wall, and chain
lightning. Nevertheless, this was an imperfect process, and most Mage Hunts
sorcerers were still vexed by their wild magic. When the iron rule of the sorcerer-kings ended, those born with
Centuries later, in the southern shadow of the Drakeclaw arcane magical ability faced intense discrimination from the
Mountains, the leaders of eight sorcerous families found the now-widespread Faith of the Sacred Flame. Even today, arcane
perfect means to harness the chaotic magic plaguing their magic is often viewed as a capricious menace, and many common
households. By joining their lineages with dragons, they learned folk consider a mageborn child a terrible curse. Still, several noble
they could bolster and refine the magic coursing through their houses maintained the legacy of their estates and bloodlines from
blood. While it took several successive generations of careful the time of the sorcerer-kings. These noble houses used their
matchmaking, eventually the inborn arcane power of their
magic to advance themselves politically, economically, and social-
offspring was utterly unmatched. Children were born bristling
ly, much to the ire of their religious subjects.
with crackling energy and magical flames, and by puberty could
During the late fourth century, Divine Matriarch Mercy
weave spells that their great-grandparents could barely muster
I endorsed a series of brutal pogroms against mageborn,
after a lifetime of experience. Some could compel a legion of
proclaiming that such measures were necessary to ensure the
soldiers to obey their will with a mere whisper, while others
Arcane Empire would never return. Noble and common families
could render armies into ashes in an instant.
alike were driven out of their homes, their properties and lands
These impudent and rash youths saw no reason for patience
or discipline when their ancestry had bestowed them with seized, and parents even murdered their own children upon
such innate mastery, and seized the reins of power from their discovering their offspring’s magical abilities.
forebears. The foremost among these mighty spellcasters set In response, an underground organization of sorcerers formed
about conquering the continent with destructive magical wars to rescue young mageborn from their hostile communities.
which scarred the land. Since arcane magical abilities are an Precursors to the modern Amethyst Academy, these mages
inheritable genetic trait, these new mage-lords and their favored worked from hidden strongholds and secret schools to safeguard
thralls passed down both political and magical power to their other mageborn and protect the knowledge of arcane magic.
heirs. The Arcane Empire was born.
While history calls the masters of the Arcane Empire the
sorcerer-kings, during their own time, they called themselves gods
Edicts of Lumen
and ruled over their people accordingly. Fearing that others could Over time, the Amethyst Academy secured allies amongst the
rise with powers to rival their own, the sorcerer-kings suppressed nobility by providing them clandestine magical services and occult
the faith of the Old Gods, jealously hoarded arcane lore, and counsel, crafting enchanted heirlooms, protecting their castles with
demanded other spellcasters submit to them as vassals. They arcane wards, and teaching their heirs magic. When the Faith of the
treated those without arcane power as little more than serfs and Sacred Flame discovered these schemes, a renewed series of vicious
chattel. In time, they turned to darker pacts with fiendish beings inquisitions and vengeful witch-hunts began. Divine Matriarch
to maintain their grip on power. Many powerful magical artifacts Justice VII anointed the Knights of the Silver Order specifically to
in the world were forged and great monuments rose as terrible hunt down the Amethyst Academy and their leaders. What had
tyrants built their wicked empire with blood and magic. been a shadow conflict between paladins and sorcerers for centuries
spilled into outright war between noble houses who championed

Fall of the Sorcerer-Kings the Faith, and those which supported the Amethyst Academy.
Four decades of bloody conflict ended with the Edicts of
During the darkest days of the Arcane Empire, a warlord in Lumen. Enacted three hundred years ago, this landmark treaty
service to the sorcerer-kings turned against their wicked ways. stopped the murderous suppression of arcane magic by the
Called to righteousness by heavenly angels, Saint Tarna became religious ministry. The agreement established the new balance
the First Paladin. She slew Sorcerer-King Ulban V and warred of power between mages, the Faith, and the nobility throughout
for twelve years against his heir, Xandor XIII. She ultimately the continent which remains to this day.

Chapter 1: The World Of Drakkenheim 13


Historical Timeline
Circa - 10,000 A great winter grips the world. The dwarven people Year 381 Vowing tyrannical mage-lords will never rule again,
delve deep into the earth to survive the frozen the newly-established Divine Matriarch Mercy I
surface, and the first human warlocks make pacts of the Sacred Flame endorses persecution against
with eldritch entities so that their magic can help arcane spellcasters.
them survive.
Year 399 John Tolan becomes king of the Eastern Vales and
Circa - 7,000 The ice recedes. unites the nation under his name.
Circa - 4,000 The elves arrive in this world through strange star-gates. Year 421 Saint Arrah correctly predicts the return of Tarna’s Comet.
Circa - 900 Sorcerer-King Solis seals the First Blood Pact with Year 440 King John Tolan passes away and his son John Tolan
ancient dragons and founds the Arcane Empire. II attempts to move the kingdom to the Shadowfens,
Year - 666 Sorcerer-Queen Nahmar builds the Spire of Nox in building a massive castle in the swamp.
the ancient capital of the Arcane Empire, and makes Year 463 House Ava reunites the city-states of the old Arcane
the Second Blood Pact with a fiendish entity. The Empire into the new nation of Elyria.
descendants of her family and vassals become the
first tieflings. Year 480 Amarodial the Bitterheart destroys Tolan Keep in the
Eastern Vales and kills John Tolan II, leaving no ruler
Year - 500 Dwarves return to the surface. They build great
to the Eastern Vales. The dragon promptly claims the
strongholds in the mountains to protect themselves ruins of Tolan’s Keep, as well as all of Tolan’s wealth
from the sorcerer-kings. as their property.
Circa - 300 After her disastrous invasion of the Isles of Skye,
Circa 500 Following a century of persecution, a group of
Sorcerer-Queen Kaestelaria VIII loses control of the
surviving mages form the Amethyst Academy as a
Eastern Vales, which become independent realms.
secret society to protect themselves.
Year - 12 A golden comet leads Tarna to the archangels
Gabriella and Michael in the Pale Teeth Mountains. Year 510 Kristoff Karn conquers the Eastern Vales. He attempts
Tarna becomes the First Paladin. to invade what is now Orleone, and the battle of the
Lion Guard sees many casualties. Orleone forms its
Year 1 The Martyrdom of Saint Tarna, who saved the world own nation to stand against the conquest of Karn.
from the madness of Sorcerer-King Xandor XIII. After
her martyrdom, her followers share how to channel Year 511 Rex Caspian unites the nearby city-states along the
the Sacred Flame and war against the sorcerer-kings. Middle Sea to repel the invasion of Karn.

Year 36 The Citadel of Glitter Peak is destroyed in a massive Year 538 Rex Caspian passes away. Caspia fractures into six king-
landslide, killing thousands of dwarves. doms, each ruled by one of Rex Caspian’s six children.

Year 65 The Song of Fire is penned by the Mystic Theurge. Year 555 A war host of giants of Netherwind attempt to slay
Glasyadriel, the white dragon of the mountains, but
Year 87 Calstryx VII hunts down the Mystic Theurge and are frozen in place upon the mountainside.
publicly executes the sage. All the original copies of the
Song of Fire are destroyed, but Tarna’s teachings survive. Year 578 Castle Drakken is constructed.
Circa 100 Worship of the Sacred Flame is outlawed by Sorcerer- Year 623 Vladimir von Drakken begins his conquest of Westemär.
King Khirad III under pain of death. However, the many
bloody martyrdoms spread the faith like wildfire. Year 627 Fleeing the genocide of the von Drakken conquests,
many elves flee to the Isles of Skye to reclaim the
Year 299 Rule of the sorcerer-kings finally crumbles when realm of Eladria.
Sorcerer-King Moil VII flees the continent for distant
lands in the face of revolt. Year 630 The Scalebreaker Legion is founded.
Year 306 The triumphant Faith of the Sacred Flame Year 647 Vladimir von Drakken is assassinated by his daughter,
reconsecrates the capital city of the Arcane Empire Carmen. She takes the throne of Westemär and rules
and renames it Lumen. The Faith creates the calendar from Drakkenheim.
still in use today.
Year 678 The Knights of the Silver Order are ordained by
Year 320 A group of monks devoted to the Sacred Flame Divine Matriarch Justice VII to hunt down the
attempt to destroy Vulmungoth the ancient red Amethyst Academy.
dragon, knowing its ties to the sorcerer-kings. Their
attempt ends in a failure, and only a handful of Year 688 Carmen von Drakken passes away, leaving the
monks make it off the Drakeclaw Mountains. kingdom to her heirs.

Year 359 Human settlers in Netherwind treat with the giants Year 697 Along with the ancient gold dragon Argonath, Saint
living in the mountains in hopes of establishing a Vitruvio saves Drakkenheim from a marauding army
peaceful option for occupying the land. The giants are led by chromatic dragons that descended upon
divided on the matter. Westemär from the eastern vale. Argonath gave their
life in that battle, and Saint Vitruvio subsequently dies
Year 370 The giants of Stonerest in the Giantfrost Mountains slaying the half-dragon warlock behind the terrible
banish all half-giants and human-allied giants from scourge. Their bones and equipment have been kept
their city, setting off the Giant Wars. as holy relics since.

14 Guide to Drakkenheim
Circa 700 Bloody wars break out between noble houses Year 1,093 Lucretia Mathias pens an essay predicting the early
supported by the Amethyst Academy and houses return of Tarna’s Comet, and that its earthly arrival
supported by the Faith of the Sacred Flame. The Mage heralds the dawn of a new age for the faithful of
Wars ravage the continent for the next forty years. the Divine Light. Her apocalyptic predictions are
extremely unpopular within the mainstream clergy,
Year 743 The Edicts of Lumen are sealed by Divine Matriarch and her writings are suppressed.
Truth II, the six Great Houses of Caspia, Queen Hilde-
garde I von Drakken of Westemär, and King Laertes Year 1,099 Assassination of Divine Matriarch Courage IX. The
Ava I of Elyria, and the Amethyst Academy Directorate. aftermath threatens the outbreak of civil war in Elyria,
and the office of Divine Matriarch remains vacant for
Year 745 The six Great Houses of Caspia hold the first Kingsmoot. four years.
Year 789 The clans from Skye sail to the mainland in Year 1,103 Appointment of Divine Matriarch Mercy V. Winning
their longships attempting a brutal takeover of a controversial vote over Lucretia Mathias, she is the
Drannsmund in Westemär. While they cannot take youngest Flamekeeper in history appointed to hold
the city, their invasions ravage the Crystal Coast for the position at the age of 22.
decades to come.
Year 1,111 The meteor strikes Drakkenheim on Autumntide 16th
Year 821 Albrecht von Drakken invades Caspia. at 8:13 PM.
Year 822 After the death of Albrecht von Drakken during his Year 1,112 Under orders from Mannfred von Kessel, Lord Com-
failed invasion of Caspia, House von Drakken goes mander Elias Drexel leads a failed military attempt
extinct, setting off a succession crisis in Westemär. to reclaim Drakkenheim, which results in thousands
Year 854 Tarna’s Comet is sighted again. of soldiers dying in the Haze. The few who return are
stricken with madness.
Year 965 Helena I, first monarch of the House von Kessel
dynasty, claims the throne of Drakkenheim. Year 1,114 After two more military expeditions to reclaim
Drakkenheim fail disastrously, the disagreements
Year 973 At the urging of Divine Matriarch Temperance IV, between Mannfred and Cecilia von Kessel boil over
Elyria starts the War of the Sword against House into a full-blown succession crisis, setting off the
Joplin of Caspia. The Grand Paladin of the Silver Westemär Civil War.
Order kills the High King of Caspia in a duel.
Year 1,116 Lucretia Mathias completes her pilgrimage to
Year 1,001 After the death of King Marcus Zachary II, the Elyrian Drakkenheim, personally reaching the Crater’s Edge.
royal line goes extinct. The Divine Matriarch Humility She returns to Elyria to spread her teachings.
III appoints the Lord Regent of Elyria and forms the
Parliament of Lords. Year 1,119 Mannfred von Kessel is assassinated. Cecilia von
Kessel dies mysteriously. The civil war fizzles out with
Year 1,012 House Jagger of Caspia attempts to claim the jungles no clear successor.
of Terene as Caspian land. They are repelled by the
Clawstrider Rangers in the Reptile Wars. Year 1,120 Lucretia Mathias is branded a heretic and excommu-
nicated by the Divine Matriarch of the Church of the
Circa 1,070 The Church of the Sacred Flame begins selling Sacred Flame. She returns to Drakkenheim.
spellcasting services to recoup the debts of Elyria.
Year 1,123 The 4th Provisional Expeditionary Force to Reclaim
Year 1,085 Scalebreaker Commander Callisto defends Caspia the Capital — the Hooded Lanterns — are established
against Amarodial and their children, slaying four and make their first forays into Drakkenheim.
young dragons with his legion. Amarodial survives
and flees back to their castle in the last known Year 1,126 Springtide 4 — The Dungeons of Drakkenheim
attempt the dragon made against Caspia. campaign begins.

Vulmungoth, Doom
of the Mountain

Chapter 1: The World Of Drakkenheim 15


Religion and Gods
I
n the world of Drakkenheim, gods do not physically manifest
in the world, intervene in mortal affairs, or speak directly with Background
mortals. Myths and legends passed down from distant eons Myths about the Sacred Flame have ancient roots, but the
past tell such tales, but such events have not occurred in recorded contemporary religion began a thousand years ago with the
history. Instead, the inspired words of prophets, oracles, mystics, valiant Saint Tarna. Today, the story of Saint Tarna is told and
and heroes laid the foundations for the world’s many religions. To- retold through religious texts, poetry, songs, and depicted in
day, those faiths form the foundation for the culture and customs statues and paintings. Everyone living in the continent has
found throughout the continent. heard some version of the tale.
Powerful extraplanar entities such as archangels, demon During the twilight of the Arcane Empire, a wicked woman
lords, and outsiders do exist, but only occasionally interact with known as Tarna the Terror served Sorcerer-King Ulban V.
mortals. They meddle in earthly matters by making magical Although most of her life she was a vicious warlord and dark
pacts, sharing arcane knowledge, and offering dark counsel, but champion who led brutal wars and indulged in wanton vices,
rarely reveal their true motives or origins. Some even claim to a glimmer of light flickered within her dark heart. She slew
be gods. When asked questions regarding the true nature of the Ulban rather than carry out his genocidal will though she knew
cosmos or divinity, however, angels and demons alike speak in it would mean her own life. Ulban’s heir, Xandor XIII, banished
cryptic riddles. her to the pits of the Dungeons of Nox to fight and die against
his monstrous pets for his entertainment. Though grievously
wounded several times over, none of Xandor’s monstrosities
could slay Tarna, and she escaped his dungeon.
Tarna fled south, seeking refuge in the Witherbleach Desert.
Faith of the Sacred Flame There she believed the hidden ancient druids of the Old Gods
might tend her injuries. She searched for days and nights for
“The Faith” is the dominant religion throughout the continent. them to no avail. Finally, as she lay dying upon the cracked
Most humans are adherents to the Faith or were raised within and dry earth, Tarna saw a golden comet streaking through the
its influence, though how strongly they hold their convictions night sky. Emboldened by faith, she pressed on in spite of her
varies greatly. Also known as the Divine Light, its teachings and wounds. She followed the comet to a sacred place deep in the
beliefs are tightly woven into the social and political fabric of Pale Tooth Mountains. There, she met the archangels Gabriella
Caspia, Elyria, Westemär, and their neighboring domains. and Michael, who healed her body and shared with her many

16
sacred truths. The Angels told her that she had been chosen, Followers of the Sacred Flame believe that the universe
and that despite the darkness she had spread through the world, emerged through the separation of light and shadow in equal
she would be reborn as an instrument of the Sacred Flame. In measure, out of which came the elements which formed the
her, all mortals would know that light may still shine through world. They teach that mortals struggle to be righteous because
the darkest night, and that no one is beyond redemption. they are incomplete beings of light and shadow. When mortals
Swearing a sacred oath to tear down darkness and injustice die, their souls pass into the Shadowlands and wander until their
before the angels, she was imbued with the Divine Light of the spirits become whole — either light or shadow. The religion
Sacred Flame. That night, she became the First Paladin. claims the Sacred Flame guides the soul to the place where
Taking up the mantle of warlord once more, but this time dawn breaks over the Shadowlands. There, their spirits join the
for the cause of righteousness, Tarna fought for twelve years Divine Light. This congregation of brilliant souls is a beacon of
against Sorcerer-King Xandor XIII. She taught others to wield hope and compassion for all mortals. Manifest in the sun and
the Divine Light, and they became paladins and clerics in stars, the Divine Light drives back the chaos and darkness of
turn. Eventually, Tarna gave her life to defeat an arch-demon the cosmos and allows future life to flourish.
summoned by Xandor XIII. Her catastrophic sacrifice set forth However, spirits heavy with sin, guilt, regret, and hate do not
a burst of holy power which banished the demon and the Spire follow the light. These souls are drawn into the most terrible
of Nox along with it. place in the Shadowlands, the Abyss. There, they become
After Tarna’s death, one of her esoteric followers known only demons who spread darkness. As so many mortals have failed
to history as the Mystic Theurge penned the Song of Fire, the to follow the Divine Light, gradually shadows and demons have
first holy text of a new religion. Meanwhile, the sorcerer-kings darkened this world. After all, a roaring flame shines through the
tried to suppress the burgeoning faith the First Paladin inspired, night only so long as it has fuel to burn. Nothing is needed for
but met their match in the divine might of the new clerics, the shadows to reign save the absence of light. The light must
monks, and paladins of the Sacred Flame. Preaching a message be sustained lest the universe fall to shadow unending.
of hope, redemption, and justice for the oppressed, the Sacred The faith does not have an open-minded view toward
Flame set alight a wave of rebellions and revolutions which other religions, and teaches that the Old Gods are not divine.
dispelled the darkness of the Arcane Empire. Instead, the official doctrine of the faith describes these beings
The faith spread like wildfire to all corners of the continent. as primeval demons, pointing to the web of associations
As the empire fractured into disparate realms around the third between these so-called gods, fiendish creatures, and wicked
century, the burgeoning faith began to organize into a formal fey. Followers of the Sacred Flame typically believe people who
religion. The first Divine Matriarch was chosen to lead the keep the Old Gods are misguided at best, and dangerous cultists
Flamekeepers. These women would be the custodians of Tarna’s at worst.
legacy, charged with leading the faithful for generations to come.
The clergy laid its roots in the City of Nox, transforming the
wretched metropolis into Lumen, City of Light, the holy capital
of the Sacred Flame. Today, faith in the Sacred Flame unites
the great nations of the continent.
Common Sayings of the Faith
Beliefs and Tenets “Flame be with you.”
Faithful of the Sacred Flame do not worship a god; devotees Wishing another a fond farewell and good luck.
pray for guidance from a transcendent divine force which they
believe is the source of all light and goodness. Symbolized as the
“Your flame casts too long a shadow.”
Sacred Flame, this brilliant beacon inspires mortals to act with
Indicates that someone is acting in a self-righteous manner which
benevolence, honor, and righteousness. The religion brings a
could hurt others.
message of dutiful hope: even the smallest flame may light the
way through the darkest night. The core tenets of the religion
are conceptualized as follows: “Fire burn it.”
h The Hearth spreads compassion. One must nourish the hun-
Vain exclamation expressing anger, surprise, or frustration (used
in the same manner as the modern phrase “damn it”)
gry, offer shelter from the cold, and give succor to those who
suffer. Spiritual warmth glows brightly when the community is
gathered together before the Flame as neighbors. “The smallest light burns brightly
h The Lantern illuminates the way of truth. The light reveals in the deepest darkness.”
what is hidden by darkness, and shows the way to understand- A reminder to the faithful that no matter how hopeless the situation
ing. One should not silence truth, nor speak falsehoods. has become, small actions and faith can change the world.
h The Torch displays the duty of all faithful to uphold the
cause of justice. One cannot abide when evil stirs, nor stand “Do not confuse the glimmer of gold for
idle when corruption spreads: callousness and indifference the spark of the Sacred Flame.”
permit selfishness, greed, and hate to multiply. A warning to followers of the Sacred Flame
h The Candle symbolizes hope and redemption. Show those to shy away from greed.
who are in darkness the light. Offer mercy to the guilty; no
shadow is absolute so long as a flickering flame remains.

Chapter 1: The World Of Drakkenheim 17


Rites and Worship
Passages from During rites of worship the Faith’s believers join hands in a
circle around a roaring fire and sing hymns. Flamekeepers
the Song of Fire and their acolytes lead these gatherings, calling or reciting
passages from scripture, and the faithful respond as a chorus.
Larger congregations will stand to form several concentric rings
“And so Saint Tarna spoke, raising her blade before the throng around massive bonfires or the great braziers which burn in
‘Let evil flee before righteousness; let the innocent live in peace. the chapels and cathedrals of the Sacred Flame. Many rituals
Let the day come when none need fear or live in ignorance. For are held at sunset, so the sight of a burning fire as the sun sets
that day, I give my life gladly.’” against the night can remind worshipers of how the Sacred
Flame holds darkness at bay. These nightly rituals conclude
“We may ignore, but we can nowhere evade, the presence of the
with worshipers lighting candles or small lanterns from the
Sacred Flame. The world is lighted by it. Its warmth spreads
central brazier as they depart home, which symbolize the hope
everywhere, and burns in every righteous heart.”
all must carry within themselves.
“As the moon rose over the Pale Teeth. Michael said unto Tarna, Most worshipers plan a pilgrimage to the Holy City of Lumen
‘Act with Truth in all things; to do so is to Follow the Flame.’ ” at least once in their lives.
It is custom to cremate the dead. Rather than cemeteries,
“Then Gabriella spoke, the light washing her angelic
which are typically rare, the faithful create a crematory garden
countenance: ‘Act with Compassion in all things; to do so is to
with scattering plots near most chapels, usually watched over
Keep the Flame.’ ”
by statues of Saint Tarna and other martyrs. Ashes and bone
“Together the angels stood and sang together: ‘Act with fragments are gathered and kept in an ossuary beneath a church
Righteousness in all things; to do so is to Spread the Flame.’ ” or cathedral. Skulls are typically preserved so that Flamekeepers
may commune with the dead when needed. However, followers
“All is but ashes in the dust when the last ember dies.” of the Sacred Flame believe that the bodies of clerics and
“The Divine Light of the Sacred Fire reveals the Way through paladins should be preserved after their deaths, should the
the Shadow of Death.” spirits of these noble warriors need their earthly bodies again.
As such, many cathedrals and chapels lie atop large catacombs
where the remains of these holy figures are kept.

Symbols Religious Hierarchy


A goblet of fire or a lit candle represents the Sacred Flame in The clergy of the Faith of the Sacred Flame is tightly organized:
holy symbols.
The holy text of the faith is called the Song of Fire.
Saint Tarna is typically depicted as a silver-haired warrior Flamekeepers
bearing a longsword. She is often shown in battle against Ordained priests of the Sacred Flame are known as Flame-
demons, sorcerers, and witches, sometimes astride her keepers. These clerics of the Sacred Flame are predominantly
griffon, Aarak. women; they wear flowing vestments of white, yellow, and gold.
Flamekeepers take vows of poverty, eschewing all personal
Chapels and Holy Sites possessions and living on the commonwealth of the faith. Most
chapels of the Sacred Flame are ministered by a Flamekeeper.
In Caspia, Elyria, Westemär, and the Eastern Vales, most towns In the past century, some Flamekeepers have started
have at least one chapel devoted to the Sacred Flame. Often accepting tithes of coin in exchange for their divine spellcasting
at the heart of their communities, these domed sanctuaries are services. Ostensibly, the funds are used to support their
built around a hallowed brazier set alight with a golden continual communities and provide a modest lifestyle for the clergy.
flame. It is considered a grave omen if a chapel’s flame goes out. However, this matter has become increasingly controversial
Major cathedrals to the Sacred Flame are found in large cit- since Saint Tarna gave her divine blessings freely to any who
ies, and many are brilliant architectural wonders in their own sought her out in earnest need. Detractors argue the practice
right, decorated with painted murals, stained-glass windows, makes the ministry no different from the mercantile mages of
and statues depicting the saints and martyrs. Such buildings the Amethyst Academy.
house impressive altars with stone basins and use magical oils
to fuel their impressive central flames which endlessly burn
day and night. In addition to this major cathedral, bigger
“The Divine Matriarch seems like she has a good
towns and cities usually have one chapel for every five hun-
heart, but contrary to popular belief, I am under
dred people who reside there.
the distinct idea that too much light can be just
The small shrines in most villages are usually simple bonfire
as dangerous as too much dark.”
pits decorated with stone slabs. Such shrines are the largest
worship buildings found dedicated to the Sacred Flame in the
Isles of Skye, Terene, and Netherwind.

18 Guide to Drakkenheim
Flamekeeper
Acolyte

High Flamekeeper Irma

High Flamekeeper Pyre Priests


A High Flamekeeper is appointed to lead congregations While most Flamekeepers are women, anyone capable of
in major cities, or train new Flamekeepers in monasteries. casting divine spells can join the clergy as a Pyre Priest.
Others are assigned to knightly orders, noble houses, and These ministers may have great influence and renown within
other holy missions of great importance. This rank is only the clergy, but can never be nominated to higher office.
bestowed to devout clerics of the Sacred Flame who can cast They serve many important functions as dignitaries, guardi-
spells of 5th level or higher, and who have served as Flame- ans, scribes, and aiding religious rites.
keepers for at least ten years.
At any given time, one third of the High Flamekeepers
remain in Lumen, forming a group known as the Inner Flame.
Lay Ministry
The Inner Flame is responsible for managing the administrative Smaller villages rely on lay ministers to keep their shrines, lead
functions of the church as a whole, and appoints both High rites and prayers, and teach the faith, but these individuals
Flamekeepers and Flamekeepers to their positions. The rarely have actual divine spellcasting powers.
positions are constantly shifting in response to the different
callings of individual clerics. Divine Matriarch
The highest authority amongst the priesthood of the Sacred
Acolytes Flame is the Divine Matriarch, who tends Saint Tarna’s
Cathedral located within the holy city of Lumen.
Those with aptitude to cast divine spells may join the clergy The current Divine Matriarch is Mercy V. She has held
as acolytes. Many gather in remote monasteries to practice the position for two decades since the assassination of her
and meditate on their divine spellcasting abilities. Once they predecessor, Courage IX. She is described in detail in the
can master cantrips and 1st-level divine spells, they are sent to gazetteer entry for Elyria.
assist other Flamekeepers in chapels and cathedrals. Once they The Divine Matriarch is chosen by the Circle of Flame, a
demonstrate the ability to cast the spells bless and continual synod consisting of 139 High Flamekeepers drawn from every
flame, an acolyte must complete a special test involving a major city on the continent. Once confirmed by the synod, the
pilgrimage to Lumen and weeks of fasting. Then they rise into Divine Matriarch serves their term for life, and takes up a new
the rank of Flamekeeper. name representing one of the virtues of Saint Tarna, such as
Justice, Humility, Truth, Charity, or Faith.

Chapter 1: The World Of Drakkenheim 19


Clerics of the Sacred Flame
Through deep spiritual discipline and steadfast devotion, some
faithful may become living vessels for the Sacred Flame. These
rare individuals hold the power to channel its light in the earthly
realm to work divine magic. As clerics of the Sacred Flame, they
become enlightened healers, custodians of truth and knowledge,
or fiery beacons of light. However, not every cleric of the
Sacred Flame becomes a Flamekeeper or participates in the
organization and politics of the religion.

Monks of the Sacred Flame


Many monasteries have been erected throughout the continent, of-
ten close to holy sites, or places of religious importance. Monks who
tend to these shrines and monasteries have meditated on the Sacred
Flame, acquiring the ability to channel limited divine powers
through their body and mind. Although not outright divine spell-
casters, the traditions of monks of the Sacred Flame date back to
the Arcane Empire, when devoted worshipers who channeled the
Flame through martial practice fought against the sorcerer-kings. Shadow Cults
Throughout the ages, various so-called “shadow faiths” and
Paladins of the Sacred Flame heretical sects have emerged surrounding the Sacred Flame,
some of which embrace an opposing force, alternatively called
Legend claims Saint Tarna was the First Paladin. These warriors
hold deep reverence amongst the faithful, as only truly virtuous the Darkness or Shadow. These cults develop their own myster-
souls can wield the Sacred Flame as she once did. Paladins of the ies and esoteric practices. They sometimes devote themselves
Sacred Flame swear sacred oaths of devotion, redemption, and to worshiping enigmatic god-like beings such as the Phantom
vigilance. Inspired by Saint Tarna’s example, many join knightly Queen, the Night Serpent, the Lord of the Undead, and power-
orders ordained for righteous purposes and relinquish any noble ful entities who inhabit the Shadowlands or the Abyss.
titles or land claims. Such companies of holy warriors and their Some of these chthonic entities seek to devour the light and
martial retainers embark on quests and crusades to destroy plunge the world into darkness unending. However, not all of
supernatural forces of evil and root out creatures of otherworldly these faiths are evil, with practitioners who view shadow and
darkness. The most well-known and decorated amongst these light as part of a necessary balance. Regardless, followers of the
militant fellowships are the Knights of the Silver Order. Sacred Flame condemn these beliefs, banishing their rites and
practices. In the same manner that deep faith and contempla-
tion leads followers of the Sacred Flame to become clerics and
Other Spellcasters and the Faith paladins, one may also channel the Shadow itself. Clerics are
One of Saint Tarna’s foremost disciples was mageborn. Known heralds of twilight, trickery, magic, and death, and paladins of-
as the Mystic Theurge, she learned to channel the Divine Light ten invoke dark oaths to vengeful causes or ambitious conquest.
of the Sacred Flame through her arcane magic. The Mystic Followers of the Shadow Faith may even become warlocks,
Theurge wrote the Song of Fire, the holy text of the Sacred Flame embracing dark and fiendish patrons.
which chronicles Tarna’s life and deeds. The fact that the Mystic
Theurge was mageborn is greatly suppressed within the faith.
The Falling Fire
The Followers of the Falling Fire are a religious sect of the
Sacred Flame who believe the meteor that struck Drakkenheim
signaled a heavenly prophecy, and consider Delerium a holy
sacrament. Called to pilgrimage by the prescient testament
of their leader, Lucretia Mathias, zealous masses of devout
commonfolk now journey to the crater’s edge to take their place
in a divine plan.
Lucretia Mathias was once a prominent High Flamekeeper
who read omens in the night sky, and was regarded as one of
the most learned and wise amongst the clergy. She channeled
immense divine power, and invoked miracles which have not
been witnessed in a generation. A decade before the meteor
destroyed Drakkenheim, she beheld a vision of a falling star
which would arrive on earth and signal a great upheaval for the
faithful. Despite her reputation, her visions were dismissed as an
apocalyptic fantasy and largely suppressed at the time.

20 Guide to Drakkenheim
Following the assassination of Divine Matriarch Courage IX
twenty years ago, many considered Lucretia Mathias to be her
most likely replacement. Already one of the most senior High
Flamekeepers at the age of seventy, her appointment seemed Passages from the
inevitable when she was nominated alongside the relatively
unknown and much younger Esmeralda Poe. However, Testament of the Falling Fire
Lucretia Mathias lacked any connection to the Elyrian nobility,
and her open proclamations and criticisms of them had rendered “One day soon, we will near the end of our world
her extremely unpopular. In an unexpected upset, the Circle of — an age where great heroes will be needed. These holy stones
Flame elected Esmeralda Poe, who became Divine Matriarch were heaven-sent so we might prepare our spirits to meet the
Mercy V, the youngest Flamekeeper to assume the position. all-consuming shadows. In our darkest moment, the Sacred
Afterwards, Lucretia Mathias retreated from public life to Flame will set alight our blazing hearts as one.”
contemplate the cosmos and await the falling star. Her visions
proved true; right down to the hour. However, even Lucretia did “The Divine Light will show you the way, but whether you
not expect the actual destruction the meteor would cause, nor did follow is always a matter of faith.”
she anticipate it would strike her birthplace, Drakkenheim. “I see in you hope. I see in you truth. I see in you justice. Take
She spent several years after the meteor struck contemplat- up the mantle of the Falling Fire, and become more than
ing the heavens and several strange stones recovered from what you are.”
the city. Her conclusion was dire indeed: the world stands on
the precipice of darkness unending. Yet, within delerium, she “You will spark the light. You will bring salvation. There is no
saw the spark of salvation. Though the stones are the stuff of higher purpose, nor any greater cause.”
chaos, black charcoal and midnight oil may fuel a great flame. “You seek to find yourself, but know that you were never truly
Perhaps if taken up by righteous souls, the crystals might lost. The Flame has always shone to guide you. Open your eyes
become an earthly vessel for the Sacred Flame itself. Rather and see its light.”
than fall to all-consuming shadows, she prophesied a New Age
of Heroes which could meet the coming night. Lucretia spoke “By your faith and by your flame, we may spark a new future.
widely about her beliefs and discoveries, and her fiery sermons A new age of heroes is upon us, but we must steel our hearts by
galvanized a throng of loyal supporters who proselytized her the Sacred Flame to meet the end of our times.”
new creed across Elyria, Westemär, and Caspia. As her support “The Divine Matriarch cannot speak for the Sacred Flame,
grew, she resolved to make a pilgrimage to the crater itself to and indeed, neither could Saint Tarna herself. It is not the
confirm her revelations. place of mortals to speak for the Sacred Flame; we can only
Meanwhile, the mainstream clergy reacted to delerium with help others listen and see. It is the Divine Light that lights our
disgust and horror. When Lucretia returned from her pilgrim- path, not hollow words.”
age bearing a delerium crystal embedded in her body, Mercy V
declared her a heretic. Lucretia was defrocked and excommu- “When the angels came upon Saint Tarna, she asked for
nicated. However, she refused to be silenced. Escaping Elyria, their forgiveness and redemption. They told her it was not
she expanded her original writings and published them as the theirs to give, for redemption is found only in the Sacred
Testament of the Falling Fire. This religious essay proclaimed Flame. Let the Sacred Flame set your heart alight, and you
a radical new doctrine for the faith, and called upon all devout shall be redeemed.”
believers to make pilgrimage to the Crater in Drakkenheim. “The Flamekeepers ought fear the corruption brought upon
Only a handful of devoted acolytes made the difficult journey them by gold more than they ought fear any influence from the
at first. The numbers have grown recently, and in the last year, sacred stones of the falling star.”
hundreds have traveled to Drakkenheim to heed Lucretia
Mathias’s call. Those who finish their pilgrimage partake in a
controversial rite known as the Sacrament of the Falling Fire.
They take refuge in Saint Selina’s Abbey, guiding new arrivals
to the crater. Meanwhile, they collect delerium. They do so not
for greed or power, but a supposed holy purpose, for they regard
the strange stones as “sacred charcoal” from which the light of
the Sacred Flame may take earthly spark. “We all have to believe in something. Me? Wine and
Most Followers of the Falling Fire are devout commoners bubble baths, generally. Much more reasonable than
who have given up their homes and former livelihoods to make jamming delerium in your chest.”
pilgrimage to Drakkenheim. Others are former clergy who
have broken from the mainstream faith. Lucretia Mathias’s
proclamations are dramatic, but underscoring her writing is a
scathing criticism of the religious ministry itself which promises
a return to the core values of the religion. Even before the
meteor struck, many faithful in Westemär were developing
suspicions and contempt for the Elyrian-dominated priesthood,
which they increasingly saw as decadent and dimmed by
political ambition.

Chapter 1: The World Of Drakkenheim 21


Old Faiths Beliefs and Tenets
Amongst those who keep the Old Faiths, the exact nature of

T
hese disparate religions are dedicated to a pantheon of their beliefs and tenets vary based on the gods they follow.
primal deities who have whispered to mortals through Indeed, the notion of the “Old Faith” is a moniker given by the
nature for untold generations, such as primal Nodens, Faith of the Sacred Flame, and those who worship the Old Gods
vengeful Kromac, honorable Nuada, and nurturing Danu, but do not see themselves as part of a singular religion. Indeed, even
there are countless more. These worshipers’ beliefs and practices two communities worshiping the same Old God might have
vary widely based on the tenets of their patron god, but myths extremely different rites, practices, and beliefs.
often surround the elements, seasons, land, and ancestor worship. Regardless, several practices are common among those who
Many such beliefs originated with the ancient peoples of the Con- keep the Old Gods. Shrines and temples are often built in
tinent, such as the dwarves. Others are closely connected to mys- remote and wild places, among cairn stones, faerie rings, ancient
terious entities who inhabit extraplanar worlds such as Dreamland trees, and other natural landmarks. Worshipers often make of-
or the Faerie Otherworlds, and are often kept by the elves. ferings to the Old Gods, such as a bowl of herbs, bones, or blood.
The pantheon of the Old Gods forms an interrelated family, Animal and even human sacrifices are not unheard of, as well as
yet the stories and myths of the Old Gods make varying claims rituals where worshipers mark or scar their bodies. Many times,
as to how exactly the gods relate to one another. At least half of rituals are performed in accordance with the seasons or celestial
the Old Gods claim to be the ones who made the world and all movements, such as during an equinox or full moon.
life upon it. Followers of the Old Gods do not necessarily believe there is
balance in nature, or seek any notion of harmony. Their rites

Background and rituals are appeasements to their gods to spare them from
nature’s uncaring brutality, and a grim reminder of the animal in
Legends, myths, and devotion to the Old Gods transcend every human heart.
recorded history. Ancient stories tell of them walking the
world, drawing mortals into their schemes and conflicts.
The worship of the Old Gods rose to prominence alongside Religious Hierarchy
sorcery, as the first druids sought the wisdom of the gods to The Old Gods do not form a tightly organized religion — there
harness magic. is no central authority. Conclaves and communes in remote
However, during the rise of the Arcane Empire, the sorcer- areas spring up around the worship of one of the Old Gods.
er-kings positioned themselves as gods, above the old pantheon. Tapping into the fundamental forces of the cosmos to work
They drove the druids deeper into the wilderness, and expelled divine powers is a path which requires tremendous will, dedication,
temples and shrines to the Old Gods from any city they ruled. and faith, but also knowledge of ancient rites, prayers, and rituals.
During the darkest days under the sorcerer-kings, many com- The followers of the Old Gods take passing down these rites very
monfolk came to believe the Old Gods had abandoned them for seriously, and often a cleric, druid, or paladin of the Old Gods has a
some unknown trespass. Since then, the organized religion of the mentor or instructor. Later in life, such individuals bear the burden
Sacred Flame has swept the settled lands and cities of the conti- of passing on their traditions, and many seek out a young acolyte or
nent. However, there are still a few who remember the old ways. apprentice to instruct in their ways.

22 Guide to Drakkenheim
Paladins
“I hear Druids live in the desert. Sounds Paladins devoted to the Old Gods are exceptionally rare; a
incredibly uncomfortable.” paladin devoted to an Old God may know of only one other
person who keeps the same oath and traditions as them, likely
the person who taught them. Alternatively, a circle of druids
may choose a new initiate or warrior to become a paladin to
defend their grove as champion.
Clerics and Druids Paladins who keep the Old Faiths tend to follow Lugh or
Druids were the foremost amongst the priests of the Old Gods. Nuada, but paladins dedicated to Dian Cheht and Gaibhne
Today, druids are most often associated with Arwyn, Danu, are not unheard of.
Kromac, Nodens, and occasionally Morrigan. Clerics can be
found dedicated to all of the Old Gods.
Warlocks
Warlocks are known to take the Old Gods as their
Monks otherworldly patrons, especially Arwyn, Morrigan,
Secret shrines and communes devoted to the Old Gods can Ogham, Phantasia, and Shegorach.
be found throughout the continent where people come to
dedicate their lives to the god. These devoted monks can be
found representing just about any of the Old Gods, but the
most notable monasteries are ones to Danu, Dian Cheht,
Lugh, and Ogham.

Old Gods
Typical
Deity Associated Animals Symbols Weaponry Portfolio
Alignments
Arwyn the Moon Hunter CG, CN Stag, deer, faun, elk, Crescent moon, stars Spear, longbow Hunting, rangers
moose
Danu, Mother Earth NG, LN Elephants, cattle, Cornucopia, bushel of Sickle Natural life, fertility,
butterflies, doves, bears grain, fruits animals
Dian Cheht the Healer LG, LN Snakes A rod with a coiled Dart, dagger Medicine, healing,
snake poison
Gaibhne the Smith LN Moles, groundhogs, Anvils, hammers, Warhammer Craft, masonry, stone,
beavers, gophers volcanoes earth, forges and
smithing
Kromac the Ravager CN, CE Wolves, lions, boars Fangs, claws, teeth, Battleaxe Slaughter, feasting,
fur beasts, monsters
Lugh the Sun NG, N Eagles The sun, a bonfire Morningstar Agriculture, fields,
harvest, community,
leadership, fire
Morrigan the Witch N, LE, NE, CE Ravens, spiders Skulls, spellbooks, Flail, whip Fate, death, sorcerous
pentagrams magic, warlocks
Nodens the Tempest CN, CE Krakens, sharks, Crashing waves, a Trident, spear Storms, sea, water,
dragon turtles shipwreck, coral, monsters of the deep
lightning bolts
Nuada the Silver Handed LG, NG, LN Horses, hounds A silver hand, sword, Shortsword, War, justice
a banner longsword, lance
Ogham the Sage LG, LN, LE Owls, foxes Eyes, octagrams, Quarterstaff Arcane magic, wizardry,
stone tablets knowledge, science
Phantasia the Dreamer CG, CN, CE Cats, fireflies, swans, Clouds, paintbrushes, Shortbow Sleep, dreams,
and songbirds harps, bells nightmares,
imagination, creativity,
music, art
Shegorach the Trickster CG, CN, CE Racoons, rats, and Dice, bones, masks, Mace (a jester’s Mischief, luck,
rabbits diamonds stick) deception, mockery,
laughter, revelry, wine

Chapter 1: The World Of Drakkenheim 23


Arwyn the Moon Hunter Dian Cheht the Healer
Arwyn stalks the fey realms and edges of dreams, hunting mon- Dian Cheht is usually depicted as a serpent-headed figure.
sters and nightmares. She is the sister of Phantasia, the daughter Other appearances depict more human elements with only an
of Danu, and fierce enemy of Kromac. She is often depicted as ophidian nose and eyes. A few show a full snake-like head upon
a woman carrying a longbow with legs like a faun and silvery a human body. Some simply represent the god as a serpent
antlers. In most artwork she is surrounded by stars and the moon. formed in a circle eating its own tail which represents the endless
Her eyes appear as starry pools of night and her bow is said to fire cycle of life and death.
pure starlight. They sometimes call the moon the Eye of Arwyn.
Worship
Worship A few notable apothecaries on the continent pay tribute to Dian
Many who worship Arwyn adorn their heads with crowns of Cheht for guidance in their practices. Dian Cheht’s druids often
antlers and paint their faces with deer’s blood. Places of worship practice healing magic, and have been well known to help those
tend to be found in wooded groves and are often seeded with in need. A druid of Dian Cheht is easily identifiable; more often
plants that attract deer and stags. Oftentimes carvings of moons than not they keep snakes as pets, often coiled around them
and stars can be found upon shrines to Arwyn, and worshipers everywhere they go.
attend midnight gatherings on nights lit by the full moon.
Ritual
Ritual Rituals invoking Dian Cheht often involve invocations
A common ritual for Arwyn’s faithful is to slay a deer on the eve performed when healing another. However, the rituals of Dian
of the spring solstice. Practitioners will feast on the meat of the Cheht are no mere superstitions, but rather sound practices
deer, create garments from its pelt, and splash its blood upon couched in mysticism.
a holy site. This is meant to bring good hunts and safe travels The ritual most commonly associated with Dian Cheht occurs
for hunters through the remainder of the year. A superstition when a family member or close friend has fallen ill. Loved ones
is that no hunter should attempt to hunt under the new moon, of the sick or wounded fast for two days, then drink an ounce of
as Arwyn slumbers during this time, and it is bad luck to hunt snake blood to tap into the wisdom of the Old God.
without her watchful eye.

Danu, Mother Earth Gaibhne the Smith


Adherents of the Old Gods believe that all life sprang from Many dwarven legends claim the dwarves were fashioned in the
her creation, though varying myths attribute Gaibhne, Lugh, forge of the deep earth by Gaibhne in the primordial days of the
Nodens, and Kromac as both her consorts and children. Danu is earth itself. Aided by the dwarves and giants he meticulously
sometimes depicted as a being with the face of an elephant, four crafted, Gaibhne is also the mason who laid the very founda-
arms, each clutching one of the elements, and large butterfly- tions of the earth itself. His followers say it was a wedding gift
like wings. Some depictions differ and instead show this god as to Danu, so she might pour her heart into it and fill it with life.
having a face similar to a cow or even depicted as a motherly Myths surrounding the two gods often position them as mother
bear. Many believe the planet is Danu in her true form, and that and father to all life.
the center of the earth is her glowing heart that warms all things.
Worship
Worship Effigies to Gaibhne hang in many blacksmiths’ workshops.
The worship of Danu often surrounds harvests, birthdays, Even ones who do not worship the Old Gods often have a motif
marriages, and family gatherings. Shrines to Danu are often of a beaver or gopher somewhere in their shops. Many smiths
found in places with flourishing edible plant life, such as fruits, believe it is good luck to keep these animals in your view when
grains, corn, nuts, and legumes. Other shrines boast impressive you are smithing. More devout worshipers have been known to
gardens filled with all manner of fragrant flowers to attract the keep beaver tails or gopher pelts on their belts while they work.
butterflies sacred to Danu. Even hardworking farmers who
follow the Sacred Flame might have a small token or keepsake
of Danu as a good luck charm. Ritual
Dwarves have often paid tribute to Gaibhne whenever they
enter a mine to offer them safe passage and a prosperous haul.
Ritual They will sprinkle crushed iron dust on themselves and burn the
At the changing of the season, worshipers of Danu conduct a se- tip of their left ring finger, showing their devotion to the forge
ance in the fields of their community. They bring flowers which and flame. You can always tell a dwarven worshiper of Gaibhne
represent the season and pray for prosperity. Often communities by the blackened finger on their left hand.
will gather on the edge of their farms and gardens, and hold the
changing of seasons as a collective event. It is common for mid-
wives to recite poems and chants to Danu during childbirth.

24 Guide to Drakkenheim
Arwyn
the Moon Shegorach
Hunter the Trickster
Kromac the Ravager
Kromac is the Beastfather and Ravager. He brought monsters
into the world; lycanthropes are his chosen children. He is fierce
enemies with Arwyn, as he wishes to take the moon for himself.
He is depicted as a giant wolf or sometimes a hybrid wolf-man.
In art he is usually depicted bathed in blood, lighted by a silvery
full moon. It is believed that each full moon is an offering from
the cosmos to Kromac, who slowly devours the moon bite by
bite until a new one is formed.
Ogham
Worship Phantasia
the Dreamer
the Sage

Those who worship Kromac often adorn themselves with animal


furs and paint blood on their face whenever heading into battle
or setting off on a dangerous task. The animal blood and hides
bring them closer to their god. The more animalistic one can be,
the closer they are to Kromac.

Ritual
Many worshipers hold a seance on the eve of a brutal battle.
Warriors who worship the Beastfather often howl at moons or sit
around fires growling and imitating beasts while druids splash Kromac
the Ravager
them with boar or bear blood. The warriors drink blood from the
head of the beast or from the skulls of rivals they have slain.

Lugh the Sun Nuada


the Silver
The light of the world stems from Lugh. Embodied as the Handed
sun itself, Lugh and Danu are the sustainers of all life. Some
organizations of the old pantheon place Lugh as the head of the Danu,
gods. He is depicted as either simply the sun itself, or sometimes Mother Earth
an otherworldly being of light with six feathered wings and one
hundred eyes.
Nodens
the Tempest
Worship
Lugh’s faithful often keep shrines atop open hilltops where the
sun can easily shine down upon it. Many keep stringed together
eagle feathers in their homes and keep symbols of a blazing red
sun upon their mantles.
Worship of Lugh is considered especially blasphemous
amongst the Faith of the Sacred Flame, who view the Old God
as a perverse personification of light and fire.

Ritual
Gaibhne
the Smith
Every year on the longest day, worshipers will dance around
their shrines and drink honeyed mead and eat fresh fruits in Dian Cheht
a joyous celebration of the sun and all it offers. Often, they the Healer
infuse their drinks with herbs and wild mushrooms and strip
Lugh
themselves of all clothes and belongings and bask in the sun to the Sun
be one with Lugh.

“Magic is similar to worship and rituals in a lot of


ways, only ours actually has specific purposes and Morrigan
outcomes, this is all just hearsay and random acts the Witch
for no reason at all.”

Chapter 1: The World Of Drakkenheim 25


Morrigan the Witch Ritual
Morrigan pulls the strands of fate and measures the length The night before a sailor sets out to the sea, they bathe naked
of each mortal life. She is the Crone-Goddess and the Moth- in the waters they plan to sail, allowing the ocean to gain their
er-Witch. Sister to Danu, Morrigan wove magic into the fabric scent and know them. The sailor will adorn their bedchamber
of the world itself. She is depicted as a woman with a mane of with seashells and other aquatic treasures. Dinner is a small cup
feathers, raven-like wings sprouting from her back, and her of water from the sea and fresh fish, often raw.
hands are formed into clawed talons. She is often accompanied When they arrive safely after a voyage, the sailor must soak
by ravens. Alternatively, Morrigan is occasionally portrayed as a their clothes in vinegar for a day to rid it of the sea, and not take
half-woman, half-spider with many red eyes upon her head and any of Nodens’ domain with them onto land.
long spindly limbs. The Mother-Witch is sometimes conflated
with various demonic and shadowy entities.
Nuada the Silver-Handed
Worship Nuada is a valiant warrior-goddess. She is depicted as a golden-
Those who worship Morrigan often do so in hopes of prolonging haired figure with large, feathered wings wearing shimmering
their life, learning occult secrets, and appeasing her desires in silver armor. She brandishes a flashing blue blade, and carries a
exchange for her blessing. Worshipers are superstitious about feather-emblazoned shield. She rides a pegasus and leads a host
killing spiders, and instead will welcome the presence of a spider of valkyries into battle against giants, demons, and trolls. Her
in their home as a protector and guardian. They tend to keep followers identify angels as members of her warhost.
ravens and will wear raven feathers in their hair or on their caps. Scholars have pointed out the striking similarities between
Nuada and Saint Tarna. Indeed, there are heretical claims
which suggest Saint Tarna is an entirely mythological figure
Ritual inspired by tales of Nuada, or even propose the blasphemous
When someone is fearful they have reached the end of their idea that the entire Faith of the Sacred Flame is a greatly
life, or that fate is playing a cruel hand for them, they often cut distorted cult of Nuada.
their palms and spill their blood into a boiling pot filled with
raven feathers.
Worship
Many paladins and warriors devoted to the Old Gods worship

Nodens the Tempest Nuada and strive to be courageous and ruthless like her.
Knights devoted to Nuada often incorporate a pegasus into
Nodens claims all water as his domain. His worshipers insist their heraldry. Often these warriors have a horse or war
that it is by his doing that all life came to be, and that Danu is hound they keep as a pet; the companion is treated as a
his rightful bride. Nodens controls the seas and weather, and sacred blessing. Sometimes worshipers have been known to
is often depicted as an ancient tentacle-bearded king wearing feed their hounds better than they themselves eat, as each of
an eyepatch. He carries a spear or trident and rides upon a these creatures represents a part of Nuada, and to treat these
fearsome and foul-tempered giant seahorse. Two great gulls animals with respect ensures your survival in your battles.
perch on his shoulders, one whispering the knowledge of the
deep, the other the fate of every sailor. Ritual
When one of Nuada’s faithful dies in battle, they are placed in
Worship a boat with pegasus wings painted on the sides. Their horse
Sailors still utter prayers to Nodens lest he send storms to or hound, if they survived their companion, is humanely slain
take their ships during their voyages. Sea captains, pirates, in a somber ceremony and placed in the boat alongside them,
sailors, and fishermen often wear a shark’s tooth around their and their blood used to cover the body of the deceased. They
neck whenever they set out to sea. They believe the tooth are then sent out towards the setting sun, which is a gate to
disguises them as a sea-dwelling creature and helps them the Shadowlands. It is believed that there Nuada appears and
avoid Nodens’ wrath. carries her warrior and their trusted animal into the next life.
More devout worshipers believe it must be the tooth of a
shark you yourself have caught and slain, otherwise Nodens will
see through your disguise and sink your ship into the sea. These
seafaring folk commonly tattoo krakens or tentacles upon their
body in honor of Nodens. Their homes often have seashells or
dried starfish as decorations.

26 Guide to Drakkenheim
Ogham the Sage Worship
Some speculate the first warlock pacts were made to Ogham, Dreamcatchers are often placed in the windows of worshipers
who granted them otherworldly powers of the cosmos. As the of Phantasia to help draw in good dreams and protect sleepers
keeper of all secrets and god of knowledge, Ogham is depicted from nightmares. Sprigs of lavender are placed on windowsills,
as a wizened man with a third eye on his forehead and an as the scent is believed to aid the sleeper’s spirit in transcending
endless beard, woven with clay braids counting every event to Dreamland, and also ensures their soul is not lost there
that has ever occurred. Alternatively, he is thought to be a during the night. Cats are often kept as pets by worshipers of
floating eye soaring through space with swirling motes of energy Phantasia, and worshipers must allow them to sleep upon the
surrounding his alien form, observing all of existence, time, and bed to ward off nightmares and evil spirits.
space at once. Ogham is also sometimes depicted as a hybrid
human-owl creature carrying a stack of stone tablets said to
contain the ultimate truth of all things.
Ritual
If a worshiper is suffering from nightmares, they must capture
a firefly in a jar and place it next to their bed, chew on lavender
Worship root, and place the chewed root under their pillow as they sleep.
Ogham’s followers believe owls to be good omens; to hear an owl This will ensure the nightmares are warded off by the firefly and
at night is a sign of good luck in the day ahead. Foxes are also a absorbed into the root instead. In the morning, after bad dreams
sign of good fortune. It is said that if you ever find a fox in the have gone, the root is to be planted in the forest or a garden
wild you must follow it, as they are the guides of destiny and where the bad dreams become new lavender plants.
knowledge, and where they go is the correct path of your destiny.
Amongst the mages of the Amethyst Academy, there are a
handful who are faithful to Ogham. Wizards devoted to Ogham
will often keep owl familiars.
Shegorach the Trickster
Shegorach’s worshipers claim that he created life as the greatest
joke of all, so that he could be endlessly entertained by mortal
Ritual suffering and struggles. He is also a god of luck, revelry, and
The most important sacrifice a worshiper of Ogham can make wine. Depictions of this god change depending on where you go
is to put out one of their own eyes. Every priest and druid and whom you talk to. Some have represented him as a large fat
of Ogham performs this rite, and it is customary for elders to beast with rat-like features, others have depicted him as a grim
eventually blind themselves so they may see the spiritual world jester laughing, or a masked entity with many limbs. Shegorach
of knowledge more fully. is often equated with He Who Laughs Last, a demonic figure.
Ogham’s most zealous followers despise books, viewing them
as impermanent and soft repositories of knowledge — they are
inappropriate vessels for writing. Instead, they etch records on
Worship
stone tablets, and raise great stone monoliths to record their People who worship Shegorach see signs and omens in the
learning and legends. presence of raccoons or rabbits. Whenever one of these crea-
tures crosses the path of a worshiper, they believe Shegorach
has brought them good luck. However, having rats in your
home is a sign that Shegorach is upset with your deeds and
Phantasia the Dreamer you must appease him by placing coins, some fresh bones, or
Phantasia dreams of all the things that never were. It is said that delectable treats on an altar outside your door.
she knows the desires of every mortal. Rather than knowing all
that has happened, Phantasia knows all that could have been,
but was not. Phantasia sees all the possibilities laid before each
Ritual
A common practice among the Trickster’s worshipers is to
person like an eternal web of choices and consequences.
adorn themselves with strange masks on the eve of autumn’s
She sends dreams to sleepers to fulfill their needs, spur their
harvest. Some devout have even been known to try to trick
creativity, or teach them lessons and guide them, but she also
others by releasing rats into their homes, and then stealing the
sends nightmares to taunt and torment those who have been led
coins or food placed out to appease the god.
astray. She is the ultimate muse, inspiring painters, poets, and
musicians to create masterpieces, and bringing invention and
innovation to mages, smiths, and apothecaries. It is believed
that all major innovations are because of her will and design.

“Okay, you got me. Phantasia seems interesting. But


just because I have a firefly in a jar next to my bed,
you shouldn’t read too much into it.”

Chapter 1: The World Of Drakkenheim 27


The Amethyst Academy

T
he Amethyst Academy is the only research institute Many founding members of the Amethyst Academy were
and educational organization dedicated to arcane magic descended from former vassals of the sorcerer-kings. They
on the continent, and the foremost in the entire world. preserved the vast magical lore once sequestered for the mighty
While its outward purpose is to instruct young sorcerers and rulers alone. The sorcerer-kings had been raw talents, who had
wizards in magic, the Academy is much more than a secluded suppressed the study of magic for fear others would rise against
boarding school for witchcraft and wizardry. The Amethyst them, preferring to keep power solely in their bloodlines. This
Academy operates an enterprising mage guild which controls knowledge could now be developed and studied within the
the manufacture of magical wares, develops new magical prac- Amethyst Academy. Other founding members were the elves,
tices with cutting-edge experimentation, and orchestrates an who brought their ancient and hitherto unknown arts. Thus,
influential arcane syndicate. The exclusive syndicate provides the Amethyst Academy would be the cradle in which the arcane
magical counsel to the nobility of the continent. practice of wizardry was born.
Every member of the Amethyst Academy is an arcane
spellcaster. Considered aloof by the common folk, the mages are
extremely influential and tremendously wealthy. Bound by Edict
After clandestinely operating for centuries, the Amethyst Acad-
Hidden Beginnings emy was formally recognized with the signing of the Edicts of
Lumen. The Edicts of Lumen bestow extensive protections, full
The Amethyst Academy began around the 5th century as an autonomy, and economic advantages to the Amethyst Acade-
underground network to locate children born with magical my, but also require the Academy to observe strict standards of
abilities and protect them from persecution endorsed by the mercantile neutrality and political non-intervention.
Faith of the Sacred Flame. The mages used divination magic Since the Edicts, Academy mages may work magic without
to find children who manifested magical talents, rescued them fear of oppression from church or state, though the organization
from their fearful and paranoid communities, and educated remains withdrawn as it increasingly turns its attention to global
them in hidden strongholds and far-away castles so they might affairs and extraplanar happenings. While the Amethyst Acad-
wield their abilities with trained and refined control. emy outwardly upholds the Edicts of Lumen, in recent years
The school gradually grew into a secret society in its own right. some have claimed the mages furtively skirt its restrictions and
Sequestered in unseen universities to hide from the mage-slaying disregard the terms which forbid dark magical practices. Others
Knights of the Silver Order, the mages pooled their knowledge. suspect the mages are weaving an arcane conspiracy to control
They conducted research into arcane and cosmological phenomena, commerce and influence politics while shielding themselves
developing what would become the modern practice of wizardry. from the wrath of the Faith of the Sacred Flame.

28
Magical Education Discoveries with Delerium
When the Academy determines a child is mageborn, they The Amethyst Academy wizards were the first to discover
dispatch their purple-robed emissaries to collect the youth around delerium’s vast magical potential. Their continued research aims
the age of six. The children become both students and wards of to fully catalog delerium’s supernatural qualities and unknown
the Academy, whether they are royal heirs or commoners. Typ- dangers, and further develop methods for crafting magical
ically, the Academy leaves a dowry or grant as compensation to weapons and arcane machines using the crystals.
their family. For those of common station, an invitation to join the They procure enormous quantities to fuel their esoteric
Amethyst Academy means being brought out of an unremarkable experiments and eldritch industries. Rather than risk their own
rural life of modest means and stepping into a world of magic, members’ lives in the ruins of Drakkenheim, the Academy
wealth, and prestige. The young sorcerers and wizards are raised usually obtains delerium through various grey market sources.
within Academy dormitories, trained in magic, and inducted into The mages hire mercenaries to carry out specific recovery
the Mage Guild once they come of age. They receive a wondrous operations, and only dispatch their own small survey teams to
education unlike anywhere else in the world, learning art, history, Drakkenheim on rare occasions.
mathematics, languages, sciences, and philosophy. The trade of delerium is so widespread largely because the
Until the age of ten, students undergo mental and physical crystals are so valuable to the Academy, making delerium
conditioning to help them control and focus their magical crystals a de facto currency.
abilities. Once they have tamed the wild sorcery that is their
birthright, they are schooled in wizardry. The young mages are
held to high standards by exacting instructors over the course of Secluded Schools
a ten-year curriculum. The Amethyst Academy is not a singular place. The Academy
Occasionally, some depart after their studies to pursue their claims to operate eight magical schools, each a fortress in its own
own interests, but many more find a place within the Amethyst right. A few are well-known places, and their respective entries
Academy’s hierarchy. Those who navigate the byzantine and are found in the following sections of the Gazetteer.
competitive organization live a lavish lifestyle surrounded by h Paradox Castle in the Eastern Vales
magical wonders. h Enigma Ziggurat in Liberio
While they may overlook a rustic old hedge-mage teaching h Starspire Observatory in the Isles of Skye
their nephew a few cantrips in a remote backwater, the h The now-lost Inscrutable Tower of Drakkenheim in Westemär
Amethyst Academy goes to great lengths to control magical
education. The Academy zealously hoards a vast collection of Each has well-protected teleportation circles, but the sigil
spellbooks and sequesters arcane magical lore within hidden sequences are known only to Academy mages who can cast 5th-
libraries restricted to only their members. Academy leaders level spells.
believe others would use magic in a reckless and irresponsible The location of the other strongholds is a closely-guarded
manner given the chance. Though their core mission in the secret. Rumors claim one is buried underneath a mountain of
world — the education of young mages — helps ensure new ice near the North Pole, and another lies at the bottom of the
spellcasters develop their skills, it also predisposes students to Middle Sea in a great glass dome. One is built upon the moon.
follow the Academy’s ideological principles. The last is apparently a moving fortress with no fixed location.
Accounts vary about its nature: one story says it is a magical
village built on the back of a colossal flying whale, while others
Arcane Enterprise say it is a mist-shrouded mansion which walks upon giant
birdlike legs.
Wealthy nobles and well-connected warlords commission the
mages to craft enchanted armaments for their soldiers and
arcane wards for their estates. Furthermore, the Academy
provides counsel on magical matters. By custom and by treaty,
the Amethyst Academy assigns a Master Wizard to serve as
Delerium
court mage to ruling monarchs and high-ranking vassals. The
Scepter
court mages assist the nobility using their magic, while also
acting as informants and lobbyists for the Academy’s interests.

Covert Actions
The Amethyst Academy conducts business with utmost secrecy,
especially when dealing with outsiders. They often correspond
via magically conveyed messages (using sending spells) or
arrange clandestine meetings (often using project image spells).
A secret network of teleportation circles connect their remote
strongholds, each protected by powerful arcane wards. This
extensive use of magical teleportation and communication
enables the Amethyst Academy to operate in a far-reaching
manner unmatched by any other organization, despite the
mages’ relatively small numbers.

Chapter 1: The World Of Drakkenheim 29


Academy Ranks Grandmasters
Most Academy mages are wizards. However, bards, sorcerers, These are powerful sorcerers, warlocks, and wizards who have
and warlocks are often found within their numbers. Members the ability to cast 9th-level spells. They lead the Amethyst
wear purple robes with gold and silver detail. Many carry all Academy’s most important projects, and can access almost every
manner of arcane implements: staves, wands, and spellbooks. spell and resource available to the institution. There are only a
They wear the symbol of the Academy prominently. handful of Grandmasters in the entire world: beyond the eight
Academy Rings. Members of the Amethyst Academy each members of the Academy Directorate, there are no more than
wear a set of rings made from exotic arcane metals. The number twenty Grandmasters alive today.
of rings worn corresponds to the highest-level spell they can cast. In the rare event of a vacancy amongst the Directorate, the
Known as academy rings, these are magic items which identify Master Wizards may nominate three Grandmasters for the
the spellcaster as an Academy graduate, and often permit access remaining Directorate’s consideration. Since the Directorate
to Academy strongholds. A set of five or more functions as a ring must unanimously choose one of the three nominees to join
of spell storing. Each additional ring allows an additional level them, the open position can take decades to fill.
of spells to be stored, and some sets allow control over a shield Amongst the notable Grandmaster Wizards is Eldrick Rune-
guardian. However, each set is made for a specific individual, weaver. The foremost master of abjuration magic alive, Eldrick
and only that person may attune to that set of rings. Runeweaver (a human archmage) is one of the three current
nominees to the Directorate. Alongside his foremost pupil
River (a tiefling mage), he is currently leading the Academy’s
Wards expedition to the ruins of Drakkenheim, hoping his success
Children taken in by the Academy who have not yet started there will secure his position amongst the Academy’s leadership.
their apprenticeship.
The Directorate
Apprentices The Academy Directorate consists of eight exceptionally
Apprentices are mages-in-training who are learning 1st- and powerful archmages. Sequestered away in secret strongholds of
2nd-level arcane spells. Once they master 2nd-level spells, they their own design, these highly reclusive figures rarely involve
begin their journeyman year where they work as an assistant to themselves in the day-to-day affairs of the Academy. Many
a Master Mage. After completion, the apprentices graduate and Academy mages do not know their names, and only a few high-
are invited to become full members of the Amethyst Academy. ranking members ever meet them in person.
The typical apprenticeship takes eight to ten years. The Directorate seldom even encounter one another
physically, either. Whispers tell they gather at a stone circle on
the moon via project image spells whenever they must confer
Guild Mages as one body. At all other times, they communicate via sending,
These rank-and-file Academy mages are capable of casting dream, and telepathic bond spells.
at least 3rd-level spells, though some new members can only The Directorate are:
cast 2nd-level spells. Most guild mages work as researchers h Adrianna Modera, Archmage of Drakkenheim (believed
and craftspeople for the Amethyst Academy. Few Academy missing or dead following the destruction of the city, her
members attain any rank higher than guild mage. position has remained unfilled for the past 15 years.)
h Alabaster, Archmage of Liberio

Master Mages h Amaranthyst the Ultraviolet, Archmage of the Moon


h Lasaia Nightbreeze, Archmage of the Eastern Vales
An Academy member in good standing is declared a Master h Marigold Kettleborn, Archmage of Caspia
Mage when they demonstrate the power to cast 5th-level spells. h Penumbra, Archmage of Terene
While some truly exceptional individuals can attain this rank at h Xel’vohca the Ancient, Archmage of Elyria
a young age, for most reaching this point represents a lifetime of h Zodiac Allsight, Archmage of Skye
achievement and dedicated study. As such, Master Mages are Most Academy members believe few, if any, members of
responsible for instructing apprentices, leading arcane research the Academy Directorate are human, or even mortal beings as
and manufacturing projects, and acting as emissaries for the several Directors have held their positions since the founding
Amethyst Academy. of the Amethyst Academy hundreds of years ago, including
Xel’vohca, Zodiac, and Amaranthyst. However, how these
directors have extended their lifespans are the subject of wild
rumors and speculation amongst the mages, ranging from
repeated use of the clone spell, demonic pacts, to blasphemous
undead transformations. Indeed, there may be some truth to
“I only got to see the inside of the great
these claims. The individual members of the Directorate are
Inscrutable Tower after its destruction. Shame.”
described in the Continental Gazetteer.
These Archmages are colleagues but also fierce rivals. There
is no single leader amongst the Directorate. Instead, their
byzantine rules grant each archmage full executive powers over
the entire Amethyst Academy, but also the ability to veto the

30 Guide to Drakkenheim
resolutions of any other member of the Directorate. In practice,
this means the Directorate must have unanimous agreement on Malfeasant Mages
most major decisions. Imagine standing in a room with seven Malfeasant mages are spellcasters who have used magic to com-
other wizards: you can cast any spell you want, but any other mit crimes (such as murder or robbery), perform blasphemous
one could counterspell your magic, whilst a third responds with magic (as defined by the Articles of Malediction in the Edicts of
destructive magic to annihilate you both. Meanwhile, a fourth Lumen), or betrayed the Amethyst Academy (such as exposing
intercedes with their own abjurations and so on and so forth. their secrets, stealing magic items, or conspiring against the
The Directorate is often excruciatingly slow to reach Directorate). They are outcast from the Academy and carry a
any consensus. Meanwhile, individual members use what death sentence in any nation bound by the Edicts of Lumen.
personal authority and resources they can to increase their The Academy typically only dispatches its own agents to
personal influence and their own magical might over the other dispose of malfeasant wizards who might be in possession
archmages. The archmages constantly plot and scheme against of Academy property or valuable research; most are hunted
each other more than anyone else. Each knows that if any one down by the Silver Order or hired mercenaries. Historically,
of them were to wrest control of the Amethyst Academy, they apprehending fugitive malfeasant mages is one of the few
would possess power akin to the sorcerer-kings of old. instances in which the Academy and the Silver Order cooperate.

Court Mages
The powerful noble houses that rule the continent are served
by court mages appointed by the Amethyst Academy. Under
the agreements of the Edicts of Lumen, every noble who holds
a rank above a count is guaranteed the services of a permanent
court mage, but any lesser nobles who can afford their salary
may also procure the services of a court mage.
Amongst many noble families, a mageborn child is often regard-
ed as a tremendous boon. Although their children cannot inherit
the family rank and title, the lowliest baron to the most influential
duchesses readily dispatch their mageborn children to the Ame-
thyst Academy for arcane schooling. Once these young mages
complete their training, most take up an assignment as the court
mage of their own household. In this way, the Amethyst Academy
and the nobility have built close ties. The noble household gains
the services of a loyal spellcaster to serve as arcane counsel and
a close confidant, and the Amethyst Academy gains an intimate
connection to the political machinations of the nobility. Although
mageborn scions can live a life where they enjoy both the trappings
of nobility and the freedom to practice their magic, many help
advance the goals of their relatives as adventurers.
However, this practice has come under criticism from
members of the Faith of the Sacred Flame, who claim that such
familial connections allow the Amethyst Academy to foster an
undue influence over the nobility by exploiting the bonds of
blood. They suspect that the Amethyst Academy has become
quite adept at positioning itself as an elite finishing school for
noble children. Suspicious Flamekeepers say that most court
mages return to their families thoroughly indoctrinated, willing
to use their magic to influence their parents, siblings, and
cousins, pushing the Academy’s own political agenda.

Mages Beyond the Academy


While the purple-robed wizards would have it otherwise, several
groups of mages exist outside of the Academy’s hierarchy.

Hedge-mages
This term is used to describe arcane magic-users who develop
their spellcasting abilities outside Academy institutions.
Nevertheless, such individuals are exceptionally rare. They are
most often warlocks or sorcerers, as few outside the Amethyst
Academy possess the knowledge and resources to instruct
Malfeasant wizard
others in wizardry. Deidrick Mors

Chapter 1: The World Of Drakkenheim 31


The Edicts of Lumen
T
he Edicts of Lumen are a landmark treaty between the
Amethyst Academy, the continental nobility, and the Articles of Neutrality
Faith of the Sacred Flame. Signed three centuries ago in
the year 743 by Divine Matriarch Truth II, the six Great Houses “The Nations of this agreement recognize the Amethyst Academy,
of Caspia, Queen Hildegarde I von Drakken of Westemär, King so long as the Mages remain neutral and impartial with regards
Laertes Ava I of Elyria, and the Amethyst Academy Directorate, to the political affairs of the Nations. The Mages are hereby
this agreement put an end to brutal wars fought over the use of granted certain Protections under the Law, are held Exempt from
arcane magic by separating the political and economic powers of Taxation, retain the Right to Practice Magic, and may freely travel
clergy, mages, and nobles. between any Lands under this Agreement.”
The full text is an utterly byzantine and cumbersome
document thousands of pages long. The original signed treaty
has long been preserved in Saint Tarna’s Cathedral, but many
h These articles ensure that mages do not face persecution
copies have been made since. Nevertheless, the Edicts of when traveling the continent.
Lumen comprise six main articles:
h Mages and mageborn often still serve as court mages and on the
royal council of most nations, but their role here is meant to be
that of an advisor rarely given the final decision in any matter.
Articles of Inheritance
“...within the Nations party to this Agreement, all Mageborn are
Articles of Guardianship
hereby stripped of their noble titles, barred from any rank, and
must relinquish any land ownership claims.” “The Nations hereby grant the Mages of the Amethyst Academy the
Right of Guardianship over all Mageborn Children. These Magelings
h These articles form the key stipulation of the Edicts of Lumen. shall be entrusted as Wards of the Amethyst Academy, who are charged
They are designed to avoid the coalescing of power that lead to with boarding, protecting, and instructing these Magelings in Magic
the sorcerer kings of old - a legitimate concern in light of how until they come of age. No exceptions are given to Mageborn children
the concentration of both political and magical power amongst of any Station, not a single noble House, nor any Royal family.”
ruling houses often results in tyranny and injustice.
h The Amethyst Academy closely monitors noble houses for h After their instruction, adult mageborn are free to depart the
signs their scions may be mageborn. If a ruling noble has Amethyst Academy if they wish. Most, however, opt howev-
hidden their mageborn ancestry, the grave situation triggers er, opt to remain part of the organization to some degree.
Clause Five of the Articles of Umbrage (described below). h Those who manifest magical abilities as adults aren’t
h The terms extend to royalty as well. Indeed, royal compelled to join the Amethyst Academy by these articles
successors in particular face much greater scrutiny at the but are invited and welcomed into its ranks should they
hands of the Academy to ensure no mageborn sits upon the choose to do so. Otherwise, the Academy generally leaves
throne of any nation. such hedge-mages to their own devices, so long as these
independent spellcasters abide the Edicts of Lumen.

32
Articles of Enterprise and the Amethyst Academy. The Faith is given the role of
mediator and judge, and the Academy the role of investigator
and cross-examiner. The objective of the trial is to determine
“The Nations recognize the right of the Amethyst Academy to if the accused is indeed mageborn, and how much their
conduct its own affairs and govern itself within the stipulations household should be held to account.
of this Agreement. Within the Nations party to this Agreement, h These trials are often an utter debacle. If the accused refuses
the Amethyst Academy shall have sole authority over any Guild to appear before the court, the only recourse is armed conflict.
practicing Arcane Magic, any School for Instruction in Arcane h The Articles of Umbrage close by stating that should the
Magic, and all Manufacture for Sale of Arcane Artifacts, so long Academy Directorate be found to be in gross violation of the
as such Services are available to All at a Fair and Equal Cost.” Edicts of Lumen, they will be purged by a combined force of
the nobility and priesthood.
h Arcane spellcasters who wish to craft magic items for sale
or offer their magical services for hire are required to pay a
portion of their profits to the Academy. Furthermore, they are
required to use the prices set forward by the Guild, and can’t Enforcing the Edicts
give discounts or cheaper prices to anyone. The Edicts of Lumen are a signed contract which establish a set
h The Academy takes enforcement of the Articles of Enterprise of shared conventions and laws for all participating nations and
extremely seriously, and dispatches enforcers to shake down people, not a magical pact. While magic is often used to inves-
hedge mages behind on their payments. tigate violations of the agreement, resolve disputes, and enforce
h There is a notable loophole in the Articles of Enterprise: the penalties and punishments, no arcane spell or divine invocation
secondary market. A merchant who buys and then resells renders its terms supernaturally binding. The mutual agreement
magical items may do so without paying Academy dues, so and cooperation of the signatories enforce the Edicts of Lumen,
long as they aren’t crafting any magical items themselves. backed up by the threat of another catastrophic continental war.

Articles of Malediction Other Spellcasters and the Edicts


Although apothecaries, bards, druids, and warlocks are not
“...the Nations forbid the Academy from teaching any Students necessarily mageborn, the Edicts of Lumen do not acknowledge
magical practices such as Summoning Demons and creating Undead or distinguish them, only discussing the magic of “mages” and
Creatures. Mages working any Arcane Magic to influence, control, “mageborn.” As a result, the Edicts of Lumen do not allow for
or harm members of the Nobility or Clergy shall be Put to Death.” nuanced interpretations of what constitutes “arcane magic”.
Amongst Edict scholars, some believe this is a major flaw in the
h The provisions against necromancy and demonology pertain manner the treaty was originally written. In practice, the noble
specifically to the teaching of such magic, not studying or using houses rarely test the letter of the law against the spirit of the
it — the Academy argued that banning such magic entirely law. As a result, no ruler has dared bestow their estates and titles
would impair their ability to understand and contain it. upon an heir with any sort of magical ability since the Edicts
h Enforcement of these articles has been a vexing challenge. were signed. Few are willing to stake their lives and lineages to
Those who conduct such magic in secret can often evade argue a technicality before a court of their peers.
notice for years or decades. During the drafting of the Edicts, it was raised whether
or not the Edicts should impose restrictions on clerics and
paladins of the Sacred Flame. However, it was argued — quite
Articles of Umbrage loudly by the Faith — that such restrictions were unnecessary.
Divine spellcasting cannot be passed down to one’s progeny:
each individual must take up the mantle themselves, a task
“... and if by any means a Noble Estate comes under the Rule of that requires considerable devotion and faith. Further-
a Mageborn, the Nations and Households party to this Agreement more, the Faith noted that their oaths and dogma already
shall immediately Muster Arms against them.” ask the clergy to forswear their noble claims, pledging their
allegiance and service to their faith ahead of their household.
h Most of the Articles of Umbrage concern the means to deal However, there have been a handful of instances where a pal-
with minor infractions and petty violations of the Edicts in a adin or cleric took up regency or acted as the custodian of their
peaceful manner. family title. In such cases, the title was passed on immediately
h Clause Five of the Articles of Umbragecalls upon all noble when another suitable scion came to prominence.
houses to take up arms against any noble household ruled by
a mageborn. Vassals sworn to serve a higher lord — such as
a duke ruling under a royal monarch — may disavow their
fealty to a mageborn lord. Under the agreement, a vassal
cannot be compelled to give any aid, including taxes and “Rangers have access to nature magic, but
levies, to a mageborn. skirt under the Edicts of Lumen as “Dabblers”.
h Invoking the article calls the accused to trial before Must be nice.”
representatives of the nobility, the Faith of the Sacred Flame,

Chapter 1: The World Of Drakkenheim 33


Everyday Life
Languages Calendar
A wide variety of languages and dialects are spoken throughout The common calendar in use today was developed by the Faith
the continent, based on culture and geographical location. of the Sacred Flame in the mid-3rd century. It has 365 days,
Nevertheless, there are several common languages: twelve months of about thirty days each, and a seven-day week.
Median: Common language used by the nations of the The years count from the Martyrdom of Saint Tarna, and the
continent, including Caspia, Elyria, and Westemär. The meteor struck Drakkenheim on 16 Autumntide, Year 1,111.
language arose as the Old Tongue evolved into regional By default, campaigns set in the world of Drakkenheim begin
dialects, but most folk of the continent can communicate well roughly fifteen years later on 4 Springtide, Year 1,126.
enough regardless of where they were born.
Old Median: Ancient language spoken during the reign of the
sorcerer-kings. Rarely spoken today, but often found in old Months
tomes and records. Threshold January
Jordic: Language common in northern regions of Netherwind,
Thawing February
often used by dwarves, giants, and mountainfolk.
Sidhe: The language used by ancient elves. Springtide March — Vernal Equinox
Tylwyth: Spoken by gnomes, goblins, and fey creatures. Hearthstone April
Draconic: Ancient tongue of dragonkind. While occasionally Sowing May
used in arcane writings, true dragons find mortal Highsummer June — Summer Solstice
pronunciations of this language clumsy and offensive. Midyear July
Mortals be warned: far from flattering a true dragon, these
Sunbreak August
creatures are known to devour non-dragons who attempt
speaking draconic in their presence. Autumntide September — Autumnal Equinox

Celestial, elemental, and fiendish beings have their own Reaping October
languages, but these are not used by the people of the continent Rimewind November
except in the most esoteric contexts. Sages, scholars, and Midwinter December — Winter Solstice
acolytes occasionally use these languages for arcane or religious
tomes, but the magical nature of these languages makes it
difficult for mortal tongues to form them properly. Days of the Week
Otherworldly beings from eldritch places communicate in Moonday
utterly incomprehensible ways, which mortals can perceive Tidesday
only through maddening whispers, vivid hallucinations, and Windsday
other spasmodic sensations. Though some of these beings do Earthsday
have their own disturbing speech and writing, no mortal living Fireday
in the world can understand or speak these languages without Starsday
magical aid. Sunday

34
Naming the Days and Months Education
Common folk school their own children, sometimes organizing
For clarity and simplicity during play, the world of informal community groups. Typically, people grow up learning
Drakkenheim uses the real-world calendar. While using fantasy the trade and profession of their parents — which for the vast
names for the days and the months feels fun and immersive, majority of people in rural communities is agriculture. Children
you might consider using the modern names for the months raised in urban areas with guilds and trade organizations can
and days when tracking time in-game. In our experience, using become an apprentice around the age of ten. From then on,
familiar names helps communicate the passage of time more their education is focused entirely on their craft.
clearly to many players. Nobles arrange private tutors for their children. Elyrian lords
often ask a Flamekeeper to teach their children history and
religion. Westemär’s dukes and duchesses ask their court mages
to arrange lessons on geography, philosophy, science, mathemat-
Holidays and Holy Days ics, and languages, while the master-of-arms schools them in the
arts of war. Caspian princes in particular are known to pay exor-
All Hallow’s Eve. Held on the last day of Reaping. bitant sums to have their heirs trained by famous adventurers.
Angelmeet. Held on the first day of Midyear to mark There exist a few secular institutions for higher learning, such as
Saint Tarna’s meeting with the angels. It is traditionally Altbruke University in Westemär and the Leto College in Caspia,
accompanied by feasting and the giving of gifts. but most advanced education occurs within monasteries of the
Tarna’s Wake. This holiday is celebrated during the first and Sacred Flame or the arcane schools of the Amethyst Academy.
last week of each year, resulting in a fortnight of ceremonies,
religious gatherings, and holy rituals held to commemorate
Saint Tarna’s martyrdom.

Stars and Seasons Spellcasting Nonplayer Characters


High-level NPCs and spellcasters are exceptionally rare in the
The seasons across the continent correspond to the seasons of
world of Drakkenheim. Most are reclusive hermits or members
the northern hemisphere in the real-world Earth, though the
of secret societies and cloistered priesthoods. However, others
climate becomes more tropical in the southernmost reaches of
occupy prominent positions of power in churches, holy orders,
the continent.
mage guilds, and courts. Despite their few numbers, such
The people of the continent know they live on a round
people still have a profound impact on society.
planet which orbits a fiery sun, and that their world has several
Player characters seeking out spellcasting allies may readily
planetary siblings. A single blue-white moon hovers above
find someone capable of casting 3rd- or 4th-level spells in most
during the night, passing through phases from full to new
large towns and cities. This is usually a Flamekeeper tending
moon each month. Legends say that once or twice a few great
a Chapel of the Sacred Flame, or mage from the Amethyst
mages of the Amethyst Academy have traveled to these places,
Academy on a local assignment.
but what they found there are the subject of wild stories and
Establishing contact with someone capable of casting
speculation, and seldom fact.
5th- or 6th-level spells is only possible in the largest cities.
The tyrannical sorcerer-kings named many planets and stars
Such individuals are often High Flamekeepers who head the
after themselves during antiquity, and saw their own deeds in
Cathedrals of the Sacred Flame. The Amethyst Academy
the constellations. In ages since, local traditions have given new
also appoints wizards and sorcerers to serve as Court Mage to
names to some stars. Perhaps the most well-known celestial
powerful dukes, duchesses, and petty royalty.
object is Tarna’s Comet, which appears every 433 years as a
Nonplayer characters capable of casting 7th- or 8th-level
golden streak in the night sky.
spells are only encountered as major figures in the world,
occupied with great affairs and undertakings of dramatic import.
Such NPCs may only be sought out with considerable effort by
Trade and Currency player characters with well-established reputations.
Only a handful of living mortals can cast ninth-level spells.
If there’s one thing that flows between the nations of the Many are legendary figures, such as the eight Directors of
continent more often than blood, it’s gold. Throughout the cities the Amethyst Academy, the Divine Matriarch of the Sacred
and towns of the continent, great guilds have formed around Flame, and the prophetic Lucretia Mathias. Others are
all areas of industrial and economic production, from bakers, secretive recluses, who turn their attention away from earthly
blacksmiths, and cobblers to tailors, tanners, and wainwrights. squabbles to contemplate the cosmic order, fighting unseen
Merchants travel by caravan on land and caravel by sea to battles against supernatural foes whose very nature threatens
exchange all manner of spices, silks, and luxury goods. to tear the world asunder. A handful are diabolical villains,
The nations of the continent mint their own coins in gold, plotting the means to use their unfathomable abilities to seize
silver, and copper. Trade flourishes through the continent, espe- power for themselves.
cially via water around the Middle Sea. The Gazetteer notes the
major imports and exports that flow between each region.

Chapter 1: The World Of Drakkenheim 35


Magic
Magic is common currency for nobility, clergy, wealthy
merchants, and adventurers, but not regularly encountered by
most other people on the continent. Everyone is aware that
magic is real and will experience magical effects a few times
throughout their lives, though incredibly few understand its
mysterious workings. Common folk know that if a child shows
signs of magical abilities, it is only a matter of time until the
purple-robed mages of the Amethyst Academy arrive to take
them as a ward.
There was a time when arcane magic users faced extreme
persecution from the Faith of the Sacred Flame, and echoes of
Crime and Punishment
those prejudices remain. Superstitions and misconceptions are Throughout the continent, justice exists to serve the interests
common. People who are not extensively schooled in magical of the powerful and protect the wealthy, rather than meting
lore don’t know how to distinguish between the different types out what is right and fair. Common folk accused of a crime can
of spellcasters — they are collectively referred to as ”mages.” expect swift judgment without much opportunity to plead their
When everyday folk encounter a spellcaster who is not case; criminal trials are the privilege of well-connected and
visibly a priest or paladin of the Sacred Flame, they assume affluent merchants and nobles. Indeed, many judges, barristers,
that individual is a mageborn sorcerer performing arcane magic. and magistrates spend their time arbitrating civil or business
If the mage isn’t wearing the purple robes of the Amethyst disputes over contracts, small land disputes, and property rather
Academy, they are often mistrusted. However, apothecaries or than criminal actions. Guards and militias exist to keep the
witches sometimes dwell near rural communities or backwater peace in cities, not to investigate crimes. When a dangerous
towns brewing potions, telling fortunes, and treating illnesses fugitive remains at large, ruthless brigands stalk the highways,
and ailments. These caretakers have the hard-won trust of their malfeasant wizards work dark magic, or a rogue monster
communities thanks to the vital services they provide to others. threatens a community, local authorities must rely on bounty
More astute individuals can detect the signs of obvious hunters, adventurers, or knightly orders.
enchantment or bewitchment especially tavern owners, Common criminals are beaten, flogged, and locked in a pillory
merchants, and the nobility, who interact with mages and magic for a few days. Amputation of the hands or tongue is a typical
more often. Folk in the cities of Caspia, Elyria, and Westemär punishment for thieves and charlatans, while murderers and
are no more (or less) intimidated by a brandished spell than they worse are executed. Jails are used solely to detain prisoners
are by a brandished sword. awaiting trial or execution, or for political prisoners held as
People believe (correctly) that witches, trolls, and faeries live hostages. While many castles hold gaols and dungeons, the
in the deep forests; dragons, giants, and manticores dwell in the nations of the continent do not build dedicated prisons for the
far mountains, and that there are unseen worlds where demons mass incarceration of common folk.
and evil spirits dwell. They know stories about blood-drinking Nobles are rarely punished for committing crimes of any sort
vampires, evil warlocks, and the righteous paladins who battle against common folk, perhaps paying a small fine or restitution
against them. Just as common folk don’t know the difference at most — even for murder. A noble who commits a crime
between different types of spellcasters, few can distinguish against another noble will likely face trial, where severe offens-
between different types of extraplanar and monstrous es can see them stripped of their station or exiled, but rarely
creatures. In conversation, it is common to refer to almost any executed. However, many avoid punishment through bribes
otherworldly monster as a “demon,” whether the creature is in and political influence.
fact an aberration, monstrosity, or a devil.
While the myths and legends shared amongst common
folk describe otherworlds and faerie realms, the workings
Magic and the Law
of other planes and dimensions is a topic dimly understood. Beyond the stipulations of the Edicts of Lumen, casting
Only educated sages and acolytes can identify and distinguish spells and using magic items isn’t illegal in any nation on the
between such places. Journeys to these realms are the stuff of continent. On the other hand, those who use magic to commit
heroes and legends. other crimes such as robbery, theft, or murder are burned at
the stake or hanged, regardless of the severity of their offense.
Depending on the individual’s status within their respective
organizations, their allies may take extensive steps to cover up
their crimes or find ways to exonerate them.
In high-profile trials between powerful nobles, it isn’t unheard
of for spells such as detect thoughts, zone of truth, suggestion, or
even more powerful divination magic to be invoked. However,
in such cases, law and custom decree that two spellcasters are
present to ensure impartial use of these magics — one a mage
of the Amethyst Academy, and the other a Flamekeeper of the
Sacred Fire.

36 Guide to Drakkenheim
Typical Settlements
Dueling Styles of the Continent Across the continent, the vast majority of people live a rural life
The prominent nations of the continent have each developed in small villages and farming communities of no more than five
distinctive styles and customs for duels. The most accomplished hundred people. Most consist of ten to twenty multigenerational
duelists are trained in each of the three dominant dueling forms. families. These families work fields, orchards, pastures, ranches,
Westemär Duel: The Westemär duel is the most and stables. Along the major roads between cities, a traveler on
straightforward of the three. Each of the participants chooses foot will pass through a village like this roughly every hour, and
their preferred weapon and style, either with sword, spell, or on a full day of travel one might move through one or two larger
whatever means suits them. The duel is performed one on one towns of a thousand people or more. Travel between the great
without outside interference. cities usually takes a few weeks on foot.
Elyrian Duel: An Elyrian Duel is a testament of might
and combat expertise. Each participant must choose a melee
weapon of their choice. Arcane magic and outside interference
Government
are illegal. Many have noted that this specific dueling style is Most villages in Caspia, Elyria, and Westemär are led by a burgo-
entirely designed to force a mage to fight on the terms of a Silver master or reeve who collects taxes and reports to the local baron.
Order knight. It is also significant that while arcane magic is not Communities commonly have a small town council who manage
allowed, the Elyrian style makes no mention of divine magic. local matters and settle disputes between the common folk.
Caspian Duel: A Caspian Duel is the least aggressive of
the dueling styles. While this seems contrary to their typical
traditions, Caspians enjoy dueling so much that they developed
Religion
Towns with a population of a thousand or more people will have a
a means to reduce the amount of dead Caspian knights by
Chapel of the Sacred Flame, led by a human Flamekeeper and
making their duels a form of contest. The most common options
a handful of acolytes. The larger towns might have two or three.
are either that both participants must quest on a monster hunt
Outside Elyria, many towns may have a shrine or two to the old
and return with the head (or similar trophy) of their kill, or that
gods, usually tended by a hermit druid or acolyte. Minor chap-
both participants must face a similar monster, such as a troll,
els, isolated monasteries, and shrines dot the countryside.
and see which knight defeats their foe the fastest. The former is
often chosen between dueling houses and involve entire hunting
parties, while the latter is the option presented when two Caspian Magic
knights are trying to prove which is the more capable warrior. Amateur apothecaries, hedge-wizards, or witches may dwell
in some remote towns, offering their services as a herbalist,
alchemist, or sage. Typically, such individuals finished their
studies at the Amethyst Academy without distinction, and
returned to their communities to practice magic undisturbed.

Militia
Villages will at best have a few lookouts to keep watch: a
handful of human guards or scouts, led by a veteran acting
as sheriff. Beyond this, most villages will have to muster up a
militia of commoners.

Goods and Services


Most villages will have a tavern or public house, but only larger
towns can support inns and hostels. Nevertheless, along the
major highways folk in most villages are willing to board a few
travelers in exchange for a few coins and bits of gossip.
Each town has a trading post, a blacksmith, and a mill, and
a few other businesses, typically a brewer, butcher, carpenter,
shoemaker, and a tanner or furrier.

“Pluto promised me we would go see his home town


someday. I still hope to do that. I’ve heard great,
Shield of House
probably largely exaggerated things.”
Joplin of Caspia

Chapter 1: The World Of Drakkenheim 37


Planes of Existence
T
hroughout history, the Academy’s sages have put forth the mortal world. For those who wander into other worlds, the
differing theories to explain the order of the cosmos. journey home is an adventure in itself.
These include bizarre concepts such as the “great wheel,”
the “world axis,” the “conjunction of the spheres,” and “planar
orbits” to explain magical phenomena and catastrophes. There is Siderealms
no consensus; every theorist is quick to point out the glaring flaws These worlds are metaphysically close to the Mortal World, such
and logical inconsistencies in competing theories. that some creatures can pass through the Ethereal Plane into the
Mortal World, and rarely vice-versa. These Siderealms imperfect-
Planar Travel ly reflect the geography of the Mortal World, but altered in ways
appropriate to that plane. A castle in the Mortal World might be
Most mortal knowledge of the planes comes from contact with an overgrown faerie palace in the Otherworld, a haunted ruin in
extraplanar creatures via summoning magic or divination spells the Shadowlands, filled with whimsical fantasies in Dreamland,
such as contact other plane. While there are countless ley lines and composed of fire or ice in the Elemental Planes.
and thin places where the unwary might slip between worlds,
deliberate planar travel by mortals is the stuff of legends.
The knowledge and material components for the plane shift Ethereal Plane
spell are jealously guarded by the highest-ranking members of A truly liminal space, the Ethereal Plane lies on the metaphysical
the Amethyst Academy and the Faith of the Sacred Flame. Un- “borderland” of the Siderealms.
fortunately, the means to create the tuning forks needed for the
spell were lost during the fall of the Arcane Empire. Since then,
powerful mortal spellcasters have devoted their lives to discover-
Dreamland
ing a new method for creating tuning forks without successes. A This strange realm is the mortal unconscious made manifest. It
potential breakthrough may come from promising experiments is a world of thoughts, dreams, and nightmares, inhabited by
with delirium recovered from Drakkenheim. The form these nightmarish creatures. Dreamland is effectively the Astral Plane
tuning forks take is described in the entry for each plane below. of the world of Drakkenheim; spells such as astral projection
allow characters to travel here.
Mortals who physically enter Dreamland find the experience
Mortal World not unlike a lucid dream, and they can exert a subconscious
influence on the plane itself. Often, this causes apparitions,
The mortal world is a sphere of rock orbiting a fiery sun. Several visions, and imagined creatures or places to appear or disappear.
other moons and planets join this cosmic dance, all suspended in an Upon returning to the waking world, mortal travelers recall
endless Astral Void. Far away, the sparkling stars are other suns. their experiences in Dreamland in the same manner as they
Only a single tuning fork attuned to the Mortal Plane is do dreams, thus their memories of such experiences quickly
known to exist, and today it is lost in the Inscrutable Tower of become hazy and difficult to remember.
Drakkenheim. As such, while it is possible to use the plane shift There are several copies of a children’s book called Carol’s Adven-
spell to travel to other planes, the spell is rarely used to return to tures in Dreamland which work as tuning forks for Dreamland.

38
Faerie Otherworlds The inscrutable inhabitants of the plane include sphinxes,
gemstone dragons, and all manner of aberrations, but there is
The realm of fey is sometimes called by other names, such as no meaningful concept of time in the Space Between Worlds
Tír na nÓg, the Feywild, Wonderland, Avalon, and the Elusive beyond the perception of mortal creatures. Traveling through
Realm. It is uncertain whether or not these names refer to regions this place is a journey of aeons which can unfold in mere
within the realm or are in fact distinct worlds entirely. minutes within the Mortal World.
Of all the planes, there are more tuning forks which lead to There are only three known tuning forks which allow one
the Otherworld than any other plane, and more Thin Places to venture into the Space Between Worlds via plane shift.
which allow travel between the mortal world and faery realms. One is a tesseract, another a mobius strip, and the last is a
They often take the form of trinkets and keepsakes. As such, melting pocket watch.
mortal travelers have visited these planes more frequently, and
even occasionally returned with their lives and sanity intact.
Thin Places
Shadowlands These are spots where the borders between worlds are especially
weak. In particular, Thin Places often mark the places where
A dark reflection of the mortal world held in perpetual gloom. creatures from Dreamland, the Shadowlands, and the worlds
The souls of the departed pass into the Shadowlands on their beyond step into the mortal world. Powerful planar magic can
way to the afterworlds, but some spirits wander here eternally. be harnessed here; Thin Places are characterized by a subtle
A tuning fork connected to the Shadowlands takes the form influence of the corresponding plane.
of a heavy midnight-black blindfold. However, venturing into Thin Places can wax and wane over time. An object such as
the Shadowlands is considered exceptionally risky and even a doorway, arch, stone circle, bridge, wardrobe, or looking-glass
downright foolish: mortals age and decay rapidly here. Myths can act as a fulcrum for a thin place, and even spontaneously
tell of travelers who avoided this curse by performing a funeral form a planar portal. Animal burrows, lakes, and even trees can
rite upon themselves, then journeying in the shadowlands act in the same manner, becoming places where mortals and
wearing a burial shroud and keeping tokens typically given to extraplanar creatures can slip between worlds.
the dead, such as coins upon their eyes or within their mouths. When Thin Places wane, it can leave planar travelers trapped
in another dimension, unable to return home. Academy scholars
Elemental Plane claim this is how gnomes, goblins, and many anthropomorphic
A primordial place of raw energy and unbridled potential, the peoples came to the Mortal World, as well as monsters such as
individual planes of Air, Earth, Fire, and Water are found within lycanthropes, trolls, and worse.
the churning storms and burning seas of the Elemental Plane.
The Amethyst Academy possesses a tuning fork for each of
the known elemental planes. However, it is possible there are
Afterworlds
many more lost in ancient dungeons and temples to elemental Eternity is the sacred celestial afterworld where angels dwell.
entities. Each is made of the associated element. Travel to these Followers of the Old Gods sometimes refer to this place as
places, however, is almost always fatal for mortals without pow- Valhalla, and know the angels there as Nuada’s valkyries.
erful protective magic. Otherwise, a planar traveler would be Interchangeably referred to as Hell or the Abyss, the fiendish
be burned alive in the planes of fire, crushed or drowned in the afterworld is home to both demons and devils. When they are
planes of earth and water, or fall forever within the plane of air. not waging endless war on each other, demons and devils plot
mayhem and conspiracy against mortals.
There are no known tuning forks for the Afterworlds, nor any
Space Between Worlds Thin Places associated with them. The only means by which
The Space Between Worlds is a roiling non-place of unbridled mortals can enter these realms is through a long and dangerous
magical potential. The churning landscape is filled with strange journey through the Shadowlands, or via the gate spell.
crystalline obelisks with corners that meet at impossible angles.
The sun is a square circle which sets beneath an impossible
horizon that never meets the psychedelic octarine sky. Logic
Worlds Beyond
and reason have no meaning here; in the Space Between Worlds, Beyond these fundamental planes, countless other worlds are
all which would be absurd, contradictory, or paradoxical occurs. known to exist. Whether these are actual planes or planets is a
Chaos is order, and order chaos. matter of debate.
The Space Between Worlds is thought to be the source of
all arcane magic, and metaphysically connected to every other
dimension, plane, timeline, and reality. The raw magic is so Mobius strip
intense in this plane that it manifests as unrestrained eldritch
contamination which transforms matter and energy into
everything beyond imagination.
The sights of the Space Between Worlds are so bizarre
and incomprehensible that few mortal minds can withstand
beholding them. Those who physically enter the Space Between
Worlds via portals, plane shift, or gate must save as if targeted by
a feeblemind spell (spell save DC 20).

Chapter 1: The World Of Drakkenheim 39

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