Sebastian Crows Guide To Drakkenheim
Sebastian Crows Guide To 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
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.
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.
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.
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.
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.
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
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.
18 Guide to Drakkenheim
Flamekeeper
Acolyte
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.
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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).
T
his chapter describes the nations, city-states, and major re- background, and roleplaying traits for their leaders. Game
gions which make up the Continent. Each entry is broken statistics for these major NPCs are found in Appendix B.
down into the following sections: Locations and Landmarks. This section covers the natural
Overview. Each section begins by describing the population and geographical features which define the landscapes, many
inhabiting the region, the ruling government structure, common ripe for exploration and adventure!
faiths and religions, and the presence of magic in the area. Cities and Settlements. While the vast majority of people
History. This tells the story of key historical events which living in the continent live within small villages, major urban areas
shaped the nation or region from the earliest records to the and capitals define the nations. This section describes several of
present day. Events of continental significance are summarized these great cities found within the region, and includes information
on the Historical Timeline on page 14, but these sections delve about a few notable locations within each. Maps are featured for the
deeper into these important moments for each specific region. capitals and important cities in Caspia, Elyria, and Westemär .
Factions and Figures. Several political forces and powerful Adventures. Finally, each entry closes with ideas to inspire
individuals pursue their own objectives and goals within each adventures of your own design set within the region, and a
region. These sections detail their organizational structure, selection of rumors told throughout the land.
Westemär
Three unlikely heroes stand upon the mud-slick King’s Road, which Civil War fight to retake the capital and rebuild the realm.
cuts through barren and dying fields. As daylight wanes upon their Meanwhile, a grave religious schism has broken out amongst
travels, an octarine aurora billows overhead in the night sky like the common folk driven by the apocalyptic proclamations of
an eerie beacon. Tomorrow, they will arrive in Drakkenheim… Lucretia Mathias. No nation on the continent is in greater need
for heroes, and now Westemär has become the stage upon which
Deep in the shadows of the Achtungwald amidst ancient gnarled
greater conflicts affecting the entire continent are taking shape.
trees and rune-encrusted menhirs, six figures clad in bone, leather,
and fur gather to speak the blood-rites of vengeful Kromac…
A thick fog rolls in along the misty shores of the Crystal Coast,
motes of prismatic dust sparkling in its midst. As the spreading
contamination slowly seeps into the quiet village of Ashshaffen, the
simple fisherfolk there hear the murmuring call of the deep… Overview
Encompassing the northwestern quarter of the continent,
W
estemär is a broken nation. After a mysterious meteor Westemär is a rugged land of deep forests and slow, wide rivers
devastated the capital city of Drakkenheim fifteen years broken up by small areas of rolling pasture and farmland. It has
ago, the nation descended into a decade of bloody civil a moderate climate with snowy winters and warm summers,
war. The surviving siblings of King Ulrich IV fought bitterly for and it rains constantly in the spring and fall. The region is rich in
the throne, but the brutal matter cost both their lives. The Civil natural resources: logging and lumber are the backbone of many
War ended with no real victor, and no clear inheritor to the royal villages and towns, but others lie along vast deposits of iron, cop-
titles of House von Kessel. per, and coal which feed the industry of Westemär’s cities. The
Ravaged by conflict, the once-great nation is now fracturing Crystal Coast takes its name from the rich salt mines along its
into disparate smaller realms. Worse, the otherworldly rocky northern shores, and fine quarries throughout Westemär
contamination left behind by the falling star is slowly spreading built the nation’s many castles and fortresses. Veins of gold and
into the surrounding lands, bringing madness and monsters silver are found within the mountainous regions to the south,
to the unprepared towns and villages of Westemär. As curious though the dwarven communities in the Glimmer Mountains
mages and profit-seeking smugglers ferry delerium from the have long asserted their independence and make claim to the
ruins of Drakkenheim to distant lands, grim veterans of the richest veins.
41
Population half the time the crown has not passed directly from parent to
child. Illegitimate children, remarriage, children from multiple
Approximately 8 million people dwell in Westemär. Most of the marriages, sibling rivalry, and the interconnected relationships
population inhabit rural villages, and only about 600,000 people between other noble houses mean that following the death of
live in cities and large towns. a monarch, there are usually several potential claimants who
Most people living in Westemär are humans who value hard emerge. A stark light was cast upon these long-simmering issues
work and pragmatism. Many simply want to put the turmoil when the royal family was lost in Drakkenheim. Though the
of the last ten years behind them, and are exhausted from the fate of his direct heirs is unknown, Ulrich IV was survived by his
conflicts gripping their lands. Young people either bitterly resent younger siblings Mannfred and Cecilia, neither of whom were in
the prosperity their parents enjoyed during the unrestrictive Drakkenheim on that fateful day. The two initially cooperated
rule of the late Ulrich IV, or fight furiously to restore a glorious to determine their brother’s fate and attempted retaking the
kingdom they’ve only ever known through stories told to city of Drakkenheim through military force. When these efforts
them by their grandparents. Tieflings form several noble failed, a feud broke out between the two over who should claim
houses and are commonly encountered in larger cities, and see the throne. The Civil War would be the downfall of House
opportunity in the hard times of the nation. There are several von Kessel: neither Mannfred, Cecilia, nor their own children
halfling communities in the eastern areas of Westemär who have survived the conflict.
suffered greatly from the civil war and eldritch contamination Lacking any clear and credible claimant to support, the nobles
placing great strain upon their harvests. The dwarven holds who sided with the divided branches of House von Kessel
of the Glimmer Mountains and Ironhelm Ridge traditionally eventually laid down their arms and returned to their domains
consider themselves self-governing city states, but look to to lick their wounds.
prospecting delerium in Drakkenheim as a new avenue for Today, the realm is disintegrating, and the ruling nobles now
industry as their old mines run dry. largely operate their provinces as independent domains. They owe
Small enclaves of elves once inhabited the southwestern no fealty to any monarch. Most are simply trying to hold onto their
regions, but these communities were annihilated during the own wealth and power, a far more feasible goal for the time being
conquests of Vladimir von Drakken. Most of the surviving than trying to conquer their rivals or unite the nation again.
elves fled to the Isles of Skye; only a handful of elves remain in
Westemär today.
Noble Ranks
h King or Queen. The monarch of Westemär.
Capital h Duke or Duchess. Vassals only to the monarch, each rule
one of Westemär’s provinces, and usually from one of the
Drakkenheim was the capital of Westemär until it was destroyed provincial capitals.
fifteen years ago. Today, the nation has no true capital. h Count or Countess. A middle noble rank who holds a
county as their domain. Most are direct vassals to a duke, but
may lord over lesser nobles.
Government h Baron or Baroness. Rulers of smaller fiefdoms who serve
higher nobles.
Before the meteor struck, Westemär was a feudal monarchy h Landed knights and other petty nobles may have their own
in which rule typically passed to the firstborn child. The most manors or estates.
recent ruler, Ulrich IV of House von Kessel, inherited a period
of relative political stability. He was able to pursue leisurely
interests in architecture, education, and carnal affairs instead of Common Ranks
politics and warfare. He married a Caspian princess of House h Lord Mayor. Elected mayors of cities
Jones, Lenore, and had three children: Leonard, Katarina, and h Burgomaster. Elected mayors of towns
Eliza. Ulrich IV was ten years into his reign when the meteor h Reeve. Commoner appointed by a noble to manage an estate
struck Drakkenheim. Nothing has been seen or heard of the
or village within their lands
royal couple or their children since.
In Westemär, the ruling monarch holds the title of king or
queen and rules for life. Dukes ruling each province swear oaths
of fealty to their monarch, and in turn hold lesser lords as their Royal Council
vassals. Generations of nobles have formed a web of familial Traditionally most of these figures were appointed by the
connections and political alliances, and so dynastic rule has shifted monarch to manage the affairs of state, military, and diplomacy:
several times. The monarch would mediate the many inevitable h Lord Commander. Chief military advisor to the monarch,
grievances which emerged between dukedoms, and from time- who commands Westemär’s combined military forces during
to-time petty wars and skirmishes have broken out between two times of war.
noble houses over land ownership or other disputes. h Archmage. This position is typically appointed by the Ame-
Nevertheless, succession in Westemär has seldom been a clean thyst Academy, and is traditionally filled by a member of the
matter as each monarch reinvents the rules. While traditionally Academy Directorate to counsel the monarch on arcane matters.
they would pass the crown to their designated heir — most often h High Flamekeeper. The Divine Matriarch of the Sacred
their eldest living offspring, regardless of gender — more than Flame chooses the High Flamekeeper, and this person is
42 Guide to Drakkenheim
traditionally a prominent cleric of the religion to offer spiritual
guidance and spur righteous action.
h Spymaster. Responsible for intelligence and law
enforcement, often working closely with the Lord
Commander and the Chancellor.
h Steward. Chief administrative official who manages the
royal household, and oversees civil matters from construction
to taxation.
h Chancellor. Manages diplomatic and international relations.
44 Guide to Drakkenheim
Hooded Lantern
Ranger Lord Commander Elias Drexel
The leader of the Hooded Lanterns is Lord Commander
Elias Drexel. He is a large, gruff man in his early fifties. He is
well-built and imposing, with a grim frown on his wide, angular
face. His harsh features are framed with a thick mustache,
side chops, and a mane of long braided brown hair. He is often
garbed in chainmail with heavy leather gloves and boots, worn
under a fur-lined dark green cloak and iron pauldrons, upon
which is firmly clasped the Lord Commander’s Badge.
Personality Trait. I seldom take time for niceties and
pleasantries. I prefer people to be direct and to the point.
Ideal. I am loyal to my soldiers and expect the same in return.
I do not often trust outsiders, but if they show their worth, I
will treat them like my own.
Bond. My past is wrought with bloodshed and loss; and I
feel intense guilt for every warrior who has died under my
command. I seek redemption by staying true to what the
Hooded Lanterns represent.
Flaw. I avoid talking about my past failures, and if it comes up
I am quick to anger.
Elias Drexel leads the Hooded Lanterns’ mission to reclaim
Drakkenheim and uncover a worthy successor to the throne of
Westemär. He would love to have the financial support of House
von Baden, but has a complicated relationship with Ludwig von
Fritz, as the two were bitter foes during the Civil War. The Lord
Commander receives moderate support from House Kleinkessel
and the rulers of Geldstadt and Altbruke in his mission.
The Lord Commander orchestrated the original failed
incursions into Drakkenheim before the Civil War broke out,
and during the war itself, he fought for Mannfred von Kessel.
However, when Mannfred made it clear he no longer intended
to retake Drakkenheim after the war, Elias Drexel secretly
seethed over the lives lost there in vain. The Lord Commander
Factions and Figures joined the plot to assassinate Mannfred and his heirs, but did
not expect Cecilia von Kessel to die soon after. Now, Drexel
believes strongly it is his duty to make amends for the mistakes
Here are but a few of the powerful organizations and groups
he caused. At the time he believed he was doing the right thing,
operating in Westemär.
but since the apparent end of the von Kessel line, he was left
with nothing to fight for. The Hooded Lanterns represent a new
The Hooded Lanterns purpose for Drexel, and a way to right the wrongs of his past.
The Hooded Lanterns are an irregular military regiment formed
to reclaim the ruins of Drakkenheim. Their guerilla forces are
drawn up from remnants of the Westemär military, veterans of Followers of the Falling Fire
the bloody Civil War, and brave volunteers who wish to restore The annihilation of Drakkenheim set off a serious religious
the nation. The Hooded Lanterns’ primary objective is to drive schism within the faith of the Sacred Flame. A new sect has
out the monsters that now inhabit Drakkenheim, hoping to emerged known as the Followers of the Falling Fire, led by
rebuild the city. In the process, they search for any evidence, the charismatic words of Lucretia Mathias. The beliefs and
documents, or records left behind in the vaults of the city which practices of the Followers of the Falling Fire are described in
might reveal a possible heir to the throne of Westemär. the Gods and Religion section above.
While the bulk of the Hooded Lanterns’ forces are operating Most of the Followers of the Falling Fire are devout
in Drakkenheim, soldiers from the regiment can be found commonfolk distraught by the state of the world, fearful of the
throughout Westemär on important support, logistics, and magic and monsters haunting their lands, and disillusioned by
recruitment missions. The contamination around Drakkenheim what they perceive as gross hypocrisies within the mainstream
means the regiment relies entirely on food and water stores clergy of the Sacred Flame. Others are pilgrims from distant
shipped to their strongholds, and they constantly need fresh lands whose hearts have been stirred by the writings of Lucretia
recruits to replace their fallen. It’s common to find several Mathias. Many among them see the Divine Matriarch not as
patriotic Hooded Lanterns in the taverns and market squares the spiritual figurehead of their shared faith, but a foreign ruler
throughout the nation, trying to stoke national pride from able- trying to seize control of their nation by manipulating the tenets
bodied people to join their cause in Drakkenheim. of the Sacred Flame.
46 Guide to Drakkenheim
House von Baden Ideal. Money can’t buy you happiness, but the more of it you
have, the less you need to worry. Having strong allies and
House von Baden rules Drannsmund, a position their family good cash flow is the recipe for a happy life.
has held for generations. As such, their domains include the Bond. I am the best negotiator and smartest leader this city has
shores of Ash Bay and stretch halfway up the Crystal Coast. ever had, and will prove myself invaluable to the people and
The foremost figures of the noble house are the Duke of my father.
Drannsmund himself, and his daughter, Verona von Baden. Flaw. My overconfidence and desire to do things myself has
seen me in over my head on multiple occasions, whether it
be with a pirate’s sword to my throat, a political debate, or
Duke Valentin von Baden captured by otherworldly monsters.
A finely-dressed male human liege, Duke von Baden is a stately Verona Von Baden has positioned herself as an incredible
man in his mid-forties. After spending his youth adventuring leader, both in naval expeditions and battles, but also in
among pirates in the Middle Sea, Valentin took up the mantle political debates and trade. She hopes to not only claim the
of the Duke of Drannsmund when his father and elder brother duchy of Drannsmund after her father steps down, but prove
were slain in the early attempts to reclaim Drakkenheim. Now a to the people of the city her value as their leader. In doing so,
shrewd admiral and diplomat, Duke von Baden chose discretion she believes that if no successor is found to rule Westemär,
during the Civil War, remaining neutral throughout the conflict her connections and alliances will ensure she will be the most
despite repeated entreaties from both sides of House von Kessel. obvious choice.
Personality Trait. I conduct myself with professional savvy
and charm, addressing others with their formal titles and
proper names. I pepper my speech with nautical references
and naval terminology.
Ideal. A good business sense, fair exchange, and mutual profit set Lady Verona
the sails for a good relationship, whether in life, love, or politics. von Baden
Bond. I must be a safe harbor to my city, its ships, and its
people. Under my leadership, I will shelter them from the
storm facing our times.
Flaw. Just as one must sail carefully on uncharted waters, one
should regard new allies and situations carefully. It is better to
remain distant and impartial, keeping along shallow waters, lest
you become caught up in an unseen tempest far from shore.
Duke von Baden now wrestles heavily on whether or not
he should forbid the trade and export of delerium within his
city. However, that could compromise his ambitions. Since he
remained staunchly neutral during the Civil War, he has cold
relationships with the other dukes and nobles. Valentin increas-
ingly believes Drannsmund is best positioned as an independent
city-state: a northern rival to the independent Liberio.
Constance Kleinkessel
Today, the ruler of House Kleinkessel is Countess Constance
Kleinkessel. She is secretly a vampire.
Constance Kleinkessel is a voluptuous woman who appears in
her late forties. She has gleaming emerald eyes, crimson red lips,
a flushed round face, and a small pointed nose. Her jet-black
hair is tied up into braids and woven into an intricate headpiece
set with pearls. She wears a scarlet gown and is dripping with
jewelry. Her painted fingernails are sharpened into points. She
often meets guests for dinner, where she licks her lips and runs
her fingers on the edge of a cup of red wine.
Personality Trait. I could eat you up. I fill my speech with
macabre innuendo which mix dining, physical intimacy,
and slaughter.
Ideal. The living must be made to serve the dead. When my
House von Fritz plans come to fruition, mortals will be divided into cattle
and corpses.
House von Fritz rules Todesfeld, and claims the lands around the Bond. I am bound by bonds of blood to serve dark masters and
Elfmire, the Achtungwald, and the Drann River as their domain. vampiric overlords, but one day I will take it all for myself.
The family have been longtime rivals to House von Baden. Flaw. I can’t ever resist a good meal… would you like to stay
for dinner?
Duke Ludwig von Fritz Constance Kleinkessel herself is in fact the sister of Helena I.
The current head of the household is Duke Ludwig von Fritz, Originally known as Camilla von Kessel, she has passed through
a cantankerous and covetous noble miser. The decrepit man is a series of identities to hide her vampiric nature. Every few
suffering from long-term delerium contamination, made worse decades, she marries a hapless nobleman, slowly draining his life
by his reliance on an utter quack of a doctor who uses the duke force so that he appears to expire from old age. Shortly thereafter,
to test his own tinctures. her so-called daughter inherits the estate and the cycle continues.
During the Civil War, Constance Kleinkessel used her vam-
Personality Trait. I don’t care for pleasantries and care piric abilities to manipulate and scheme alongside Cecilia von
even less for appearances, even my own. I speak openly Kessel and Lord Commander Elias Drexel to plot the murder of
about my thoughts, and can’t resist the opportunity to Mannfred von Kessel. She had planned to follow through and
belittle others’ deeds. murder her co-conspirators, but the subsequent death of Cecilia
Ideal. I am tremendously pleased that the Civil War ultimately von Kessel was an unexpected development: she had been
destroyed House von Kessel. Now, I can carve out the planning to target Cecelia’s future children with her replacement
Marshlands as a petty kingdom of my own. scheme to seize the throne of Westemär.
Bond. I seethe over the destruction wrought upon Todesfeld as Since undead creatures are not immune to the effects
a result of the Civil War — not because of what has happened of delerium contamination, Constance Kleinkessel has
to the people of the city, mind you, but what it has done to also worked closely with her doctor, the malfeasant wizard
my fortune ever since. Deidrick Mors, to experiment with new ways delerium can
Flaw. There is nothing anyone can do to earn my respect or create augmented vampires.
admiration other than money and power.
Duke von Fritz’s wife died several years ago of delerium
contamination after the Todesfeld Dam broke. His eight
children run their own estates, preferring to have as little contact
“If there was a secret organization of vampires
as possible with their father. He eagerly took arms against
working in the shadows, the Academy and I would
Mannfred von Kessel during the Civil War. He eyes the port of
have uncovered it by now. So I wouldn’t put too
Drannsmund and the city of Leuchten, and has begun eagerly
much weight into rumors.”
purchasing weapons and armor from the Amethyst Academy
hoping to increase his military prowess.
48 Guide to Drakkenheim
Steelfang Mercenary Company
Under the employ of Constance Kleinkessel is an infamous Rickard Steelfang
mercenary regiment: the Steelfangs. The unit consists of nearly
fifty Steelfang mercenaries. The Steelfangs aided in the
assassination of Mannfred von Kessel, and were responsible for
carrying out the butchery of his household on that fateful day.
Rickard Steelfang
Rickard Steelfang is a unique human lycanthrope whose
curse renders him almost unkillable.
Rickard is a massive man standing nearly 7 feet tall with broad
tree trunk arms, a barrel chest, and a large potbelly. He has a
mane of long, red, unkempt hair with a beard to match.
He wears animal furs and a thick brown leather belt that
holds up several daggers and two large axes. He speaks
in a loud, boisterous, grizzled voice, and cares little
for manners or etiquette. He swears and spits when he
talks, and speaks his mind to just about everyone.
Personality Trait. I’ll tell you how it is and then some.
Don’t expect honeyed words and a helping hand from me.
You’re more likely to get a swift insult and an axe in the back.
Ideal. Life is what you make of it. You gotta do the best with what
you’re given, and if you’re good at something, never do it for free.
Bond. All of my pack are cursed and these folks can never go
home again. The least I can do for ‘em is give them purpose
and pay to make their cursed lives worth a damn.
Flaw. I’m uncouth and vulgar to a point where most everyone
I meet wishes they hadn’t.
A ruthless warrior, his curse has caused him a life of bloodshed
that he never wanted, but he has made the most of his situation
and given up on fighting what he is, embracing his animal side
fully. However, as the years march on, he has grown weary and
considers searching for the means to break his lycanthropic curse.
50 Guide to Drakkenheim
more likely reason is the large deposits of silver, gold, coal, and dying of old age only a few years into their life, and strange
gemstones. When the dwarves first returned to the surface, motes of unnatural colors and hues drifting over the land are
they built some of their first citadels along the peaks. While few common sightings. Wealthy families have moved further inland
remain occupied today, many dwarven communities remain in from the river, but most have nowhere else to go. Beholden to
the foothills. their family plots, these poor folk are increasingly falling ill and
losing their minds dwelling along the contaminated river.
Ruins of Glitter Peak
The most glorious and famous dwarven keep was built on Glitter Ash Bay
Peak — a massive stone-carved city protruding from the pinnacle Ash Bay forms where the Drann River empties into the ocean.
of what was once the tallest mountain in the world. If the dwarves As such, a well-known saying in Westemär claims that “all that
ever had anything resembling a true empire, Glitter Peak was is Westemär flows to Ash Bay”. Indeed, the bay is the nation’s
certainly its capital. The city was home to thousands, and was epicenter for fishing and ocean trade. Ash Bay houses the port
said to descend deep through the mountain and miles into the city of Drannsmund and the fishing village of Ashshaffen, along
earth below. Brilliant dwarven engineering constructed a vast net- with countless smaller villages and fishing ports.
work of pipelines, levers, and tunnels that established wondrous Unbeknownst to anyone is the fact that Ash Bay now harbors
water-based lifts stretching down the mountain, which allowed the largest concentration of delerium anywhere on the continent
the dwarves to easily haul mined ores from dizzying heights. outside of Drakkenheim. Deep beneath the bay around the
Dwarven greybeards tell how the entire side of the mountain was wreck of the Empress Geraldine, an otherworldly octarine
carved out to house foundries, workshops, and homes. Even the reef formed by delerium crystals is slowly growing. Indeed,
lower valley was part of this great dwarven realm, which fought the contaminated Drann River has been constantly carrying
bitterly to maintain its independence against the Arcane Empire. fragments and small chunks of delerium downstream.
Today, however, the great dwarven city lies in ruin. Glitter As the saying goes, so too has the contamination, haze, and
Peak collapsed in a massive landslide which destroyed the city madness of Drakkenheim seeped into the waters of Ash Bay.
over a thousand years ago. Accounts differ on what exactly This corrupted reef has begun to warp and change much of the
caused the disaster. Many claim dwarves grew greedy, and sea life in the area. Below the surface of the waters, something
hollowed out the mountainside to a point where it could not sinister is gaining sentience and plotting its domination over the
sustain its own weight. Others believe the city was destroyed people of Ash Bay.
by a magical earthquake conjured by a vengeful sorcerer-king.
Either way, since the city’s destruction, the dwarves no longer
live high in the mountain, and instead keep to the lower valley The Duchess
and foothills. Others moved to communities spread throughout This horrific monstrosity is larger than a whale. It has a long,
the continent and adopted more traditional lifestyles as smiths serpentine body bristling with sleek fins, undulating barbed
or masons. The ruins of Glitter Peak now stand as a grim tentacles, and rubbery purple-black flesh. It writhes through the
reminder to the dwarven people of their lost glory. Who can say waves with unearthly grace despite its bulk, and seeping from the
what untold treasures and wonders of dwarven engineering lie flaps and vents within its skin come secretions of a thick, oozing
buried beneath the mountain? oil which shimmers with prismatic hues. The monstrosity has a
gigantic fanged maw which it holds agape. Seaweed, fish entrails,
Drann River and slime dribble from between its sharp teeth, and its bulbous
eyes glow with octarine light. It has adorned its brow with fishing
The Drann River has been essential to trade, travel, and agri- nets, coral, sea debris, and delerium crystals, as if wearing a
culture in Westemär. This long wide river meanders through the coronet and jewelry. As you look upon its form, you feel a slight
heartland of the nation. Its headwaters begin at Lake Dray, and headache, a buzzing in your ear, and a pressing in your chest; as if
it collects from a network of tributaries that cross Westemär. In the psychic presence of this otherworldly creature has conjured up
many places, the river is hundreds of feet wide, large enough for the crushing pressure of the abyssal depths.
small ships to travel along it usually carrying goods downstream The Duchess is a contaminated sea monster that haunts
from the inner regions of Westemär towards Ash Bay. the shores of Ash Bay (see Appendix A: Monsters for its game
Now, however, for all of its length from Drakkenheim to statistics and those of its minions). The creature originally made
Drannsmund, the river is contaminated with delerium. The its home in the sewer cisterns of Drakkenheim. However, as the
farms and villages that rely on the river for irrigation are Duchess matured and grew larger, it departed the cursed city
slowly dying, as their populations are stricken with sickness via the Drann River in search of more plentiful prey and fresh
and corruption they cannot understand, let alone cure. Fresh thralls, bringing a new wave of contamination to Ash Bay. It
water still flows into the river from many smaller tributaries, deliberately destroyed the Empress Geraldine just off the coast
preventing a complete collapse of agriculture in the heartland of Drannsmund; the merchant vessel was transporting a vast
of Westemär, for now. Still, it is only a matter of time before the hoard of delerium to the far continent. The Duchess has slowly
spreading corruption from Drakkenheim makes everyday life in tended the new reef of delerium coral flourishing around the
Westemär a desperate struggle for survival. shipwreck, transforming it into a personal underwater palace.
Strange stories and rumors emerge weekly of odd occurrences Personality Trait. “What horrific condition afflicts the
along the farms and small communities along the Drann River. land-dwellers! How awful must it be that you cannot live and
Misshapen monsters, mutated wildlife, trees moving in odd and languish in the wonderful sea… such a terrible curse which
unusual ways, grass becoming pale and brittle, farm animals keeps you bound to the land…”
52 Guide to Drakkenheim
Cities and Settlements Harbor and Shipyards. Harbormaster Dogberry oversees
the daily operations of the port, keeping meticulous records of
every ship and its cargo. Though he feels himself a man of great
importance to House von Baden, he has never personally met
Drannsmund the duke.
The shipyard is often filled with large sailing ships, travelers
Capital of the Bay Province from the Isles of Skye, trade boats from Elyria, and even some
Population: 43,000 from across the ocean. There is never a quiet moment amongst
Ruler: Duke Valentin von Baden the sprawling docks and harbor.
Civil War Allegiance: Neutral Saint Jordana’s Cathedral. High Flamekeeper Marselle
Known For: Harbor District, Shipyards, recently converted to the Falling Fire and is now at odds with
Major Commercial Hub, International Trade, the other Flamekeepers who manage the smaller chapels
Crabs, Pearls throughout Drannsmund. With her conversion, a number of her
congregation have begun to set out on pilgrimages of their own,
and slowly the Followers of the Falling Fire are becoming much
Built where the wide mouth of the Drann River opens into Ash more commonplace in Drannsmund than previously suspected.
Bay, the bustling harbor of Drannsmund is filled with countless Shrine of Nodens. On the edge of the cliff overlooking Ash
ships, galleons, and trade caravels. Extending from the stone Bay is a small shrine to Nodens. The statue of the god is adorned
piers and wooden docks is a tight network of cobblestone streets, with seashells and starfish. Fish guts are placed daily upon the
bridges, and canals. The ramshackle warehouses and slums slowly shoulders of the statue to attract gulls to perch and feast. Bogdan
transform into a vibrant city filled with trade plazas, parks, and Strangewayes, an old hermit and druid of the Old Faith lives in
verdant suburbs full of gracious houses. Sailors, merchants, and a small shack nearby. He tends to the shrine daily and performs
all manner of travelers from far and wide bargain around elegant ancient rituals to appease Nodens and prevent the Old God from
shopping arcades and share in a lively cultural life. The skyline is sweeping Drannsmund in to the ocean.
defined by the overlooking palace of Baden Castle, the high steeples Tower of Storms. On the eastern end of the city is a small
of Saint Jordana’s Cathedral, and the crackling light of the Tower rocky peninsula where a tall tower stands overlooking the
of Storms, which acts as a beacon over the bay. bay. Court mage to House von Baden, master wizard Sundar
Stormgale, a blue dragonborn mage, uses his evocation magic
Drannsmund is the largest port city in Westemär. Even before to operate the tower as a beacon for ships to make it into harbor
the fall of Drakkenheim, the city was an important economic safely during storms. The wizened dragonborn has a wispy
hub. Drannsmund has benefited considerably despite the white beard and wrinkled face. He wears uniquely-crafted
hardships facing the nation as a whole thanks to its geographic spectacles and flowing purple robes.
position, powerful fleet, and the shrewd, level-headed rule of Kraken Manor Hotel. While Drannsmund is home to
House von Baden. The people of Drannsmund are beginning many seedy sailors’ taverns, flophouses, and hostels, those
to think of their city as a potential new capital for Westemär, or preferring finer accommodations seek out this prestigious
perhaps even the heart of an independent nation of their own. establishment. Wealthy merchants, nobles, and Academy
Nevertheless, the city is not without its problems. After mages often stay in its fine private suites and dine together
running through the corrupted ruins of Drakkenheim for fifteen each evening in the luxurious lounge. The double doors at the
years, the waters of the Drann River have become thoroughly entrance have carvings of a large kraken upon them, with two
contaminated, and the once-prosperous fishing around Ash Bay of its tentacles protruding as handles. The lobby has a great
is starting to fail. Ocean-bound trade still thrives largely in part painted ceiling showing two krakens embracing one another.
because Drannsmund is now the ideal place for smugglers and The lounge features paintings of nautical themes, ship battles,
prospectors to bring delerium harvested from Drakkenheim. and stormy ocean waters decorating the walls and a grand
The strange stones move through Drannsmund to markets in staircase leading to the suites splits like waves upon a
distant lands and far continents, where it may fetch prices even massive statue of a kraken
beyond those offered by the Amethyst Academy. carved out of marble.
While House von Baden has profited greatly from taxing
this trade, smugglers and malfeasant mages making black
market deals for delerium have spurred increased crime and
violence in the streets. Meanwhile, monsters and other horrors
are beginning to take root beneath the harbor and sewers of
Drannsmund, and a thick mist swirling with prismatic motes
now looms over Ash Bay. If it one day rolls in upon the port city,
Drannsmund may face the same fate as Drakkenheim. Duke Valentin
Baden Castle. Perched upon a rocky cliff overlooking von Baden
the city and the bay, this estate of House von Baden is less a
fortification and more a palatial manor. Here, Duke Valentin
von Baden holds court. The estate looms over Ash Bay with
massive balconies decorated with stone carved statues and
gargoyles. The brick building with its bright blue roof and white
trim surrounding the windows and doors can be seen from
anywhere in Drannsmund.
54 Guide to Drakkenheim
Leuchten capital of Drakkenheim or towards the Eastern Vales. The walled
city is well-known for its elegant urban architecture, and home
to many exotic specialist craftspeople catering to affluent tastes,
Capital of the Gap such as artists, sculptors, jewelers, toymakers, and tinkers. Most
Population: Approximately 10,000 people notably, the city is home to several galleries, hotels, theaters, and
Ruler: Baron Boris the Bold, a human knight an opera house, giving it a vibrant cultural life.
Civil War Allegiance: Cecilia von Kessel During the early days of this thriving town, all of the gold,
Known For: Impressive Fortifications, Siege Workshops jewels, and other wealth flowing from the mines in Glitter Peak
first passed through Geldstadt. Due to the rich deposits within
the mountains, the Glitterwash River made for excellent gold
A great fortress-city rises up in the flat valley flanked by the panning as well.
Drakeclaw Mountains to the west and the Glimmer Mountains However, Geldstadt is not without its issues. Its rulers have
to the east. Leuchten stands as a bastion against the armies of the struggled to maintain their desired standard of perfection within
south. Imposing walls of stone and round towers bristling with guns the nearby towns and villages along the forest, especially when
and cannons are layered atop jagged wedge-shaped earthworks. A collecting taxes and levies. Since the fall of Drakkenheim,
deep black moat surrounds the city, the only entrance via two long- Duchess Ursula von Syndow has been hesitant to admit that her
spanning drawbridges at the north and south ends. coffers are running low. Trade has dwindled considerably as few
goods travel through the city towards Drakkenheim anymore.
Leuchten defends the important land route connecting The city is starting to show its cracks to those who look closely
Westemär to the southern nations. Inside the city proper are all enough, and the dangers and horrors of Drakkenheim are
manner of arsenals, stockpiles, workshops, and barracks. creeping ever closer to their doorstep.
Naturally, the city has faced more sieges over its history
than perhaps any other city on the continent, and certainly
within Westemär. Despite its impressive defenses, it has fallen Altbruke
twice — though never to a direct assault. When Albrecht von
Drakken died in battle amidst his failed invasion of Caspia, the Capital of the River Province
Scalebreakers broke against the walls and guns of Leuchten in Population: 18,000 people
their retaliatory attack. During the Mage Wars, the city was Ruler: Duke Malcador Engelhart
briefly captured thanks to a forged document, and fell again Civil War Allegiance: Mannfred von Kessel
thanks to adventurous mercenaries during a minor conflict Known For: Altbruke University, Printing Presses, Coffee Houses
between Westemär and Liberio.
Given the strategic importance of Leuchten, the city does not
have an ancestral noble house as its traditional ruler. Rather, the Straddling a wide expanse of the Drann River is a great curved
monarchs of Westemär have typically assigned title and authority causeway of stone. Huddled about either side of the impressive
to one of their top military figures, or, as is more often the case, bridge are two contrasting halves of one city. The northern side is
a problematic royal sibling who needs a distant but seemingly dominated by the lawns and stately buildings of noble estates and
an impressive university campus. The south side is tightly packed
important assignment far away from the politics of the capital.
together with small ramshackle housing. The smell of coffee and
It was previously under the rule of Cecilia von Kessel, but since
newsprint fills the air.
her death the city is now controlled by her former general, Baron
Boris the Bold.
Thanks to the presence of its prestigious university, Altbruke
sports a highly-educated and well-read population, even
amongst the low-born people who inhabit the city. As a result,
Geldstadt it is a hotbed for new philosophies and political ideas. Most
recently, the topic of “alternative systems of governance,” a
Capital of Achtungwald Province strange notion known as “democracy,” and “representation of
the people” have become popular topics amongst the student
Population: 20,000 people body, much to the consternation of Duke Malcador Engelhart.
Ruler: Duchess Ursula von Syndow The city was captured during the Civil War of Westemär,
Civil War Allegiance: Mannfred von Kessel during which the university was heavily damaged and the famous
Known For: Gold Mines, Orchards, Opera House, Cultural Hub bridge nearly collapsed. Duke Malcador was able to maintain
control and suffered minor losses, and has spent the years since
Throughout the city of Geldstadt, twinkling orange-red street repairing and modernizing the northern side of the city. The new
lamps line the cobblestone roads as they weave between townhomes construction and fixed architecture are regarded as some of the
adorned with plush purple curtains. Wealth and opulence are on most beautiful buildings constructed in Westemär.
full display as the citizens strolling the boulevards sport the finest Altbruke University. Administered by Headmaster
fashions and spread gossip about the latest drama amongst the Reginald Montgomery, Altbruke University is made up of three
artists of the city. large rectangular buildings framing a central domed building
that stands in the center. The buildings red brick with slate
Geldstadt stands along the Glitterwash River, a tributary feeding roofs, and main building features large white pillars that flank
into the Drann River. The city was once well-situated along the main entrance. Across the street stands an impressive library
prime trade routes from southern nations sending goods to the built to match the construction of the university.
56 Guide to Drakkenheim
Drakkenheim Five factions have arrived in Drakkenheim to advance their
own goals and agendas: the Hooded Lanterns, the Amethyst
Academy, the Followers of the Falling Fire, the Queen’s
Capital of Westemär Men, and the Silver Order. Each seeks valuable resources
Population: 100,000 people (formerly) and lost secrets within the city: some wish to collect and use
Ruler: Ulrich von Kessel IV (formerly) the delerium crystals found there, others wish to purge the
Civil War Allegiance: None monsters which stalk the streets, and others even aim to take
Known For: Before the meteor strike: Opulent capital with the throne of Westemär itself. However, the ruins present many
flourishing industry supported by large guilds; fantastic confounding obstacles for their agents. Each of these influential
architecture; impressive fortifications. Seat of the ruling groups hopes to attract talented adventurers to their cause,
House von Kessel. After the meteor: fallen monster-haunted drawing would-be heroes and cutthroat mercenaries alike into a
ruin; only known source of delerium crystals. fierce political intrigue which may boil over into violent struggle.
Castle Drakken. The ancient and imperial palace of the
monarchs of Westemär, Castle Drakken is now a cursed and
Drakkenheim is no more. The once proud and prosperous heart of
haunted ruin. Vladimir von Drakken arranged to have dragons
Westemär is now nothing but a crumbling ruin contaminated with
bound to his castle to serve as guardians, transforming them into
eldritch haze and haunted by otherworldly horrors. The sight of the
bronze gargoyles. These ancient defenders of the city are now
desolate city sends chills down the spine, and plucks at the distant
mad. Upon the corrupted throne rests the Crown of Westemär,
strings of madness that grow in the back of the mind.
waiting for the day when one bold enough will emerge to seize it.
Rising above the imperial walls and collapsing spires of The Inscrutable Tower. The Inscrutable Tower of
the city is the shattered Inscrutable Tower of the Amethyst Drakkenheim was once the Amethyst Academy’s most impor-
Academy. The debris from the place where the falling stars tant stronghold on the continent. The vast obsidian structure
crashed through its center still hang in the air, defiant of gravity. is hundreds of feet tall, and housed vast repositories of magical
Howls of unknown beasts can be heard echoing from the darkened lore, incomplete magical experiments, hidden vaults containing
dome of St. Vitruvio’s Cathedral, and the wondrous cosmological unspeakable extraplanar entities, and powerful magic items shel-
clocktower lays dormant in the middle of the city. tered from the world at large. When the meteor struck Drakken-
heim, a huge chunk sheared straight through the middle of the
Looming high above the city, the sharp-pointed towers of Castle tower. However, the Inscrutable Tower still stands. The topmost
Drakken flicker with eldritch light. Motes of octarine energy half of the tower still floats in place in defiance of gravity, leaving a
cascade and coalesce amongst its towers. The sight of the horrible gaping hole between the upper and lower floors of the tower.
crater writhes and wretches with spilling purplish haze that seeps Many great mages were lost or killed that day — including
through the streets of the city. the former Archmage of Drakkenheim, Adrianna Modera.
Her position on the Academy Directorate has remained vacant
House von Drakken originally founded the city of Drakkenheim ever since. The Academy desperately wishes to discover her
along the Drann River during the 6th century, and for a time ultimate fate, and recover her research. However, the Acad-
the household ruled the “Kingdom of Drakkenheim.” emy’s own arcane wards were scrambled by the erratic magic
Drakkenheim is remembered by the people of Westemär as a left behind in Drakkenheim, frustrating any attempt to enter
glorious city, but now the capital is a cursed ruin. Nevertheless, or observe the tower using teleportation or divination magic.
would-be heroes, treasure seekers, and other adventurous sorts Those who have attempted to do so have been driven insane
travel here seeking plunder, mystery, and glory. or killed by the arcane backlash.
58 Guide to Drakkenheim
Adventures in Westemär Treachery of Trethysia
Westemär is the heart of the campaign setting and is ripe with Trethysia, the green dragon who has long dwelt in Achtungwald
adventures for brave warriors, powerful mages, and cunning Forest, has suddenly fallen ill after uncovering a strange
scoundrels to leave their mark. Campaigns set in Westemär delerium rock in the woods, it is now rampaging the heartland
might explore themes such as: of Westemär. The player characters are tasked with ending the
dragon or uncovering what is causing its sickness and cure it.
h Restore the broken nation — or forge an independent realm!
h Monster hunting in the Achtungwald Forest.
h Explore ancient ruins in the Elvenmire Wetlands. Mountains of Fire
h Uncover the dark vampiric legacy of House von Drakken.
In the fires of the great Dragon’s Maw volcano in the highest
h Contend with the delerium smuggling in Drannsmund.
peaks of the Drakeclaw mountains rests Vulmungoth. The dragon
h Explore the ruins of Drakkenheim!
has been awoken from its slumber by a malfeasant wizard who
is attempting to rile the dragon into burning down Westemär.
Adventure Hooks The player characters must stop this from happening.
Independent Struggle
The player characters are associates or scions of one of the noble
houses of Westemär. Seeing the disintegrating realm for what it
has become, they have decided to forge their own independent
kingdom. In order to secure their future, they may need to go
to war against a noble house or even a royal army formed by a
newfound heir commanded by the ruthless Lord Commander of
the Hooded Lanterns, Elias Drexel.
2
Drannsmund Map
Drannsmund
1. Saint Jordana’s Cathedral
2. Baden Castle
3. Kraken Manor
4. Tower of Storms
5. Shrine of Nodens
6. Main Harbor
7. Main Gate
1
Todesfeld Map
Todesfeld
1. Saint Rosalind’s Cathedral
2. Ruins of Todesfeld Dam
3. Castle Sodden
4. Fritz Mines
5. Smoke Street Flophouse
6. Drowning Cat Tavern
7. Gavel and Gauntlet Tavern
2
3
4
Gwenavere Poe
Elyria
Smoke and incense waft through the air before a roaring brazier
of flame. The throng of worshipers sing hymns as the golden-robed
Flamekeeper performs the rites of the Sacred Flame.
Overview
Elyria occupies a wide peninsula; the east coast meets the Middle
A blade flashes brilliantly in a paladin’s hands as they confront Sea, and the western coast lies along the ocean. The heartland of
the monster in the Dungeons of Nox, blood dripping from its Elyria stretches along the Vita River, where fertile flood plains
alien mandibles. and grassy prairies are broken up by arid hills and a mountain-
ous coast. Nestled within are pockets of pinewood forests and
The scorching sun beams down upon a cracked desert of chalky
orchards of olive trees. It has a diverse temperate climate with
stone, as the solitary hermit invokes near-forgotten incantations.
hot, dry summers and mild, wet winters. As such, agriculture
thrives in Elyria. Beyond bountiful harvests of grain and
T
he most populous of the great nations of the continent, maize, orchards, vineyards, pastures, and ranches form the
Elyria wields power far beyond its borders. Home to core industries in most communities. The coasts are rich with a
the Holy City of Lumen, the spark of the Sacred Flame wide range of marine fishing. Furthermore, Elyrians often cul-
was lit here. Indeed, the people of Elyria claim civilization itself tivate large crops used for textiles, such as cotton, and several
was born in the fertile river valley between the fiery Drakeclaw communities keep colonies of silkworms. The land becomes
Mountains and the Witherbleach Desert. There, along the lush a dry rocky desert towards the southern end of the peninsula,
banks of the Vita River, humanity laid the first foundations of where the Pale Tooth mountains mark a firm border around
its cities. For many, the story of Elyria is the story of humanity the Southern Reaches.
itself, for in these lands human beings have performed their
greatest deeds and their most enduring cruelties. In ancient days,
the lands of modern-day Elyria made up the core of the mighty Population
Arcane Empire. Lumen was once called Nox, where its despotic Elyria is the most populous nation on the Continent, home to
rulers dominated the people of the continent. nearly 14 million people. The nation boasts many of the largest
However, today Elyrians have purged the blood-soaked cities in the known world, but the vast majority of its people live
legacy of the Arcane Empire with the fire of faith. They do in rural villages along the coasts and the Vita River.
not claim to be the successors of that horrific regime. Instead, Humans make up most of the population in Elyria. As the
Elyrians regard themselves as the descendants of righteous Faith of the Sacred Flame took root here, many people with
revolutionaries who threw off the shackles of tyranny, brought arcane ancestries, such as elves and tieflings, opted to leave
justice to the oppressed, and seized control of their own destiny. Elyria for other lands more welcoming to them.
64
Capital Elyrian Cabinet
Lumen, formerly called Nox, is the capital city of Elyria. The Elyrian Royal Council was reorganized into the Cabinet
after the establishment of the Parliament of Lords. It consists of
the following individuals:
Government h Divine Matriarch Mercy V
h Lord Regent Polonius Reed
Elyria is a theocracy in all regards but name. For generations, h High Paladin Uriel Radley
the Faith of the Sacred Flame has influenced almost every as- h Archmage Xel’vohca the Ancient
pect of culture, society, and law throughout the nation. Howev- h Grand Ambassador Beatrice Atwood
er, Elyria itself was born out of a league of city-states, emerging h Secretary General Orlando Timmins
as a feudal monarchy with absolute primogeniture. The Divine
In the past, the Divine Matriarch would appoint a High
Matriarch would traditionally crown the monarch of Elyria and
Flamekeeper to sit on this council as the representative of the
offer the ruler close counsel, and so the faith and government
Faith, but since the assassination of her predecessor, Mercy V
have always been closely entwined. As leader of the Faith of
has been directly on the Cabinet. Similarly, the role of Master
the Sacred Flame, the Divine Matriarch has traditionally been
Commander was filled by the High Paladin of the Silver Order.
regarded as a pillar of wisdom, truth, and justice, and historically
is often called upon to mediate difficult political matters.
Yet any remaining semblance of separation between church
and state began to rapidly dissolve over a century ago, when Religion
the royal line of Elyria went extinct following the death of The Faith of the Sacred Flame began in Elyria, and its capital,
the last true Elyrian monarch, King Marcus Zachary II. In its Lumen, is the holy city of the religion. As a result, the Faith’s
place, a parliament was assembled from the ninety-nine most most deeply orthodox adherents are found in Elyria. Even
powerful and influential Elyrian lords, and the Divine Matriarch the few Elyrians who do not follow the Sacred Flame are very
would choose one amongst their number to act as Lord Regent familiar with its beliefs, tenets, and myths.
every six years. Together, the noble parliament and the Lord Professing faith openly is a major facet of Elyrian culture.
Regent would serve as a ruling body for the nation. The Lord People speak prayers and give thanks to the Sacred Flame
Regent would act in place of a hereditary monarch, but only throughout their day, and offer blessings to their friends,
wear the Crown of Elyria when it was deemed necessary by the neighbors, and colleagues. Children grow up hearing the tales of
consensus of the Parliament of Lords. Saint Tarna’s deeds, and Flamekeepers teach youths to read and
Today, while the current Divine Matriarch Mercy V is not write using passages from the Song of Fire. Elyrian residences
officially the head of the state, few decisions are made without place emphasis on having a roaring hearth, bonfire pit, or
her blessing and direct counsel. Many predecessors to Mercy fireplace which acts as a household altar to the Sacred Flame.
V have used their power to select a line of caretaker regents The annual calendar is planned around the high holy days
who defer to the Faith on virtually all matters of state. While of the religion, and devout Elyrians attend services and
members of the clergy take vows of poverty that preclude hymns at their chapels regularly. Important civic events and
them from holding actual political station, the parliament gatherings, such as weddings, funerals, and other celebrations
is now mostly made up of fundamentalist nobles staunchly are often held within chapels and ministered by a local acolyte
loyal to the religion, and the Lord Regent is almost always a or Flamekeeper. People hold clamorous outdoor receptions in
close relative of a prominent High Flamekeeper or the Divine the evenings with wine and roasts, where they sing and dance
Matriarch. Indeed, the current Lord Regent, Polonius Reed is before sparkling flames.
no exception. As a result, Divine Matriarch Mercy V wields de Small settlements which might only feature a modest shrine
facto political authority in Elyria. to the Sacred Flame in another nation frequently have splendid
chapels in Elyria, and cathedral domes define city skylines.
Monasteries where the clergy dwell are spread throughout the
Noble Ranks countryside, and the diligent, masterful craftwork often taken
up by the monks and priests form an important part of the
h Lord Regent. As Elyria no longer has a true monarchy, Elyrian economy.
the Lord Regent holds the highest office in their stead. In Elyria, having a family member amongst the clergy is both
Technically, the Lord Regent is selected from amongst the highly regarded and extremely prestigious — an important
most powerful dukes and duchesses of Elyria. political and social asset. Daughters of Elyrian nobility often
h Duke or Duchess. The dukes and duchesses of Elyria are grow up with intense pressure from their families to foster their
often descended from the rulers of the original city-states of devotion and study scripture in the hopes they might be able to
the Elyrian League. channel the divine powers of the Sacred Flame. The few who
h Earls. Vassals of Elyrian dukes with holdings over country do are encouraged to take up a position as a Flamekeeper in
manors and estates in smaller towns and settlements. the clergy, even though the vows of poverty associated with the
h Gentry. Elyria has a large number of urban nobles who are quite religious hierarchy means disavowing their noble inheritance
wealthy, but who do not have large land claims of their own. and lifestyle.
Navy
Elyria boasts the mightiest navy of any power on the continent.
These ships, known as the Sapphire Fleet, allowed Elyria
to dominate trade and travel within the Middle Sea and
surrounding waters for many years. Indeed, their merchant
fleets were the first to trade with distant lands in far continents.
While Westemär and Caspia have since established their own
ocean trade routes and naval fleets, neither come close to
rivaling the Sapphire Fleet of Elyria.
66 Guide to Drakkenheim
History
Though Lady Bernadette did not live to see her plan come full
circle, House Ava cemented itself as the political power in the
peninsula, and city-states of Elyria emerged as a united nation.
Elyria was once the heart of the sorcerer-kings’ Arcane Empire,
What was once the Elyrian League was now simply Elyria.
which they ruled from the Nightmare City of Nox. The
imposing obsidian obelisk known as the Spire of Nox loomed
over the wretched metropolis, built by Sorcerer-Queen Nahmar
when she sealed the Blood Pact with diabolical fiends. Extinction of House Ava
Over the centuries, House Ava’s intermarriages transformed the
Fires of Liberty royal family into several cadet branches. Although the name
“House Ava” gradually went extinct, the rule has passed mostly
After centuries under the yoke of the sorcerer-kings, hope for peacefully through 26 different households since the time of
salvation was sparked when Saint Tarna renounced her wicked Lady Bernadette Ava. House Zachary was the last to claim any
ways and became the First Paladin. She took up arms against clearly discernible connection to House Ava. Unfortunately, the
the sorcerer-kings, and through her deeds the Spire of Nox was family tree had grown so tangled amongst the various lines that
torn down. Saint Tarna’s sacrifice inspired the dispossessed when King Marcus Zachary II died in the year 1001 without a
common folk toiling under the tyranny of the sorcerer-kings direct heir, there was no clear successor to the throne.
to throw off their bonds and rise up in rebellion. However, the In a last-ditch attempt to avoid a civil war, the Elyrian
rule of the sorcerer-kings did not immediately come to an end nobility turned to the Faith of the Sacred Flame and consulted
during Saint Tarna’s lifetime. Divine Matriarch Humility III for guidance. After days of
Nevertheless, her disciples spread her message of justice, but meditation and contemplation upon the Flame, Humility III
more importantly, they taught others to invoke the divine magic decreed that an oligarchic Parliament of Lords would lead
of the Sacred Flame. Though individuals with the will and the affairs of the state, forming the governmental order which
devotion needed to master this power are rare, these new clerics persists to this day.
and paladins provided the divine strength needed to meet the
arcane might of the sorcerer-kings head-on. After three centuries
of rebellion and resistance, and through the blood of countless
martyrs, the vast Arcane Empire crumbled.
Rising Theocracy
With the offices of the Divine Matriarch and the Lord Regent
now intrinsically linked, a new political order settled into place
League of City-States across Elyria. Noble houses all sought increased influence and
more profound connections to the Faith of the Sacred Flame
The collapse of the Arcane Empire was a period marred by
— if a noble house could hold the Regency, and have a family
war and conflict. The rebellion that had joined together to
member as the Divine Matriarch, it meant that their family
overthrow the sorcerer-kings collapsed into political posturing
had ultimate control in all decisions of faith and state. The first
amongst rival factions and city-states. The vassals, cities, and
household to achieve this level of political control was House
people ruled by the sorcerer-kings had too long been lorded
Eden, who managed to place a member of their household in
over by a distant supreme power, and were loath to hand over
both positions twice.
control of their newly-found freedom to anyone else. The lands
of modern-day Elyria were amongst the last to be free of the
sorcerer-kings, and in the immediate aftermath became a loose
coalition of city-states along the Vita River and the coast of the Assassination of
Middle Sea.
While each city-state was independently governed, the Divine Matriarch Courage IX
leaders of these cities would meet every few years at a Dissatisfied and disillusioned with the growing influence of
summit to discuss their shared interests, alliances, and trade. the Sacred Flame over their government, several noble houses
Acknowledging the sibling-like bonds between their cities, formed their own underground organization that conspired
they called themselves Elyria’s League, named after the slain to overthrow the power of the Divine Matriarch. After years
daughter of Saint Tarna. The League would later be known as of planning, during a celebration in Saint Tarna’s Cathedral,
simply the Elyrian League, and its people Elyrians. Divine Matriarch Courage IX was publicly assassinated to send
a message to separate the Faith and the nobles once more. Un-
Unification Under House Ava fortunately, the plot backfired. The commonfolk of Elyria were
enraged, and the conspirators were outed and brought to trial
During the middle of the fifth century, House Ava, one of before the nobility loyal to the Faith. The purported master-
Elyria’s many noble houses, rose to prominence amongst the mind of the conspiracy, Lady Desmonda of House Windsor, and
League. Lady Bernadette Ava conceived a scheme to unite her allies in House Kellogg and House Sawyer were found guilty
the city-states of the Elyrian League not through conquest and by a jury of Flamekeepers. After they were publicly executed,
bloodshed, but by the bonds of blood and family. Using care- their surviving family members were stripped of their lands and
fully arranged marriages between her children and the nobles titles and banished from Elyria.
of the other Elyrian city-states, Lady Bernadette positioned her In the aftermath, the position of the Divine Matriarch re-
grandchildren as the inheritors of vast swaths of land and titles. mained vacant for four years, until finally the synod was recon-
However, each would still owe fealty to the head of the family. vened and Divine Matriarch Mercy V elected to the position.
68 Guide to Drakkenheim
Silver Order Silver Order Knight. Not every warrior in the Silver Order
h
is a paladin, but each strives to emulate Saint Tarna’s valiant
The Silver Order is an elite church-sanctioned regiment example. Nevertheless, many knights of the Silver Order take
of paladins and ordained knights oath-sworn to combat up a sacred oath. Paladins are revered figures in the Faith of the
supernatural evils, otherworldly incursions, and dark magic, Sacred Flame, as the founder of the faith was herself a paladin.
founded several centuries ago as a militant arm of the Faith h Soldier-at-Arms. Each Silver Order Knight leads a small
of the Sacred Flame. These knights and paladins act by the squad of ten rank-and-file warriors. This forms the basic unit
decree of the Divine Matriarch to defend the faithful from of the Silver Order, and typically these groups travel the world
demons and monsters, and are called up as witch-hunters when on righteous quests and holy missions. Assisting them are a
wayward mages dabble in forbidden arcana. Their holy missions large collection of squires, grooms, and retainers.
transcend sovereign borders, but the order is headquartered
in Michael’s Gate. The chronicle of the Silver Order records
countless heroic missions which have prevented a dire threat
from growing into a far greater crisis.
High Paladin Uriel Radley
Though they usually operate as individual questing knights or Uriel Radley is a lanky but incredibly fit man. He has wispy,
in small warrior-companies, occasionally they are deployed as a unkempt, dirty-blonde hair that falls down just past his
regiment. Members of the Silver Order have been traditionally shoulders, and he keeps a blonde trimmed beard and mustache.
drawn from all peoples and all levels of society. Nobles and The man has a prominent chin and dark sunken eyes of piercing
commoners alike are found within the order, and one’s station in sky blue. His angular jaw and thick brow give him a stern and
life does not reflect one’s position in the Silver Order. brooding appearance. He is often found wearing his shimmering
Elyrians laud the esteemed members of the order as heroes. full plate armor with a large waving blue and white cape, and a
However, in their role as witch-hunters and mage-slayers, the matching large tower shield both emblazoned with the symbol
Silver Order was complicit in the persecution and oppression of of the Sacred Flame. His left pauldron is in the shape of a large
arcane spellcasters. To this day, the issue remains a deep stain griffon head; highlights of gold and white decorate the armor.
on the order’s honor, as many observed that the injustices and His warhammer, aptly named The Judge, is renowned for its
persecution visited upon spellcasters stand in stark contrast many battles, and passed down amongst the High Paladins. It is
against the tenets of the faith of the Sacred Flame, a faith which a massive silver warhammer with a white hilt filigreed with gold
calls out for justice for the oppressed. Nevertheless, nobles with a head shaped like a griffon.
and common folk in Elyria are staunch supporters of the Silver Personality Trait. I do not suffer those who turn their backs
Order, and many argue that the knights’ deeds were indeed on the faith or seek evil ends. I speak sternly and directly,
justified. After all, decisive action is necessary to defend the often quoting scripture to guide my words.
innocent and the faithful from wicked sorcerers who sought to Ideal. I am judgment, I am the flame, and those who spend
dominate others with magical might, or cut down foul warlocks their days writhing in the shadows should fear the light
who spread wickedness through demonology and necromancy. I bring. I am staunchly loyal to my people, I will defend
However, as Elyria slides deeper into theocratic rule, these innocence with my life, and I will vanquish evil and deliver
knights are increasingly entangled in state affairs. Paladins of swift judgment to the fiends and monsters of this world.
the Silver Order have been deployed on inquisitional crusades Bond. My role as the leader of the Silver Order is something I
against heretics, heathens, and other political enemies of the take very seriously. Elyria needs me, and I will stop at nothing
Sacred Flame. Unfortunately, the distinction between an enemy to do right by the Sacred Flame, the Divine Matriarch, and
of the Sacred Flame and an enemy of the state is not entirely the legacy of Saint Tarna.
clear anymore. Flaw. I see the world in absolute terms. You are either on the
These concerns have been thrown into sharp focus ever side of righteousness and good, or you are on a path to evil. If
since the Divine Matriarch dispatched a regiment of Silver I cannot alter that path, then you receive my final judgment.
Order knights and their retainers to the ruins of Drakkenheim Uriel Radley is a stoic commander known to be brutal in
to root out and destroy delerium at its source. Though led by battle, but fiercely loyal to his people. He very much wants to
the righteous paladin Knight-Captain Theodore Marshal, the be remembered like the great saints of legend. Not for fame
nobles of Westemär and Caspia alike worry the Order’s presence or glory, but for upholding his oath to the Sacred Flame above
in Drakkenheim is an invasive ploy by Elyria to wrest control of all else and protecting Elyria and the continent from the evils
Westemär, rather than a valiant expedition to purify the city of seeping out of the shadows. The tales of spreading corruption
eldritch contamination. and otherworldly horror has planted the idea in his head that
it is his duty to see these problems solved, with him and his
Knightly Ranks soldiers at the heart of that resolution.
Uriel sent his best friend and protégé , Knight-Captain
The Silver Order has several ranks: Theodore Marshal to Drakkenheim. He imagines that the
h High Paladin. The commander-in-chief of the entire Silver skilled captain might one day take his place as High Paladin
Order is always a paladin. once he retires from the role.
h Knight-Captain. These paladins of the Sacred Flame are Uriel despises arcane magic and sees mageborn as problematic
amongst the greatest heroes in the world today. There are ten at best. Though he is a righteous man, and upholds the values
in the order, but each commands a company between thirty of the Edicts of Lumen to the letter, Uriel dreams of the day he
and one hundred Silver Order Knights and the retainers can unleash the Judge upon the members of the Directorate of
serving under them. the Amethyst Academy.
70 Guide to Drakkenheim
spread of delerium have posed a major challenge to Xel’vohca. House Reed has strived for years to pave a clear path for one
Amongst the Directorate, Xel’vohca alone harbors grave doubts of their daughters to possibly become the next Divine Matri-
about whether using delerium is a good idea, but is the first to arch. Now, they have a promising prospect in the Lord Regent’s
admit that he himself is deeply tempted by its power. daughter, High Flamekeeper Ophelia Reed. Ophelia is currently
Today, Xel’vohca keeps his tomb deep within a section of the attached to the Silver Order’s deployment in Drakkenheim, and
Dungeons of Nox. This personal mausoleum has been his lair the Lord Regent hopes that should his daughter successfully
for thousands of years, and he is loath to give up the comforts aid in the purging of the city and bringing Lucretia Mathias to
of his long-established home. Many of the traps and monsters account, House Reed will be well positioned to take both the
roaming the dungeons are Xel’vocha’s designs to keep intrepid regency and the Divine Matriarchy in the years to come.
heroes out of his business — and far away from the more
dangerous artifacts and creations of the sorcerer-kings, which
Xel’vohca safeguards from the world. House Eden
House Eden was once regarded as the most powerful family in
Elyria. Over the past century, three separate Divine Matriarchs
House Reed have been members of House Eden, at least a dozen High
Flamekeepers, and two Lords Regents. If any has come close
House Reed’s ancestral home is
to establishing a new monarchical line in Elyria, it has been
the city of Gabriella’s
House Eden. However, their fortunes fell considerably after the
Landing, the anchorage for the
assassination of Divine Matriarch Courage IX, who had been a
Sapphire Fleet. The house rose to
scion of their household.
prominence through shipbuilding,
and while its warships and admi- Outwardly, the house holds deeply fundamentalist views
rals are well known, the Reeds’ true power are their mercantile regarding the Faith, and is zealous to the extreme. They believe
fleet. After funding trading vessels which sail the Middle Sea for their righteousness begets prosperity, and have used their position
generations, House Reed has emerged as one of the wealthiest to funnel vast amounts of coin collected by the Faith into their
noble houses in the nation. However, that has not always trans- family vaults. Their methods have never crossed the line of
lated into political influence — until recently. theft, however: instead, previous High Flamekeepers and Divine
Delerium taken from Drakkenheim has increasingly found its Matriarchs have openly gifted indulgences and land to the family as
way to many ports, and the forward-thinking Divine Matriarch “blessings upon their faithful service” and other such contrivances.
has considered the possibility of the stones traveling far abroad They use these funds to build lavish, castle-like cathedrals on their
through ocean trade. When Mercy V named Polonius Reed as estates, filled with expensive art, sculpture, and gold decorations.
Lord Regent, the head of the noble house quickly authorized
Elyrian ships to engage in privateering. In particular, he
encouraged Elyrian captains to target pirates and merchant
Claudia Eden
vessels known to be dealing in delerium, and the coffers of the Claudia is a delicate noble woman in her mid-fifties. She has
Faith help pay the bounties. sunken features and a small, narrow face framed by flowing
silver hair. She often wears a wide-brimmed brightly-colored hat
and matching dress. She adorns herself with pearls, rings, jewels,
Lord Regent Polonius Reed and other finery. She speaks with a soothing, honeyed voice and
Lord Regent Polonius Reed is the most prominent figure often carries an air of elegance and false kindness.
amongst the Elyrian nobility, and sits at the head of the Parlia- Personality Trait. I present myself as a woman of
ment of Lords. Though a distant second to the authority and importance, and speak from a position of power. One must
influence of the Divine Matriarch, he nonetheless holds much
know how to sound like a queen if one is to be treated as such.
sway over the military and economic decisions of the nation.
Ideal. The House of Eden deserves to be the most powerful
Polonius is a burly man in his early sixties. The noble has a
house in Elyria and so I represent it at all times as if it always
round, full face with a thick beard and short black hair combed
has been, and always will be.
over his balding head. His shaggy eyebrows highlight his
Bond. I must see the House of Eden rise to power again, and
deep-set, dark brown eyes. He dresses in exquisite silk Elyrian
jackets, complete with a frilled ruff, puffed sleeves, and gold reclaim itself as the leading family of Elyria.
filigree. He is a clever and persistent man who carries himself Flaw. I am quick to denounce the sins of others, but will never
with an air of importance. examine my own actions.
Personality Trait. I relish in a good heated discussion. I find Claudia is desperately working on rebuilding her house’s
the skills of diplomacy and debate are best honed with an old- connections in Elyria. She would eventually like to see one
fashioned argument. of her daughters become Divine Matriarch, but none have
Ideal. I can argue any point convincingly, regardless of its truth. mustered up the dedication and faith to become clerics of the
Feelings are more powerful than facts when it comes to politics. Sacred Flame. In moments of fragile faith, she contemplates
Bond. Elyria needs strong leaders — such as myself — if it is to other magical means to get back the power she craves. In the
remain the greatest power in the continent. meantime, she is working diligently to manipulate her way back
Flaw. I am bull-headed when someone refuses to see my point, on to the Cabinet. She talks sweetly to everyone she meets, but
and refuse to admit I’m wrong. I must always have the last is just as likely to scheme against them if it means putting her
word in any argument. family’s name in a position of greater power in Elyria.
72 Guide to Drakkenheim
Secretary General
Lord Regent Polonius Reed Orlando Timmins
76 Guide to Drakkenheim
Adventures in Elyria Mage Hunt
The Amethyst Academy approaches the player characters
Elyria represents the religious epicenter of the setting, and has with information that they have divined the location of several
many prominent locations and political figures. The lands of mageborn children in Elyria. With the recent turmoil coming out
Elyria are filled with dangerous deserts, political intrigue, and of Drakkenheim, mageborn are facing greater suspicion in Elyria,
interesting locations to be explored by adventurers. A campaign and Academy mages are unwelcome in many parts of Elyria.
in Elyria might explore themes such as: The Amethyst Academy needs the player characters to locate
h Aiding the Divine Matriarch in acts of faith or holy quests. these mageborn children and bring them back to the Academy
h Defending Michael’s Gate from foreign invasion. under the right of guardianship of the Edicts of Lumen.
h Traversing the Witherbleach Desert to follow the path of During the adventure, one of the families will be heartbroken
Saint Tarna. by the news, and will do everything they can to keep their child.
h Protecting trade ships from Gabriella’s Landing from pirates Another family will be horrified, and will do everything they can
of the Middle Sea. to murder their child.
h Meeting the great dragon Opularis the Wise.
h Exploring the Dungeons of Nox beneath Lumen.
Class in Session
The great blue dragon Opularis is taking on new mageborn
Adventure Hooks students. Seeking to be those pupils, the player characters travel
to the lair of Opularis hidden somewhere in the Pale Tooth
Below are some specific adventures that might occur around Mountains. Though they might not be able to impress the
Elyria to use as small quests, or expand into entire campaigns. dragon with their magic, the dragon decides not to slay them.
Opularis instead offers them three tasks to prove themselves
Lights Out worthy of their teachings — but if they fail, the dragon will
devour them. The tasks often include slaying one of Opularis’s
Recently, an irreverent wizard of the Amethyst Academy, visiting
great enemies, finding a unique magic item worthy of his horde
the city of Lumen as an envoy, was trying to get a good night’s
from the Isles of Skye, and obtaining a lost spellbook the dragon
sleep amidst the city’s endless bright lights. The wizard foolishly
loaned to a member of the Academy Directorate.
shrouded the windows of their room using a darkness spell,
blocking out the light of Lumen. Unfortunately, their chambers
harbored secret tunnels to the Dungeons of Nox. In the dark of Congregation of Conspiracy
night, a demonic spirit has possessed the wizard. Now the con- The player characters are swept up in the convergence of faith
taminated mage is plunging deep in the dungeons below Lumen, and politics that define Elyria. They might be members of the
releasing more horrors into the holy city. Who knows what horrific clergy, knights of the Silver Order, or the vassals of Elyrian
creations of the sorcerer-kings they have unleashed? nobility. Regardless, their goal is to secure the offices of both the
Divine Matriarch and the Lord Regent, so they can decide the
Tarna’s Footsteps destiny of Elyria.
Hoping to heal the schism between the Falling Fire and the Sa-
cred Flame, a devoted Flamekeeper wants to make a pilgrimage
to the Pale Tooth Mountains in search of the place where Saint
Rumors
Tarna met the legendary Archangels. Many have attempted this These rumors might help spur creative quests and goals for your
throughout history, but none have been successful. The Flame- party to explore.
keeper has received a vision that they think will guide them. The h The druids of the Witherbleach Desert know of a secret
Flamekeeper could be an NPC or a player themselves. dwarven treasure vault buried in the Pale Tooth Mountains.
h They say on some nights angels visit the statue of Saint Tarna
in Lucant’s Vigil.
Quench the Flame h Gabriella’s Landing is actually completely run by pirates.
The political situation on the continent has reached a boiling h Lucant’s Vigil has been dealing with delerium from
point. Unable to negotiate with the self-righteous Divine Drannsmund and people are starting to fall ill.
Matriarch Mercy V, the player characters are drawn into a h There is an entrance to the Dungeons of Nox from one of the
grand conspiracy to assassinate her. Their co-conspirators taverns in Lumen, and many of the patrons are members of a
could include the Amethyst Academy, who seek to use the cult of Nox.
opportunity to weaken the Edicts of Lumen; members of h The scavengers in the eastern end of the desert were once
the Elyrian nobility, who hope to free their nation from the clerics of the Sacred Flame who were banished when they
clutches of theocracy; or even the Followers of the Falling Fire, discovered a blasphemous truth.
who believe the death of the Divine Matriarch will be the shock h Visitors to the city of Lumen are warned that it is bad luck to
which spurs others to take up their faith instead. However, to try to block out the Light of Lumen — even if you’re trying
avoid causing a continent-spanning war in the aftermath, they’ll to get a good night’s sleep!
need to pin the blame on a rival faction in the process… and
make sure they have positioned an appropriate candidate to
occupy the office afterwards!
4
3
Lumen
1. Violet Embassy
2. Matriarchal Palace
3. Saint Tarna’s Cathedral
4. Fortress Monastery
of Saint Lysander
5. Vita River
Dragon Vault
Caspia
The Great Caspian Canyon stretches out for miles from the base of the
Rust Edge Mountains where an incredible waterfall of red-hued waters
pour out and into the canyon like a faucet. The red dry earth spans for
Overview
miles, as the crimson mountains loom magnificent across the horizon. Extending along the eastern coast of the Middle Sea, Caspia
A Caspian warrior clad in black and red armor flies atop a great is a subtropical land where wild grass and foliage cling to wide
wyvern down into the canyon, seeking their monstrous quarry below. red rocky knolls. The dry plains are speckled with column-like
rock formations and bordered by large spanning mountain
A pair of knights stand in the sandy pit of the Rex Colosseum. ranges in the north. The climate of Caspia ranges from arid to
A crowd of thousands of onlookers erupt into cheers as the steel humid. The northern cusp of Caspia is home to decent farm-
grate at the far end clangs open. A mighty roar bellows from the land for ranches and vineyards, and the semitropical coastal
darkness within. The two fighters draw their swords, slamming regions to the south are a rich source of fine spices such as
them against their shields and letting out battle cries to rile up the cloves, pepper, and saffron. There are only a few large forests,
crowd further. As a group of ugly trolls brandishing giant maces which include pine and spruce in the north but more tropical
and clubs spill out from the open gate, one of the knights yells species emerge in the south. Many Caspian towns tend vast
“For House Jagger!” and charges the monstrosities. orchards of either fruit or citrus depending on their latitudes.
Sailing the coastline of the Middle Sea, a group of privateers rush During antiquity, Caspia was a rich source of tin and home to
to their cannons. A black-sailed ship on the horizon heads towards many bronzeworkers. Today, Caspia must import most of its
them as they stand between the oncoming pirates and a group iron and steel.
of small trade ships attempting to make it to port. “Ready the The most populated cities are sprawling places filled with
weapons,” yells the gruff captain. “Let’s show them what happens single-story limestone abodes. Caspia is frequently rocked by
when they pick a fight with a Caspian ship!” tremors and earthquakes, so only the castles and keeps of the
most prominent houses reach a second or third story. Traveling
C
aspia is a confederate nation formed by six prominent south, the center of Caspia leads to more barren landscapes and
Great Houses, who have a not-undeserved reputation rocky badlands, and the famous Caspian Canyon until making
as boisterous and gregarious people. Their culture and its way to the tropical jungles to the south.
politics drive their prideful scions to seek adventure throughout
the world, and meddle endlessly in the affairs of other nations.
Every nation on the continent has warred against Caspia at least Population
once in their history, and every Caspian house had gone to war Amongst the three great powers of the continent, Caspia is
with each other countless times. However, since becoming a unit- the most sparsely populated, with only 5 million people living
ed realm, Caspia has never fallen to foreign invasion, and in spite within its borders. Most dwell in the coastal regions along the
of these numerous conflicts, the realm has remained remarkably Middle Sea or towards the northwestern regions which border
stable over the years thanks to its unique succession rules. Elyria and Westemär.
Every decade, the six Great Houses elect a reigning monarch Caspia is comprised mostly of humans, who make up all of
via a contest known as the Kingsmoot. This important tradition the six Great Houses of its nobility. However, several halfling
decides the High King of Caspia. Over the past thirty years, the communities exist along the northern area between the
prominent House Joplin has consistently won the Kingsmoot, Glimmer Mountains and the Rust Edge Mountains. Dwarves
and High King Venus Joplin has enjoyed a long rule. Yet, as the from the Glimmer Mountains commonly travel through Caspia,
next Kingsmoot nears, the other Great Houses scheme and plan and half-elves and tieflings make their homes in most port cities.
to unseat House Joplin and establish their own family as the Uncommon folk with anthropomorphic lineages dwell mostly
ruling dynasty. towards the southern borders with Terene and Orleone.
80
Capital Noble Ranks
Caspia does not have a true capital city — the seat of power lies h High King. The monarch of Caspia. This title is used
at the Tower of Swords. There, the High King of Caspia holds regardless of gender.
court, and the Kingsmoot meets here to choose the next ruler. h Prince-Elector or Princess-Elector. The elder of a Great
House, given the right to cast a vote or issue a challenge
Government during the Kingsmoot. Only six individuals hold this title in
Caspia, and each bear one of the Six Swords of Caspia.
Six Great Houses rule Caspia. The head of each household holds h Prince and Princess. This title is used by both scions and
the title of Prince-Elector, and all their heirs style themselves as direct family members of the Great Houses.
princes or princesses. Each household has complete authority h Marquis or Marquess. The rank held by landed noble
over the laws and jurisdiction of their individual lands. These six families who may submit a candidate to the Kingsmoot, but
houses are in fact each distantly related, for all descend from the who cannot vote in the contest. All are vassals of one of the six
six children of Rex Caspian, founder of the nation. As fitting for Great Houses.
a nation ruled by headstrong siblings, these factious nobles have
long struggled to form a united government, and often make
war against each other for frivolous reasons. A tradition known Royal Council
as the Kingsmoot was established as a means to end the petty Once the Kingsmoot is over, the High King must receive five
warring between the six major houses of Caspia by choosing a envoys from each of the noble houses to act on their council
High King to mediate disputes between the houses, make the to help manage the realm, but can then appoint as many
final decision on any matter affecting the nation as a whole, and other nobles to their council as they wish. The High King
wear the Crown of Caspia. can invent any office or title for these councilors as suits their
The Kingsmoot is both an election and a competition. By whims. While many High Kings establish a Master of War or an
custom and law, it is held no later than ten years to the day Admiral of Ships, other administrative functions are assigned
after the coronation of the most recent High King, or should the more haphazardly to niche roles, such as the Potions Inspector
High King die in office, immediately after their funeral. One General or the Lord Commander of Field Sports. As a result,
candidate for the throne is put forward by each of the six Great the High Kings of Caspia are known to assemble massive
Houses, and the reigning High King must abdicate the throne to entourages, making the court a rowdy place of nobles gathered
the winner of the contest. However, the current High King can from across the nation.
retain the throne if they are both chosen to represent their own The Kingsmoot is administered and overseen by represent-
house again and their House wins the Kingsmoot atives of the Amethyst Academy and the Faith of the Sacred
Each of the six Great Houses may submit two votes in the Flame to ensure legitimacy, fair dealing, and sportsmanlike
Kingsmoot. One vote is discretionary, but the households cannot conduct in the proceedings. The gnomish Archmage Marigold
vote for their own candidate. The other vote is decided by each Kettleborn and the human High Flamekeeper Elara Jones are
household making a bet or challenge placed at the conclusion of the current Kingsmoot administrators.
the previous Kingsmoot. These challenges represent a goal each Each representative also joins the Caspian Royal Council. As
house can strive towards over the next decade, although most a member of the Amethyst Academy Directorate, Marigold has
commonly, the houses will issue a challenge they might have held her current position since the Kingsmoot was established,
the upper hand accomplishing to secure a guaranteed vote for and the event is one of the few times the otherwise elusive
themselves. Traditional challenges include assembling the largest figure makes a public appearance. High Flamekeeper Elara
military force, procuring the most treasure, securing the strongest Jones has been recently elected from House Jones of Caspia
foreign alliances through marriage, building the greatest castle, after spending twelve years abroad in Elyria training under the
wielding the finest magical weapons, having the most impressive Divine Matriarch.
muscles, and slaying the most dragons or other notable monsters.
A household must win a plurality of votes to win the
Kingsmoot. While smaller houses of notable renown within
Seals of Caspia
Caspia may compete, they are not permitted to vote. As such, The Edicts of Lumen prompted the Caspian Houses to organize
the Kingsmoot has always been won by a Great House. Given the Kingsmoot to decide who would wear the Crown of Caspia
that only twelve votes are cast, two-way and three-way ties are gifted to them. As such, the Seals of Caspia are six swords and a
extremely common. In this case, a Caspian duel decides the crown. Each of the Great Houses holds one of the swords, which
next High King. Under the terms of the duel, each candidate are unsheathed in the coronation ritual of the High King. The
chooses four retainers to accompany them on a quest. Each High King usually wields both the sword of their house, and
candidate has one week to seek out and slay the largest and wears the Crown of Caspia.
most terrible monster they can find, and return with a trophy.
The other houses then decide which candidate has made the
most impressive kill, and declare them High King. “My dear partner Pluto once compared the Drakkenheim
House Joplin are great dragonslayers, and they most often crater to the Caspian Canyon saying it wasn’t as
use this skill to win tiebreakers. This tactic has made them the impressive. Sounds like a typical Caspian answer to
winner of 17 of the 34 Kingsmoots. basically anything if you ask me.”
The current High King of Caspia is Venus Joplin II, who has
been the reigning monarch for the last three decades.
82 Guide to Drakkenheim
Establishing the Kingsmoot War of the Sword
The Caspian houses were deeply divided over the place of There was once a Caspian prince who was also a famous bard,
magic in their laws and realms during the Mage Wars. When Prince-Elector Oberon Joplin. This warrior-poet was a peerless
Divine Matriarch Humility III called each of the Great Houses swordsman, perhaps the greatest duelist of the age in any
to negotiate the Edicts of Lumen, another war almost started continental style. Oberon was also known for his outstanding
over which house would represent the nation of Caspia as a performances and even possessed magical talents, though he
whole. It was only prevented by the suggestion from the newly- was not mageborn. In the year 971, the well-loved Caspian
formed Academy Directorate that all the higher nobles of each prince won the Kingsmoot and was to be crowned High King of
nation could attend the summit and sign the treaty. Caspia. However, this was met with great opposition from the
Nevertheless, the fact that Caspia was simultaneously a Faith of the Sacred Flame and many nobles in Westemär and
singular and divided nation was a vexing problem during the Elyria, who claimed the man’s magical abilities were irrefutable
peace talks, as the Faith of the Sacred Flame and the Amethyst evidence that he was mageborn.
Academy planned to offer each realm a magical crown as a Under the Edicts of Lumen, Divine Matriarch Temperance IV
gesture of goodwill. The clerics and wizards of the time knew it invoked the Articles of Umbrage to call the High King to trial in
would be foolish to give each of the Caspian Houses their own Lumen. Prior to the final judgment, rumors spread amongst the
crown, especially ones which could grant them a wish. Instead, Elyrian nobility the scheme was an elaborate ruse by the Academy
they forged six mighty blades, one for each House, and a single to seat a mageborn on a royal throne. As a result, the assembled no-
crown, which they announced could be worn by whoever was bles and Flamekeepers rejected the testimony from the Academy
the singular inheritor of Rex Caspian’s legacy — so long as the Directorate, which claimed Oberon was not mageborn. The Divine
matter could be decided peacefully within ten years. Matriarch proclaimed that House Joplin must disinherit Oberon
Naturally, with their usual solution of making war on one and renounce the throne. Oberon refused, and the Great Houses
another off the table, the Caspians were unable to decide upon stood united behind their king and stormed back to Caspia.
who should wear the crown. Each house presented their case The continent braced for war, but in a last-ditch attempt at
for their house ruling over Caspia as a whole. The Jacksons peace, a year later an Elyrian delegation visited the High King
argued that since they had recently slain a gang of trolls that led by the High Paladin of the Silver Order at the time, Miranda
were stealing livestock, that their house deserved the crown. Crake. Unfortunately, a fierce row broke out during the talks,
House Jones argued that their military was the largest and and Oberon Joplin challenged Miranda Crake to a duel. The
strongest. House John argued their castle was the largest and fight would be his last. The High King died at the feet of the
most well decorated. Each house put forward their case, and High Paladin.
in challenging one another to meet the prestige of their own House Joplin reacted with rage to the death of their liege, and
deeds, the Caspians found their way. They each agreed to diplomatic relations spiraled out of control. The result was the
issue a challenge to all the others, and whichever house won War of the Sword, which raged for twenty years. The war was
the most challenges would become High King for the next characterized by duels between Elyrian knights and Caspian
decade. Arcturus Jagger became the first to claim the crown as Princes. The war raged on until the death of Divine Matriarch
the High King of Caspia, and the Kingsmoot was born. Temperance IV, when a Caspian Flamekeeper, Ganymede
Joyce, was chosen as her successor and became Divine
Matriarch Charity VII.
House Jackson
House Jackson rules their domain from the port city of Jack-
son’s Keep. They are renowned as great monster slayers and
take pride in the many trophies collected by their scions.
The current head of the household is Prince-Elector Sol
Jackson. His children, Pluto and Eris, are both renowned warri-
ors and Sol pushes them to perform great heroic deeds in hopes
of winning votes for the upcoming Kingsmoot. Sol has even sent
Factions and Figures his son Pluto to the city of Drakkenheim in Westemär in hopes
of having house Jackson be at the heart of resolving the conflicts
and issues of the fractured nation.
Some of Caspia’s prominent groups and figures include:
House Jackson is the only house to have never won a single
Kingsmoot, and they are the laughing stock of the other houses
House Joplin as a result. Sol is determined to be the first Jackson to take the
position as High King of Caspia. Nevertheless, House Jackson
House Joplin is considered the foremost has a capable army skilled in swordplay and javelin-throwing.
amongst the Great Houses, having
won the Kingsmoot seventeen times
since it was established. The head Prince-Elector Sol Jackson
of the household, Venus Joplin II, Sol is a ninety-year-old barrel-chested liege who is almost
sits upon the throne in the Tower of always wearing his shining decorated armor. He wears a red
Swords as the High King. She has ruled in cape with several small motifs of his family’s crest upon it, and
this position for over thirty years, while the Joplin estates are he sports a great white beard and slicked back hair. He is tall
looked after by her daughter, Magellan Joplin. They proudly and muscular, sporting an envious physique for a man half his
boast the largest army, featuring large regiments of halberd age. He speaks in a booming voice, and often spouts tales of
wielding infantry. Their tactical combat acumen and polearm glorious battle and exaggerated monster hunts.
mastery is unmatched throughout Caspia.
Personality Trait. I take every opportunity to speak of my
great deeds and the deeds of my house. People need to know
High King Venus Joplin II that although the Jacksons have yet to win a Kingsmoot, we
are still one of the strongest houses in Caspia.
Venus Joplin is an imposing woman in her late fifties. She has Ideal. Every Jackson needs to know three things: how to swing
broad shoulders, a square face with defined features, and black a sword, when to swing a sword, and how to tell everyone
pixie cut hair. She has almond shaped brown eyes and narrow how good you are at swinging a sword.
lips. She wears a thick breastplate with open arms to accentuate Bond. My family is important to me. I push them to do great
her muscular strength. Her cape is emblazoned with the crest deeds to achieve glory for our house.
of her house, and she wears a circlet with a single sapphire gem Flaw. I often talk over people and completely ignore what they
placed in the center. say. I much prefer the sound of my own voice anyways.
84 Guide to Drakkenheim
Sol is a boisterous and proud man who will never say a bad Bond. I live by the tenets of the Sacred Flame, which I hold
thing about his house or his family. He spends most of his time in higher regard than my household. Still, as both a noble
bragging about their deeds and ensuring everyone around him Caspian and High Flamekeeper, I am burdened with many
knows how great the Jacksons are. In truth, the upcoming responsibilities, and must uphold my obligations to the faith,
Kingsmoot has Sol on edge. His house has never won a single the crown, and my house.
Kingsmoot and at ninety years old, his time is running short for Flaw. I sometimes talk down to Caspian men when I find their
him to claim being the first Jackson to ever take the throne of the pig-headed nature exhausting or absurd.
High King. Since he started swinging a sword, Sol determined Elara uses her words of wisdom to sway High King Venus
himself destined to be the first Jackson on the throne, and wants Joplin II towards a righteous course, and also towards favorable
that title more than anything. If he does not win the upcoming outcomes for her family in political matters. Long has the High
Kingsmoot, he doubts he has another decade left in him. King contemplated invading Westemär now that the kingdom is
weakened, and it has been Elara’s urgings that have prevented
that from happening.
House Jones
House Jones resides in the coastal city of Jonestown. However, House John
they do not focus their attention on ships and naval combat. The seat of House John is located in Bladeshatter Bay at
Instead, the family is renowned for their great horse breeding the sprawling coastal town of Port John. Their navy is well
facilities, and they fancy themselves the greatest equestrians on known in the Middle Sea for being more deadly and vile than
the continent. They spend years mastering horseback archery, the many pirates who pillage the trade ships through those
jousting, and riding skills, and Prince-Elector Saturn Jones has waters. They have the strongest fleet of any Caspian house,
never lost a horse race or a jousting match. and Prince-Elector Neptune John is a famous naval captain,
House Jones has held the title of High King more than any swashbuckler, and strategist.
other house except House Joplin. However, even when not House John is sometimes looked down on from the other Cas-
seated on the throne of the Tower of Swords, House Jones is pian houses, as Neptune John is not actually a direct descendant
extremely active in domestic and international politics. They of Rex Caspian. House John has a history of mageborn children,
entertain nobles from Westemär and Elyria on a regular basis, and even several half-elves, tieflings, and dragonborn in their
and always ensure their scions marry members of prominent bloodline. Since the Edicts of Lumen require noble houses to
foreign families. As a result, House Jones also has some of the disinherit their mageborn children, it came as a great tragedy
strongest alliances and ties to the nobility of the other nations. when an entire generation of House John’s heirs all turned out to
In fact, the late Queen Lenore of Drakkenheim was a member be mageborn. Since none could inherit the household lands and
of House Jones, and her marriage solidified strong ties between titles, a bastard child of a lesser Caspian house was adopted into
Westemär and Caspia for a time. Since her apparent death after House John and chosen to inherit the family estates.
the destruction of Drakkenheim, House Jones is attempting to The mageborn trait was so strong in House John’s bloodline
recuperate their alliances and maintain a grip on their position. that when the Edicts of Lumen were first presented, House
They see an opportunity to vastly expand their holdings now John was the strongest opposing voice. They were instrumental
that Westemär is falling apart. in shaping the final document, and only agreed to sign it
Furthermore, the household has been able to maintain a after they themselves established the practice of allowing
highly influential position within Caspia due to the recent noble mageborn to take up positions as court mages for their
appointment of a House Jones scion to the position of High own households. Today, the
Flamekeeper of Caspia. true descendants of John
Caspian still live, but all are
High Flamekeeper Elara Jones mageborn members of the
Amethyst Academy.
Elara Jones is an anomaly in her family: the household is not
normally known for being particularly faithful or zealous.
However, Elara nonetheless found herself called to the faith
at a young age, and departed her household as a teenager. She
returned years later as a devout warrior-priest of the Sacred
Flame having spent many years in Elyria under the mentorship
of the Divine Matriarch. Now in her early thirties, she has
retired from adventure, and taken up the mantle as High
Flamekeeper for the High King of Caspia. However, thanks to
her new station, she has now become entangled in the politics
which drove her to leave Caspia in the first place.
Personality Trait. I speak slowly and calmly to ensure I am Prince-Elector
understood. I often feel like Caspians yell and shout like wild Neptune John
animals, so a firm but soft voice often puts them in their place.
Ideal. Strength is one thing, but having a good head on your
shoulders and knowing how to use it will take you much
further in Caspia than you might expect.
House Jagger
House Jagger’s holdings are nestled at the end of the Great
Caspian Canyon along the River of Rust, in the small city of
Jagger’s Ford. Prince-Elector Mars Jagger rules over the city
from his cliffside castle. Surrounded by badlands, their estates
are quite a bit rougher and rugged than other Caspian cities.
House Jagger maintains a smaller army than the other houses,
but one no less mighty, for their wyvern-riders are the envy of
Caspia. For generations, the Jaggers have hunted the Caspian
Canyon for wyvern nests. After collecting and hatching their
eggs, the Jaggers raise and train the creatures to use as mounts.
The powerful air force of wyvern-riding knights has been
instrumental in many Caspian wars.
As rulers of the southernmost regions of Caspia, House Jagger
has fought constant battles and wars with the people of Terene
over the borders between their lands. Caspians often see the
jungles as a wild land filled with monsters, and venture forth on
hunting expeditions. However, the Terene locals do not want
Caspian knights stomping through their lands slaying their
creatures, and so violence between the two is common.
86 Guide to Drakkenheim
House Joyce in Caspia for warriors who do not belong directly to one of
the six Great Houses, and the legion has been instrumental
House Joyce’s domains stretch out along the coast of the in protecting the realms of Caspia from dragons and other
Middle Sea; the family makes their home in Joyce Harbor. monsters, but also from foreign invasions.
The household is the only Caspian Great House who The Scalebreaker Legion has existed in some form in Caspia
prominently professes their faith in the Sacred Flame — the even before the nation itself, but rose to modern prominence
family built the largest cathedral to the Faith in Caspia. Scions when they defeated the invading forces of Albrecht von
of the household often become clerics and paladins of the Drakken in the year 822. During the Dragonfall War, Scale-
Sacred Flame, and the family is relied upon to bring healing breaker Knights slew the House von Drakken dragons and rout-
and divine magic to many Caspian battles. They wish to see ed their armies, and Commander Bernard of the Scalebreakers
the Sacred Flame shine its light more strongly within Caspia. presented the head of Albrecht von Drakken himself to High
Due to their close ties to the Faith of the Sacred Flame, King Andromeda Jones at the Tower of Swords.
they have a strong relationship with Elyria. Princess-Elector
Persephone Joyce frequently travels to Lumen to meet with
the Divine Matriarch. However, she hasn’t been back since
Scalebreaker Commander Callisto
Elara Jones was appointed High Flamekeeper of Caspia, and Commander Callisto, a male Scalebreaker knight, has
the development has strained the political ambitions of House looked after the Dragon Vault for thirty years as the head of
Joyce, who in the past could reliably arrange one of their scions the Scalebreaker Legion. He himself is noted for having slain
to the position. the children of Amarodial “Bitterheart” the Black Dragon
of the Eastern Vales when they ventured over the mountains
into Caspian territory. That was some time ago, and now,
Princess-Elector Persephone Joyce over the age of seventy, Commander Callisto has retired
Persephone Joyce is a middle-aged noble woman who wears from the battlefield and helps train new recruits. He is a
white robes similar in fashion to those seen within the clergy of strict commander who expects the best from his knights, and
the Sacred Flame, but greatly embellished with gaudy Caspian constantly reminds them that if they think he is too harsh, they
baubles. She often wears gold jewelry to contrast her white attire will be sorely disappointed with how a dragon treats them.
and mimic the colors worn by the Divine Matriarch. Persephone Callisto has short gray hair and keeps a gray stubble beard.
fancies herself very in tune with the teachings of the religion, and He has an eyepatch over his left eye and three scars across his
she attends the cathedral in Joyce Harbor every day. face — a memento from one of his earliest battles. Commander
Callisto wears the same armor into battle each and every
Personality Trait. I offer guidance and wisdom with my
time, complete with its many burn marks, dents, and holes
words, and aid those who would turn away from the Sacred
from draconic teeth and claws. He is missing his left arm after
Flame by gently pushing them in the right direction towards
having lost it to a red dragon on the Drakeclaw Mountains
the light.
years ago. Despite his injury he returned with the head of the
Ideal. Caspians should take their inspiration more readily from
dragon in tow. Anyone who has made a comment about his
righteous figures like Saint Tarna, not uncouth warlords like
missing arm is thrown into the training pit with the commander,
Rex Caspian.
who challenges them to beat him in a duel. The Scalebreaker
Bond. My faith has proven a valuable ally to me and I believe
Commander remains undefeated.
that as long as I work under the guidance of the Flame, I will
always be moving in the right direction. Personality Trait. I am a stern man with a lot of wisdom
Flaw. I believe the Sacred Flame guides my every choice, and from experience. I speak harshly and honestly. In battle there
so I rarely question the wisdom of my actions. is no place for niceties.
Ideal. I train the best, because anything less won’t survive long
Persephone is aiming to take the seat of High King in the
enough to learn better.
next Kingsmoot, tear down the Rex Colosseum, and construct a
Bond. The Scalebreakers are one of the most important forces
great cathedral in its place. She dreams of turning the Tower of
in all of Caspia, we may not be nobles or High Kings, but you
Swords into a holy site of worship, and sparking the Sacred Flame
can bet on your life that they know they need us when the
throughout all of Caspia. She has wild ambitions this would unite
monsters of this world come crawling out of their holes.
Caspia and Elyria as a unified force, and fancifully imagines her
Flaw. I am incapable of relaxing. I have been on my guard
and the Divine Matriarch as two pillars of the Faith working
my whole life and constantly in battles. I don’t know if I am
together to spread truth and justice to the continent.
capable of settling down.
Callisto has a long-standing rivalry with the black dragon
Amarodial, who dwells in the Eastern Vales. He has faced
Scalebreaker Legion the dragon several times and the two are well aware of
one another. Since they are separated by the Rust Edge
Part mercenary company, part monster-hunting lodge, and
Mountains, their battles have subsided for many years.
part adventuring guild, the Scalebreaker Legion is a prestigious
Still, Commander Callisto dreams of facing the dragon once
paramilitary organization in Caspia which stands apart from
more. If he is to die, he would rather it be in the jaws of that
the noble houses. The Scalebreakers count amongst their
treacherous beast than lying in a bed.
ranks some of the greatest monster hunters the world has ever
known, and are specifically trained in the art of hunting and
killing dragons. Rising in its ranks is among the highest honors
88 Guide to Drakkenheim
Cities and Settlements when the primordial monster saw the warriors of Caspia, he was
so intimidated by their might he dropped his sword and fled.
As with most Caspian stories, the details and timeline of events
Tower of Swords become extremely incongruent the more one thinks it through.
Most Caspians get quite angry if you mention this.
Capital of Caspia
Population: 2,725 people Rex Colosseum
Ruler: High King Venus Joplin II Constructed beside the Tower of Swords is a large oval-shaped
Known For: Arena Battles, Political Center of Caspia, arena that can accommodate nearly ten thousand spectators.
the Kingsmoot The outer facade is decorated with bas-relief carvings depict-
ing horrific monsters being slain by Caspian warriors. Inside
In the midst of the Caspian plains, resting beside the River of is a sandy fighting pit with barred gates facing each cardinal
Blood is a massive stone tower built to resemble a colossal sword direction. Standing in the middle of the pit is the petrified
with its blade plunged into the earth. It reaches hundreds of feet statue of Rex Caspian, still holding the gorgon that petrified
into the air, and a chain-powered lift operates an elevator which him in his grip. The supernatural creature is still alive, but has
runs up the furrow of the blade. There, the court of the High King been unable to free itself for hundreds of years. Those fighting
is built into the crossguard of the stone weapon, with stained glass in the arena must be careful to avoid the petrifying fumes it
windows like jewels decorating a hilt. belches forth.
Beneath the arena is a sprawling labyrinth of chambers, with
The Tower of Swords is the tallest structure in Caspia, and ready-rooms for gladiators, a forge and smithy to maintain
located in the heart of the nation. It is the seat of the High weapons and armor, a hot spring bath to relax between fights,
King of Caspia and the place where each Kingsmoot is decided. and copious stores of meat and beer. The lower levels house
After a new High King is elected, the new monarch and their various pens where animals and monsters are kept to await
immediate family and retainers take up residence in the combat. The High King pays well for new creatures that offer
apartments built into the pommel of the blade-tower, where unique fighting opportunities, and some adventurers make their
the yawning windows and stone balconies look out in every entire careers as monster-wranglers for the arena.
direction across Caspia.
The High King holds court in the Great Hall located in the
crossguard of the blade. There stand statues of the six children The Troll’s Head
of Rex Caspian, as well as a central statue of Rex himself with For those traveling to the Tower of Swords or Rex Colosseum,
an inscription that reads “May our swords shatter the will of they can find accommodations at the Troll’s Head tavern and
those who rise against the might of Caspia.” Beneath the tower inn. Both gladiators and spectators all come to the Troll’s Head
is a crypt of sorts, but no bodies are held there. Instead, the to enjoy a pint of ale and enjoy stories of great victories and
chosen blade or weapon representing each High King is hung bitter losses. The tavern has the mummified head of a troll on a
upon the wall or placed on display on tables throughout the stake outside acting as a signpost for the tavern.
mausoleum. A small village has sprung up around the tower, Comet Smith, a member of a smaller Caspian house, runs the
providing lodgings for royal visitors and the household staff. inn, which is actually the manor house of his family. He loves to
No Caspians constructed the Tower of Swords, and the share stories and gossip with guests, especially telling newcomers
structure supposedly dates before even the time of the Arcane about the troll outside who tried to kill him when he was in the
Empire. Caspians tell a story that it is in fact a titan’s blade. The Trogrowth forest on a hunt. His story changes slightly every time
fearsome creature planned to devour the people of the earth, but he tells it, getting more and more heroic as time passes.
The blue rooftops of Jackson’s Keep stand in stark contrast to Dragon Vault
the rich red soils of the surrounding landscape. Positioned at the
mouth of the River of Blood, Jackson’s Keep is a modest city of Stronghold of the Scalebreaker Legion
low buildings and a large harbor. A great statue of a Caspian Population: 2,000 Scalebreakers and their recruits
knight fighting a troll rests in the market square and can be seen Ruler: Commander Callisto
peeking over the low rooftops. Trade ships come and go from the Known For: Training Grounds, the Vault, Crypt of Heroes
port city and the clanging of metals and loud voices echo through
the dusty streets.
Against the base of the Rust Edge Mountains sits the great walls
of the Dragon Vault. The red stone walls have several carved
Jackson’s Keep is located in the northern bay of Caspia, where
draconic gargoyles perched upon it, and a great gate that opens to
the River of Blood flows into the Middle Sea. Jackson’s Keep
a courtyard of barracks, fighting pits, and stables. A massive stone
is recognized by its low buildings with blue roofs and its great
archway is carved into the base of the mountain, which houses the
statue of Jackson Caspian fighting a troll located in its central
offices, war rooms, and crypts of the famous Dragon Vault, where
market. With a population of 10,500, the city is a prominent
the Scalebreakers train and plan their battles and attacks.
center for trade, smithing, and fishing. Its prime waterfront
location has meant that it is the most popular port for imported
The Scalebreaker Legion hold their keep in central Caspia.
goods coming from Elyria. Its inns and taverns serve some of the
Dragon Vault, or simply “The Vault,” as the Scalebreakers call
best fish in all of Caspia.
it, is a massive fortification built into the side of the imposing
Rust Edge Mountains. The Vault is an intimidating structure
Castle Jackson with two large dragon statues that can be seen from miles away
The Jackson’s Keep Castle is a high perched structure atop the flanking a large stone door. The door is etched with carvings of
nearby hills. It’s made of white stone with blue roofed towers heavily armored knights fending off an army of dragons.
and great flags waving in the wind. The castle has three towers, Outside the Vault doors is a walled-off camp with training
a central keep, and two outer walls, one around the keep proper, pits, blacksmiths, watch towers, and other minor fortifications
and one surrounding the noble houses that lay on the hillside and amenities. Inside, the Vault is a war room, a command
just outside the castle. These houses are occupied by all who post, a bunker, and a deep catacomb. The catacomb is a
bear the name Jackson. massive hollowed-out cavern below the mountain where dead
Currently Sol Jackson, renowned warrior and monster slayer, Scalebreakers are brought when they die. Their bodies are
sits on the throne of Jackson’s Keep. The keep’s throne room burned on a pyre made from the bones of every monster they
is adorned with the Jacksons’ trophy kills from over the years, themselves slew. The ashes remain atop these piles of bones as
including several trolls, a dragon skull, and an owlbear that the a testament to the deeds of that knight. The bigger the pyre of
Jacksons claim to be the largest ever seen. bones, the more heroic deeds that knight performed. It is every
Scalebreaker’s goal to be worthy of an imposing pyre.
90 Guide to Drakkenheim
Adventures in Caspia Rumors
Caspia is a nation of princes, warriors, monsters, and rivalry. h The Rust Edge Mountains have a hydra nest deep within
Being central to many of the great wars of the continent, there their caves.
are many adventures to be had, places to explore, and people h There is a city of trolls in Trogrowth Forest.
and creatures to battle against. A campaign set in Caspia might h The Dragon Vault houses an ancient gold dragon imprisoned
explore the following themes: deep within its lower catacombs.
h Participating in the Kingsmoot, especially if one or more h Anyone can compete in the Caspian horse races, if you are
player characters are scions of a Great House. skilled enough at riding.
h Joining the Scalebreaker Legion. h Duelcross is actually home to a gang of thieves who are
h Visiting the great bardic school of Lento College. plotting to assassinate the High King.
h Learning to ride wyverns in the great Caspian Canyon. h Rex Caspia is alive! An apothecary living in Jagger’s Ford has
h Settling a dispute between two Caspian houses. the means to reverse his petrification.
h Hunting trolls in Trogrowth Forest.
I Killed a Troll
A Caspian prince who acquired a delerium-forged sword
stabbed a troll using it, but the troll ran off with the prince’s
blade embedded in its body. Now the contaminated troll is
mutating and rampaging through the Trogrowth Forest.
Whispering Walls
After a glorious slaughter in the ruins of Drakkenheim, a
Caspian knight has returned with trophies from their many
kills. Unfortunately, not all of these trophies were entirely dead.
Whispers have been heard in the castle from the remains of
these monsters, driving the household inhabitants mad.
Dragon Hunt
The Scalebreaker Legion is recruiting! Commander Callisto has
a simple task to be allowed to train under him at the Dragon
Vault: bring him the head of a wyrmling dragon.
The Kingsmoot
The Kingsmoot is imminent! As members, or close associates
of a Caspian noble family, the player characters must ensure
their house wins the upcoming Kingsmoot that is only one year
away. With the goal of claiming the position of the High King
of Caspia, they discover that the current Prince-Elector of their
house has suddenly passed away, leaving them as the heirs and
scions of the house to elect a new candidate and ensure a victory.
The Privateers
Neptune John is looking for a new crew of sturdy sailors to
help him hunt the famed pirate, Captain Drake, who has been
robbing trade ships moving between Caspia and Elyria in the
Middle Sea.
10
9
Tower of Swords Map
4
5
6
Tower of Swords
1. Rex Colosseum
2. House Jagger Residence
7 3. House Joyce Residence
4. House Jones Residence
5. House Joplin Residence
6. House Jackson Residence
7. Tower of Swords
8. Troll’s Head Inn
9. River of Blood
10. House John Residence
8
The Eastern Vales Amarodial the Bitterheart
T
he Eastern Vales are a largely flat stretch of land be- settlements are wholly independent, though a few are vassals
tween Ironhelm Ridge and the Rust Edge Mountains, to the larger cities in the region. This informal arrangement has
and take up the northeastern quarter of the continent. worked well for the people of the Vales since the fall of Karn,
The Vales have excellent timber, open plains, a great marsh- and locals believe it has successfully insulated the Vales from the
land, and beautiful lush beaches towards the southeast coast. political turmoil facing the rest of the continent.
However, these lands are best known as a quiet and peaceful
place free from much of the political turmoil that plagues the
continent. Many who seek a quiet life reside in the Vales.
Still, the Eastern Vales are not without their own conflicts
Military
and hardships. Dragons stalk the southern regions, and large In the past, the Eastern Vales have assembled great armies
monsters traverse the woods. Since the cities of the Vales are under powerful warlords, but today their militaries focus on
not a united nation, there are few who keep these problems in defending their own lands. Commander Esther Livingston of
check outside of the largest settlements. Wandering into the Port Brynor has organized a defensive pact with her neighbors,
uninhabited places of the Vales is often a fool’s errand. and sports a respectable navy. Otherwise, towns rely on
volunteer forces, mercenaries, and local militias for protection.
Religion
Overview Religious beliefs in the Eastern Vales are extremely heterogeneous.
Worship of the Old Gods is openly practiced in the Eastern Vales. A
The Vales take their name simply from their geographical location popular sect in the Vales regard Arwyn, Morrigan, and Phantasia as
and landscape: the eastern edge of the continent is made up of a trinity of three wise sisters, and halfling communities are among
valleys and plains, with spots of green hills and lush greenery. The the few places where public shrines to Shegorach may be found.
Eastern Vales were briefly dubbed Karnsreik by a ruthless tyrant, Alongside worship of the Old Gods, the Faith of the Sacred
but no one living in the Vales today calls their home by that name. Flame is firmly rooted here. However, Flamekeepers in the
94
Eastern Vales are far removed geographically from the church
hierarchy in Lumen, including many who have never traveled Fury of Bitterheart
to Elyria and only rarely communicate with their peers in After the castle was finished, John Tolan II faced countless
other lands. As a result, the Vales are home to several divergent problems with the spring water levels that turned much of
denominations of the Faith, including unorthodox beliefs which the landscape in the southern Shadowfens into a marsh, and
attempt to reconcile the Faith of the Sacred Flame and myths expended even more of his fortune trying to prevent Tolan’s
of the Old Gods. These beliefs conflate Saint Tarna with the Keep from sinking or collapsing into the bog. Worse, John
goddess Nuada and tell how the Sacred Flame was created by Tolan II did not account for the presence of the ancient
Ogham, Lugh, and Gaibhne to protect the world with a beacon black dragon, Amarodial the Bitterheart, who lived in the
of knowledge and light. Shadowfens — and saw the castle as a wonderful new lair
gifted to them by a petty mortal king.
Magic The great dragon resolved to destroy John Tolan’s kingdom
and seize the castle for themselves. They drove off Tolan’s
The Amethyst Academy operates its most important school armies, and slew the would-be king while he cowered in his
for the instruction of young mages in the Eastern Vales at chamber. The ruins slowly sank into the marsh over years,
Paradox Castle. As such, the people of the Eastern Vales are though Bitterheart still lives there upon a mountain of
quite accustomed and comfortable with arcane magic, and treasure. The people of the Eastern Vales never attempted to
the purple-robed wizards are often encountered escorting new reclaim the ruins, nor establish any towns or cities between
students to the castle. Alongside the distance from the great the Sister Lakes again.
nations and mild political climate in the Vales, the Academy
can operate with more privacy and autonomy here.
Since the Eastern Vales lacked a singular ruler when the
Edicts of Lumen were enacted, it’s unclear whether or not the
Rage of Karn
treaty actually applies to the region as a whole, as only Port Many years after John Tolan II died, Kristoff Karn emerged as
Brynor was represented during negotiations. Nevertheless, the the ruler of Port Brynor. He seized control of the city through
Eastern Vales largely abide the Edicts in spirit if not always to much bloodshed and ruthless tactics, then assembled an army
the letter, lest they incite the ire of their warlike neighbors. made up of mercenaries and bloodthirsty murderers to help
him conquer the Vales. These forces laid siege to the northern
cities of the Eastern Vales, killed their leaders, and plundered
the surrounding villages. Karn offered any able-bodied folk the
option to join him in his conquest or die to his ruthless army,
and thus his army grew.
Eventually, Karn’s greed led him to eye the lands to the
History south, but met staunch resistance from the united warriors
under Rex Caspian. Eventually, the war came to a stalemate,
The Vales were the eastern frontier of the Arcane Empire. and the two warlords agreed to parley. They walked away from
Among the lands once held firm under the sorcerer-kings’ their meeting as fast friends, and agreed to acknowledge the
regime, the Eastern Vales were the first to wrest free of their sovereignty of each other’s kingdoms. Karn returned to Port
grasp. Sorcerer-Queen Kaestelaria VIII greatly weakened Brynor to rule over Karnsreik, while Rex Caspian united the
the armies and fortunes of the empire during her reign, and lands of Caspia.
subsequently had to recall many soldiers sent to enforce her However, Karn ruled the lands as a tyrant, and over twelve
rule in the Eastern Vales to secure the heart of the empire. The years drove most of his kingdom into famine and drought.
people of the Vales seized this opportunity to rebel and slay her After a plague swept through Port Brynor during a particularly
governors and vassals. brutal winter, his own soldiers turned on him. Karn was dragged
outside his castle, and the knights and nobles of Port Brynor
stoned him to death while he tried to flee. They hung his
Reign of King John Tolan quartered remains on the castle walls as a display.
96 Guide to Drakkenheim
Grandmaster
Rupert Greywell
Greta Greenworth
Greta is a lively elder commoner of the Kinland Hills halfling
community. She is the elected mayor and is a local sage to the
people of the smallfolk community. Greta is a halfling woman in
her mid-seventies and has held her mayoral position for almost
thirty years. She is well-loved by the people and is regarded as a
kind and caring individual, welcoming to all people, and exuding
love and compassion to everyone she meets. Greta has established
the Kinland Hills as a welcoming place for smallfolk to escape the
many wars of Caspia, Elyria, and Westemär.
Standing four feet tall, Greta is a rotund elderly woman. She
often wears a brightly-colored yellow dress. The lovable mayor
has an old wooden cane she uses as a walking stick, and curly,
frizzled, brown hair, full rosy cheeks, a round nose, several chins,
and a large warm smile that pushes her cheeks up into her bright
Grandmaster Rupert Greywell green eyes.
Personality Trait. I naturally speak to everyone as if they
Headmaster of Paradox Castle were my dear children, offering hospitality and kindness to
Rupert is a human archmage in his late sixties. He has a bushy anyone and everyone. It doesn’t matter what sort they are —
brown beard, and a thick curled mustache that spans the entire everyone deserves a friendly welcome.
length of his face. He has large circular glasses that cause his Ideal. Kindness in abundance will never steer you wrong. The
eyes to look much larger than they should. He is a hefty man world is dark enough. We should strive to be a light for those
who wears elegant purple robes and a pointed purple hat. He we meet.
is always smiling and his bellowing laugh echoes through the Bond. I want to build a peaceful community for those seeking
chambers of his school. He adores the Academy Stronghold and a simple life. There ain’t many places left in the world for
loves meeting and pranking the students. Headmaster Greywell someone to kick up their feet, tend to their fields, and rest
has a tendency to speak in riddles, and half-true jovial warnings. their mind. I just want to protect what we have here.
Many a new student is often put off at first when Rupert Flaw. I refuse to see evil in people. Others can easily take
chuckles “Stay clear of the necromancy section in the library at advantage of my kindness.
night, unless you don’t mind being possessed!” Greta wants nothing more than to live her days surrounded by
Personality Trait. I love riddles, trivia, and curiosities. I love and kindness. She aims to protect Kinland Hills as long as she
adore the look of wonder on a student’s face when they are can, and continue to offer a safe home for her halfling brethren.
unprepared for the magical madness that is my castle. Always
play with their minds!
Ideal. Being a wizard takes years of hard work and dedication,
but what’s the point of all that work if you can’t have a bit of Greta
fun with it! Greenworth
Bond. My students and faculty are my family. I would protect
them with my life, every single one of them. If you are here
at my castle, you are the most important person in the world
to me.
Flaw. I don’t take anything as seriously as I should, and often
overlook obvious problems and danger.
Rupert loves his job, and is admired by the students and fac-
ulty of Paradox Castle. However, the Directorate does not love
his quirky and rambunctious attitude, and have been waiting
for him to slip up for years so they can replace the headmaster.
Rupert however, is not a dullard, and knows well the opinion his
higher ups have of him. He has a cunning intellect and mind for
politics that many do not expect, and carefully treads the line of
being regarded by his staff and students as carefree, fun-loving,
and a joy to work with, while also making sure he stays well
within the guidelines, rules, and structure laid out by the Acade-
my. Whenever he is asked to answer to the Directorate, Rupert
comes prepared with ironclad documents and signed papers to
prove all his claims, ensuring the Directorate cannot find a sliver
of a reason to justifiably remove him.
The Shadowfens battles. Amarodial loves conflict, and thrives on devouring those
foolish enough to believe they can defeat them. Some say that
The Shadowfens are a large bog in the south of the Eastern the ruined castle that they use as a lair is filled with thousands of
Vales. The fens stretch from Kinland Hills all the way to the Ru- bones from those the great dragon has feasted upon.
ins of Tolan’s Keep. The Shadowfens are filled with tall reeds,
thick sawgrass, pickleweed, and a rough patchwork assortment
of muddy earth drowned in a thin layer of water. Throughout Sister Lakes
the spring and fall, the waters become extremely deep, leaving The Shadowfens house two large lakes that make up much of
only the highest tops of the hilly grasslands poking out. During the water that spreads through the wetlands. Known as the
midsummer, there are a few more walkable paths through the Sister Lakes, both lakes are roughly the same size and feed
fens, and some areas freeze over in winter. The fens connect from the Rust Edge Mountains, giving their waters a distinct
the Sister Lakes through a series of waterways, and are home to red-brown color. The westernmost lake is referred to as the First
many exotic birds and insects. The Shadowfens attract dragon- Sister; the Second Sister lies to the east.
flies and butterflies in large numbers, and there are also reports The lakes were once disputed territory between John Tolan
of giant carnivorous insects that dwell in the fens. and the great dragon Amarodial. The dragon now haunts these
lakes and the surrounding marshes, but mostly stays in the areas
Ruins of Tolan’s Keep surrounding Second Sister. One of the great strongholds of the
Amethyst Academy, Paradox Castle, magically floats above the
In the southeast of the Eastern Vales, on the edge of the First Sister.
Shadowfens, along the northern bank of the Second Sister Lake,
lies the great ruins of Tolan’s Keep. Not long after the fall of the
Arcane Empire, Tolan’s Keep stood as the largest castle in the Woodrun River
whole East and was, for a time, the seat of a former king who This great river flows through the heart of the Eastern Vales
ruled the Vales. However, John Tolan waged a foolish war against from the Ironhelm Ridge out to the Ender Ocean. The Woodrun
Amarodial the Bitterheart, an old and powerful black dragon. passes by most major cities along the way. The name of the river
Tolan lost his kingdom to the dragon and eventually, his life. comes from the great Windwail Woodlands surrounding it at
The Ruins of Tolan’s Keep still remain today as a large black- the base of the Ironhelm Ridge. Many exports and trade goods
ened keep with three standing towers and two shattered towers move down the river, especially lumber from the woodlands.
that have been reduced mostly to rubble. The western side
of the keep has collapsed and crumbled, and the surrounding
98 Guide to Drakkenheim
Cities and Settlements Kinland Hills
Population: 1,200 halflings
Port Brynor Ruler: Greta Greenworth
Known For: Baked Goods, Ale, Wine, Farming, Tobacco, Spices
Population: 25,000 people
Ruler: Esther Livingston Amongst the rolling green hills and patches of willow trees lies the
Known For: Ocean Trade, Military Strength, Fish, Coal, Iron humble village of Kinland Hills. The cobblestone streets weave and
wind between the lush, grass-covered hills. Tiny stone farms with
Approaching the walled city of Port Brynor, you can make out grass roofs emit puffs of smoke from their chimneys and soft lantern
the stormy, rocky coast of the Ender Ocean. Angry waves smash light from their small, circular windows. The small structures are
against the cliff edge, breaking against the rocky outcroppings perfectly sized for the many halflings who tend to their front gardens,
that house the great black towers of the Iron Castle. A crack of herd pigs and cattle down the twisting roads, or drink mugs of ale
lightning casts the foreboding fortress in shadowy tones as the wet on the bench outside the local public house. Several of the homes are
and cold city stands against the hard biting winds and near- nestled right into the sides of the hills. The smell of fresh breads, pies,
constant rain and sleet. Once past the impressive fortified walls cinnamon, tobacco, and vanilla fill the town. Farmland stretches
and three gates, you are greeted by the sight of workshops and far and wide around the quaint village, and everywhere jovial
forges, and the smell of damp rock and wood. The slick stone halflings gather with their pipes and share long stories of the weather,
streets give way to large puddles, and any path off the main the day, and of course, local gossip.
stretch is a muddy trail. The people are mostly dressed in black
coats and wool hats with scarves pulled up tight, and the lone Kinland Hills is the largest halfling community on the entire
tavern along the main road has a sign depicting a dead dog. The continent. It is nestled on the west end of the Shadowfens
gloom hangs over the city, and even on the nicest day, the city still amongst rolling green hills. The town itself is a series of winding
holds the smell of damp mildew and industry. cobblestone roads and several underground homes built into
the sides of the hills, as well as many small cottages dotting the
Port Brynor is the last city along the Dawnbreaker Trail. landscape. The town is a welcoming and peaceful place that
The walled city features black stone buildings, rain-slick smells of fresh bread and flowers in the spring and summer,
streets, and dreary weather. Due to its closeness to the ocean, and chimney smoke, peppermint, and cinnamon in the fall and
Port Brynor is known for bitter winds, salty wet air, rain, and winter. The town is looked after by their elderly mayor, Greta
long winters. Greenworth, a warm halfling woman in her mid-seventies who
The port city houses the massive Iron Castle where Kristoff built the community up as a safe haven for halflings looking for
Karn once ruled. The current ruler of Port Brynor, Esther a quiet life.
Livingston, acquired the title after being nominated as Lord TobTab Delectables. The famous halfling bakers Tobin
Commander of the Port Brynor knights. After Karn, no family and Tabin Willow run a bakery known as TobTab Delectables,
monarchy has ever taken the throne of Port Brynor, and the which is famous across the continent for the best cakes, pies, and
throne room still remains unused. Esther refuses to sit upon it, pastries anywhere. Many who travel to the Eastern Vales to be
or even enter the room which holds the great iron-forged throne. married in Dregden’s Ferry have their wedding cakes made by
Now the castle is simply a military stronghold for the greatest the famous duo — if they can afford the steep price.
force of the Eastern Vales, and Esther works hard to undo the
terrible reputation that stains the city.
Iron Castle. The Iron Castle is a great fortress built off the
rough cliffs looking down into the Ender Ocean. A series of three Dregden’s Ferry
rock formations make up the entrance to the castle, and a stone
Population: 13,000 people
bridge extends from the shore. The castle is notably dreary-
Ruler: Mayor Billard Williams
looking due to the black stone of its masonry and constant rain.
Known For: Wine, ceremonies, gardens, lumber
Nonetheless, it is the most defensible location in the Eastern Vales.
World’s End Harbor. The waterfront boasts floating wood
platforms with many fisheries, warehouses and boat docks with The elegant city of Dregden’s Ferry flanks the wide Woodrun River.
three large steep staircases that ascend the cliffs up to the city The bridge that once crossed the great river was destroyed years ago
proper. These docks are the central hub of ocean travel and during the conquest of Karn, and since then a simple ferry was built
trade for the Eastern Vales. that constantly takes people back and forth between the two sides of
Lighthouse. A mile off the docks there is a tiny rock island the city. The west side is filled with stone noble homes, a community
and a stone seawall. The island is constantly bombarded with center and the mayor’s estate, as well as a massive floral garden, a
sprays of saltwater and often drowned by storms. Still, a lone sprawling topiary arrangement, and blossoming cherry trees.
lighthouse sits on the island, where wickies from the city take A chapel to the Sacred Flame is perched on the hill amongst the
week-long shifts working the light to bring sailors safely into floral beauty of the city, famous for being the most desired wedding
harbor. The wickies almost always tell tales of mermaids, sea destination on the entire continent. Across the river one can
serpents, and creatures lurking amongst the rocks of the small make out the small wooden houses and bustling market, the large
island. Some even speak of the light of the lighthouse as if it was watermill, smith shop, and the lumber yards on the outskirts near
a divine being who speaks to them. the thick forests from which the river emerges.
.
Paradox Castle
Population: 2,000 students and faculty
Ruler: Rupert Greywell Adventures in
the Eastern Vales
Known For: Stronghold of the Amethyst Academy
A strange white stone castle with purple shingled rooftops floats Below are some specific adventures that might occur around
above the marshy wetland, drifting high above First Sister Lake. the Eastern Vales you can use as small quests or expand into
As one looks upon the unusual structure, the peculiar angles of its entire campaigns.
walls and shifting towers make little sense to the human eye. The
towers, stairs, and walls of the castle form optical illusions which
create an impression of impossible geometry and architecture. Pub Crawl
The castle appears slightly different each time you glance at it, as The player characters are part of a wedding party touring across
walls and towers appear to be both connected and disconnected, in the Vales on their way to Dregden’s Ferry, stopping in all the
front of one another or below, with no clear attachment from one major taverns along the way. They must acquire a gift for the
to the next. At each glance, the configuration of the castle appears bride or groom, outfits for the wedding, a cake from the famous
to change: one might see a square building with four towers, while TobTab bakery, a prize horse, and a giant boar for the wedding
simultaneously observing a hexagonal building with six towers, feast, all before the wedding begins.
or any other arrangement of shapes and structures. There doesn’t
seem to be any obvious way up to the gates.
School Is in Session
Paradox Castle is a well-known Amethyst Academy stronghold The player characters are all young sorcerers, warlocks, and
which hovers hundreds of feet above the western banks of wizards recruited by the Amethyst Academy. The adventure
First Sister Lake, avoiding the problematic wetlands below. follows their first few years of study at Paradox Castle.
The road leading up to the castle is constantly illuminated by
strange floating lanterns emitting green glowing light, allowing
those traveling to the castle to easily find their way. The road is Ruins of Tolan’s Keep
constantly dry and safe to travel despite its surroundings. The great black dragon Amarodial has plagued the countryside
As the name implies, the castle itself baffles those who look for generations. The monster rests in the ruins of Tolan’s Keep
upon it. Exactly how many towers compose the castle, and the upon a great treasure horde. The players are tasked with
exact arrangement of the walls and courtyards is impossible to recovering the lost wealth of the Tolan family.
say from the outside. The entrance to the castle is a great door
which has no hinges, handles, or obvious way of opening, nor
any obvious way of reaching it from the ground, but Academy
mages can enter the castle all the same. “Paradox Castle, my old stomping grounds! I wonder
The interior of Paradox Castle is just as confounded. Hallways if the scorch marks are still in my old bedroom?”
stretch in unusual angles — students have reported passing by
Isles of Skye
A dozen warriors with blood-painted faces gather around a
roaring fire pit. They howl and grunt as a druid of Kromac
adorned with a wolf’s head cloak takes out a wicked blade, slitting
Overview
the throat of a wild boar. His eyes roll back in his head, and The Isles of Skye consist of a large central landmass surrounded
he begins to chant in ancient tongues as the warriors take turns by several smaller islets. The coastlines are rocky cliffs over-
drinking the blood of the beast. They bark and scream at the moon, looking the oceans, while the inner landmasses consist of rolling
filling themselves with the rage of their inner animal. highlands, mist-swept mountains, ancient green forests, and
thick bogs. The isles have a colder climate often greeted by
A slender elf woman walks amongst overgrown colonnades and wintry winds, salty ocean air, and tempestuous storms, though
gardens that once belonged to her kind. She stops a moment before it does not snow every winter. The western end of the Islands
a broken archway, as the world around her shifts and changes, has a rigid range of mountains known as the Reeglin Highlands,
taking on the aspect of the faerie realms. The elf calmly watches while the eastern areas are home to many rocky beaches, glens,
as a unicorn slips through the borders between worlds, stopping and green hills.
before her to graze amongst the grasses and foliage. She smiles in
admiration; this is a place to call home.
Population
A
cross the crashing waters of the oceans north of the Crystal Only a few hundred thousand people inhabit the Isles of Skye,
Coast are a chain of green islands steeped in billowing fog most of whom are human. Skye is home to the largest elven
and ancient magic. Sailors searching for these lands wove community in the known world; even still their total number is
tall tales claiming the elusive islands rest not within the waters, not much larger than a small town. Gnomes and goblins are also
but float within the air, drifting between the world of mortals and more common here than in any other region on the continent.
the realms of fey. They came to be known as the Isles of Skye. The humans of Skye are known as cunning navigators and
The myths go on to say that as humans came to these lands, ocean raiders led by spiritual druids, though their fierce warriors
building their castles and homes, the magic slowly faded, and have a reputation on the mainland as seafaring raiders.
the islands settled into place within the ocean. Yet the echoes
of that powerful connection to otherworldly places remain
strong here today. The druids say the islands are still capable of Capital
floating, and that they are simply resting for a time. One day, Skye does not have a recognized capital, but the city of Darryl
they will take off again to float amongst the clouds and travel to along the southern shores of the isles is often the first port of call
another world. for sailors and travelers.
101
Government History
Local chieftains and petty warlords rule the communities of Of all places on the continent, the history of Skye is closely
Skye. Skirmishes, duels, and battles between the disparate tied to myth. Each human community in Skye has their own
factions are frighteningly common, and the blood feuds and fa- tale which tells how they arrived upon the island, and why the
milial grudges span generations. Among the fearsome war chiefs gods favor them above the others. The warriors of Darryl, for
of Skye, Martyn Mac Lochlann has reigned over Darryl for the instance, believe that they are descended from Nuada’s mortal
past decade and commands the most loyalty from his warriors, son, from whom the city takes its name. Many came to the Isles
but none thus far have unified Skye under a single banner. of Skye during the days of the Arcane Empire, and most small
cities and towns along the eastern coasts and glens were founded
Religion during this time. Though Skye was not beyond the reach of the
sorcerer-kings, it was one of the few places which remained free
The people of Skye believe the Old Gods still roam their lands from their absolute rule.
in physical form. The people hold great reverence for all the Old
Gods, telling stories of how their heroes have fought alongside,
and occasionally against, the gods. Prominent menhirs honoring
Elven Arrivals
the abyssal Nodens dot the coast, and druids openly lead their None know exactly why the elves fled their homeworld, or by
communities in blood rites to Kromac. Witches and apothecaries what means they made the Elfgates, though most scholars agree
perform rituals to seek wisdom from Morrigan, Ogham, and it was long before the rise of the Arcane Empire. The elves
Dian Cheht. Warriors of Skye take to battle invoking the name speak little of the tale, as even the eldest among them have
of Nuada, and give thanks to Gaibhne for the gift of steel. forgotten the truth.
Farmers say prayers when sowing and harvesting to gain the The ruins attributed to the elves are more ancient than their
blessing of Danu and Lugh. Ancient stone circles are arranged oldest memories, but once they arrived in this world, the elves
in celestial formations to please Arwyn and Phantasia, but no sailed from Skye and roamed the mainland searching for their
hunter in Skye dares slay or eat a rabbit for fear Shegorach will other kin. Only a small community remained amongst the forest
bring misfortune upon them. glades of Eladria. The mythical community attracted many oth-
In contrast, the Faith of the Sacred Flame is but a flickering er fey creatures from time to time, and human travelers would
candle in the Isles of Skye. Only a few small chapels, shrines, venture for miles to behold the marvel of the strange place.
and monasteries are found here. The Flamekeepers and monks
are isolated hermits who keep their distance from the heathens
around them. Fall of Eladria
Sorcerer-Queen Kaestelaria VIII harbored deep hatred for the
Magic elves, who she believed had hidden their magical secrets from
her. In retaliation, the vengeful queen resolved to seek out
The Isles of Skye are suffused with magic, and lie at the Eladria to steal its arcane secrets. She called up a vast fleet to
intersection of great ley lines which narrow the borders between scour the northern oceans in search of the Isles of Skye, which
the mortal world and other dimensions. Today, the Amethyst met its doom shipwrecked against the Dragonbreath Columns.
Academy keeps one of their great strongholds in Skye at Undeterred by these massive losses, Kaestelaria VIII personally
Starspire Observatory to monitor these magical phenomena. teleported a legion of her finest soldiers directly into Skye.
The isles are strongly connected to Dreamland and the Though over half this force was swept into the Space Between
Faerie Otherworlds. Along the misty shores, fetid bogs, and Worlds and never seen again, the army was more than enough to
trackless forests, countless humans have found themselves reduce Eladria to a smoldering pile of ruins.
lost in another plane. Conversely, all manner of sprites, pixies, Kaestelaria VIII absconded back to the City of Nox with
dryads, goblins, and other fey have made their homes in plundered knowledge and stolen magical treasures, abandoning
Skye after being stranded during a fey crossing. Most notable her soldiers to be ultimately defeated by the steadfast human
amongst these plane-walking nomads are the elves, and it warriors of Enniskillen. Only a handful of elven survivors
is believed that a great many of the elves living in the world remained. However, this grim genocide used up so much of
today are descended from refugees who arrived from their Kaestelaria’s resources that in doing so, she completely lost
forgotten world in Skye. control of the Eastern Vales, which was held over her head for
some time as her failure to keep rule over the Arcane Empire.
The elven purge impacted the Isles of Skye in a major way.
The elves were left scattered and it took many years for much of
the beauty of the islands to reclaim the scorched earth and scars
“Home to the elves, and also a bunch of really of war that Kaestelaria caused.
burly guys wearing animal furs. Had to go there
for a few classes in school. Overall, top notch!
Would visit again”
Elves
Though elves are a rare ancestry in the continent, there are a great
many who have made their home in the Isles of Skye. Reclaiming
the fallen ruins of an ancient elven kingdom, the people of Eladria
have begun to rebuild their home, and make a place of their own
within the deep woods of the island, where they feel close to the
faerie realms and their own forgotten history.
Giant’s Lean tends to all the needs of the facility, welcoming students and
faculty of the Amethyst Academy to study the cosmos.
In the northwestern end of the island is a renowned cliff known Occupying a pocket dimension parallel to the Observatory is
as the Giant’s Lean, a massive flat slab of earth covered in lush Zodiac’s arcane lab, which is warded and off limits to everyone
green grass that rises upwards for miles before ending at a peak except Dililah Willowart. Zodiac uses delerium as an arcane
above Garlow Forest. The cliff is known as the best vantage conduit to harness and control the fluctuations of thin places
point to see all of Skye, and in the distant horizon on a clear day between the planes. Although prone to arcane anomalies and
you can even see the glimmer of the Crystal Coast of Westemär. accidental implosions, Zodiac has erected relatively stable gates
Embedded in the stones at the edge of the cliff is an ancient to the Shadowrealm, the Faerie Otherworlds, Dreamland, and
sword. Local legends claim the blade once belonged to the Old a distant unnamed planet with purple skies and orange grass
God Nuada the Silver Handed. This blade has never been re- fields. However, the experiments have caused several Thin
moved, although many have tried. It’s said that the sword waits Places to become highly active throughout Skye, drawing more
for a worthy valkyrie chosen by the Old Gods as their champion dangerous fey and shadowy creatures to the island.
to claim the sword while on a quest to vanquish a great evil.
Stones of Almorra
Glens of Vardale Just off the northern coast of the mainland of Skye is a large flat
The hilly green fields that span between Enniskillen and Darryl landmass of green fields. The island is known to be so flat that
are a tightly packed patchwork of farms and known as the Glens you can see another person standing on the island from miles
of Vardale. The farms here produce much of the livestock and away. There is a strange, ancient druidic grove along the isle’s
grains for the Isles of Skye. They branch along the Emerald northernmost tip.
Trail, the most popular trade route between the two major No record of the isle’s origin exists, but the Northfolk
cities of the Isles of Skye. Countless battles have been fought named the location after Almorra, a divergent myth in Skye,
throughout this region, and farmers plow up old weapons and which regards the Old Gods Arwyn and Phantasia as one
bones as often as stubborn stones. entity. The grove consists of three rings of standing stones.
In the very center is a stone disc embedded in the ground
with a carving of nine imperfect ringed circles growing smaller
towards the center of the slab, with a small carved dot found
Reeglin Highlands somewhere along each ring.
The western end of the mainland of Skye is known as the Reeg- The henge’s purpose is unknown. Some have speculated the
lin Highlands. Consisting of a mountainous stretch of green hills rings in the middle slab correspond to the planets found in the
and rocky mountains, the western coast line is a sheer cliff that immediate cosmos, with the large stone rings representing each
drops hundreds of feet into jagged rocks along the ocean below. of the old gods observing and maintaining the cosmos. However,
It’s rumored that occasionally one can spot merfolk and other no one can account for the number of stone structures repre-
sea-dwelling creatures in the waters off the cliffs. A longstanding senting any gods at all, and so all theories are pure speculation.
myth claims there is a city of waterfolk deep in the grottos and The druids claim they did not build it, but they now keep it and
cave systems beneath the island. Meanwhile, the green moun- consider it sacred to the Old Gods.
tains are said to be filled with covens of mysterious hags who use
the natural magic of the island in their rituals and spells.
108
Religion Cathedral of Saint Fiona
Although its people are quite moderate, years of strong associa- The Cathedral of Saint Fiona is a testament of architecture
tion and proximity to Elyria has left its influence. The Faith of and stands as one of the most beautiful cathedrals on the
the Sacred Flame flourishes in Liberio, and stories and myths continent next to the Cathedral of Saint Tarna in Lumen, and
from the religion are a popular subject for the artists of Liberio. the Cathedral of Saint Vitruvio in Drakkenheim. It is a massive
Countless paintings, statues, and poems about Saint Tarna have white building with a great central glass dome above the central
been created and composed here: indeed, the Divine Matriarch altar, so the light from the brilliant beacon within the cathedral
has almost always been the greatest patron of Liberian art. can be seen from the outside. Various stained-glass windows
line the long building, stretching three stories tall, depicting the
Noble Houses
Three noble houses dominate culture, politics, and trade in Liberio:
House Leontes. Duke Benardo Leontes leads an extended
family of bankers, notaries, and moneylenders. Their family has a
hand in almost every business and financial transaction in Liberio.
House de Vecsi. Duke Gueillermo’s family are founders and
primary benefactors of the Conservatory of Creation; the beauty
and arts of Liberio have flourished thanks to their patronage.
The de Vecsi family has commissioned many famous paintings,
sculptures, and poems, and operate several theaters and hotels
throughout the city.
House Malvolio. Ruled by Duchess Francesca, House
Malvolio is deeply involved in the political factions of the
Liberian Legislature. The house is pushing the democratic body
to form political parties — an idea long rejected by Liberio’s
republican founders. To what end exactly the family seeks
greater political influence is unknown.
Archmage Alabaster
Director of the Amethyst Academy
This powerful Academy Director wizard is descended from a
line of sorcerer-kings who infused their bloodline with a celestial
heritage. As a result, he has angelic features, pale lavender
skin, a short black beard, and sparkling opalescent eyes. He is
often encountered simply wearing goggles and a stained leather
smith’s apron over a purple tunic, setting aside his Academy
robes for attire more appropriate for his work.
3
4
1
2
Liberio Map
Liberio
1. Enigma Ziggaraut
2. Anchor Citadel
3. Ezio Villa
8 4. Legislature Hall
5. Conservatory of Creation
6. Cathedral of Saint Fiona
7. Ponte Grande
8. de Vesci Estate
9. Malvolio Villa
10. Leontes Estate
7
10
Terene
A group of hunters mounted on fierce reptilian creatures stalks the
thick jungles. Their quarry is a giant frog known to have ravaged Capital
nearby villages. As they come upon a lake within a small clearing, The city of Sandspire rests where the beaches of the south meet
the bubbling waters break and the huge frog-beast emerges from the edge of the Terene Jungle along the Torvista River.
the depths. Spurring their mounts, the warriors circle around
with bows at the ready. Their leader charges forth hurling a spear
directly into the gullet of the creature. Religion
Faith in the Old Gods runs strong in Terene. The pantheon of
T
he lands of Terene are covered by a large sprawling jungle gods worshiped here features many more entities and figures not
that forms a natural border between the settled coastline known prominently elsewhere in the continent. Danu, Kromac,
of the nation and the realm of Caspia. Though many do and Nodens are held in especially high regard as the creators and
inhabit the jungles in countless villages and tightly-knit communi- sustainers of life and nature. The jungle is filled with old statues
ties, it largely remains a dangerous wilderness filled with mon- and worship circles to ancient beings. However, the Faith of the
strous reptiles, ferocious beasts, and primordial magic. Still, the Sacred Flame is gradually spreading its influence in Terene.
lush green jungle is a sprawling natural environment filled with
beautiful flora and fauna unlike anywhere else on the continent,
and deep within the trackless foliage are many secluded druidic
circles devoted to the Old Gods.
History
Overview Independence from the Arcane Empire
Terene takes its name from a misspelling of the word Terrene, The furthest borders of the Arcane Empire ended at the Torvista
which means “earthly,” or more generally “land or region” in Old River. Terene remained a largely independent nation during the
Median. In the early days of the sorcerer-kings, many referred to reign of the sorcerer-kings, but the price was paid in the blood
the uninhabited jungles as simply “the jungles terrene,” which spilt by its defenders and massive tributes paid by its leaders.
later were taken up as the name for lands of Terene.
114
Factions and Figures Elder
Nightsong
These prominent people inhabit Terene:
House Laurent
The Laurent dynasty reigns over Sandspire, claiming the
towns and villages along the coast of Terene as part of their
domain. Deeply devoted to Arwyn the Moon Hunter, House
Laurent maintains strong connections to the druidic elders of
the old goddess.
The Laurents rose to power as great hunters responsible
for defending the inhabitants of Terene from local threats and
foreign invasion. Today, the household’s holdings largely consist
Circle of Danu
The Circle of Danu is a large group of druids who reside in
of the ranches and pens where their rangers tame the giant
the jungles towards the eastern end of the nation. They keep
lizards from the jungle to use as mounts and beasts of burden.
a community deep within the trees in an ancient grove that
houses a massive stone temple to the Old God which dates back
Prince Abdalla Laurent thousands of years.
Amethyst Academy
The Amethyst Academy keeps a small presence in Terene, and
only appears when matters in Sandspire call for a Flamekeeper
and Academy mage to be present. Nevertheless, great magic is
hidden in these lands, so the Academy does keep a small tower
in Sandspire.
Prince Abdalla The Academy outpost in Sandspire baffles the locals. It is a
Laurent ruined tower with the strange red door on the outskirts of town.
Little remains of the structure save the doorway. Academy
mages come and go through the door, vanishing through it to
unknown places and emerging just as spontaneously. Others
have said that on occasion the purple-robed mages arrive in
large bubbles floating out of the ocean.
Clawstrider Rangers
The Clawstrider Rangers are the guardians of Terene. Their
traditions are ancient, as the people of these lands have been
taming and riding the great lizards of the jungle for generations,
both as beasts of burden and mounts in battle. They have
fended off the Caspians many times in countless invasions. Chief Ranger
The rangers are often clad in natural armor made from tree Tanesha Laurent
bark, leaves, and tightly woven reeds and grass. They paint their
faces with blue pigments created from local flora and use bows,
javelins, and spears as their primary armaments. Clawstrider
groups are often accompanied by a druid, who brings the blessings
of the Old Gods to the warriors. The Clawstrider Rangers worship
many of the Old Gods, forming warbands dedicated to each.
Groups dedicated to Arwyn, Danu, Kromac, Lugh, and even
Morrigan are amongst the largest warbands stalking Terene.
O
rleone is a warm savanna with fields of thick grasses their western border led by a warlord named Baasha the Red.
broken up by flat landscapes of small tree clustered The attempt to conquer the lands proved too costly for Rex
scrublands. The coasts are lined with white sand beaches Caspian, and so he abandoned his military ambitions and retired
and palm trees. It is nestled between the two distinct ridges of the to sporting events in his arena.
Rust Edge Mountains. It is notable for the prominent Lake Leo
as well as the great Glass River. It also houses the largest coral reef
in the whole continent, whose intense colors and abundance of sea
creatures is spoken of across many of the surrounding lands.
Population
Today Orleone is a strong independent nation who Just under a million people dwell in Orleone. Most live along
prides themselves on their powerful military, their beautiful the Silver Coast, the Glass River, and the edges of Lake Leo.
landscapes, and their utopian ideals. Humans make up about half the population of Orleone, but
there are many other unique inhabitants in the region. The
lands are known for a notable population of catfolk, said to be
the favored people of the goddess Phantasia.
Overview Capital
The lands of Orleone remained unsettled for some time.
Esnier is the notable city of Orleone, found along the Glass
The sorcerer-kings considered it part of the Eastern Vales, but
River where it empties into the Ender Ocean.
the first inhabitants of the region fought to keep their traditions
and lifestyle free from the tyranny of the Arcane Empire.
118
Factions and Figures A catfolk in her mid-thirties, she has lush yellow and orange
fur that matches her yellow cat-eyes and a stern look on her
Described below are several notable individuals who dwell face. She wears many piercings through both her ears and is
in Orleone. often dressed in the red and brown leather strappings of the
Lion Guard.
The House of Kralj Personality Trait. I am always suspicious and on high alert;
every sound, every movement could be a danger. I never
The house of Kralj took over as lord of Orleone over two centuries remove my hand from the hilt of my blade.
ago when the former ruling house of Sjena was overthrown. Ideal. It’s better to be prepared for anything, and suspect that
everything is a trap, that way you will never be surprised.
Bond. The ancient traditions of the Lion Guard have been part
Lord Stari Kralj III of Orleone for centuries, and I plan to live up to the position
Stari is the third of his name and has ruled over Orleone for granted to me, and protect the people I love dearly.
about thirty years. He is a middle-aged noble catfolk who Flaw. I am quick to draw my blade at nearly any possible slight
resides in the Palace of the Lord in Esnier. He has a great orange or stir. Some people have called me jumpy, or overly aggressive.
mane and yellow fur. His eyes are a piercing crimson and he Lava is still relatively new to her position and has a lot she
is draped in a flowing red cloak. He wears a golden circlet of feels she needs to prove. Although most of the Lion Guard looks
glittering ivy leaves encrusted with pearls from the Auroral Reef up to her, there are a few older warriors who do not like taking
off the coast of his city. Stari often carries a golden scepter that is orders from someone much younger than them. Lava takes the
said to have magical properties that protect him from harm. whispers about her and occasional comments of her age and
Personality Trait. I hold my head high when I speak to position to heart, and is very eager to prove herself.
others and enforce my words with authority and gravitas.
Ideal. One must always present themselves in the manner they
wish to be perceived. I will never show weakness, and I will
never show fear or frailty.
Bond. My people rely on me. I am one of the few, if not the
only non-human ruler of any nation. I am proud of my Lord Stari
ancestry, my home, and my people, and I will do all I can to Kralj III
keep Orleone a prosperous and united kingdom.
Flaw. I am harsh to people, especially my own family. I am
always concerned with politics and leadership, and forget to
enjoy the small moments.
Stari is a proud man and stresses endlessly about doing what is
right and just for his people and his nation. He struggles to please
everyone and has been known to come off as harsh or stern as he
constantly tries to make rulings that best suit all parties. Many like
Stari, but both his grandfather and father were regarded as the best
rulers Orleone had ever had, and many worry that Stari is being
crushed under the weight of his bloodline.
Lion Guard
This elite order of warrior-monks has a storied tradition. It was
founded by Majka Sjena when she defended the lands against
the Karnsreik fur traders. These warriors combine agility and
ferocity with brute strength and tactical positioning. They have
faced many threats, both from foreign invaders, and monsters
occupying the borderlands of their great nation. Time and time
again the Lion Guard have proven their capabilities as some of
the most unique and potent warriors on the continent.
Goldplain Savanna help clear the pyramid of its risen corpses. But the king himself
has returned as a mummy lord.
The south of Orleone is a sprawling savanna that is home to
an abundance of wildlife for the eastern end of the continent.
Orleone claims the land as theirs, but only a small few inhabit
The Monster in the Pass
the areas, leaving it mostly open for the wildlife to flourish. A fearsome hydra has taken up in a well-used pass in the Rust
Although there are a few sites of ancient ruins and a ghost town Edge Mountains, causing trouble for the people of Orleone.
speckled about the dry grasses and widespread tree clusters, The player characters are asked to help take care of it.
there is little else but great grasslands, a few rocky hills, and the
great herds of animals moving about.
Netherwind
A man pulls the hood of his parka up closely around his face, he
packs his sled with his catches of the day: a basket of fish, a few War of Giants
rabbits, and a couple seals. He needs to get back to Bleakborough When Netherwind’s first villages were built during the reign of
before the storm hits. He feels the frigid wind pick up; the blizzard the sorcerer-kings, it raised the ire of the giants in the Giantfrost
begins raging around him. Off in the distance a wall of ice and Mountains. They descended from their city of Stonerest high in
snow is blowing in. He readies his dogs and hops on the back of his the mountains to confront the human settlers. While some giants
sled, cracking the whip. accepted the humans as refugees and even helped build their
A frost giant wanders the tundra through the snow, with a pair communities, teaching them to survive the harsh environments of
of wolves flung over his shoulder to bring back home. Through the north, others giants saw the settlers as intruders stealing their
the snow and sleet, he can make out the edge of the Giantfrost resources and taking their lands. So began the War of Giants.
Mountains. He nears the pass when a shadow passes overhead. The conflict was less a proper war and more a never-ending
The giant gasps and pulls his large club off his belt, and he presses feud characterized by brutal skirmishes. Most of the conflict was
presses himself against the rocky shelf as a great white dragon fought between the giant clans whilst the humans themselves
perches nearby. It hasn’t noticed him yet, and if he is lucky, he can sought simply their own survival. In the end, the giants who sided
make it home before it does. with the humans were outcast from their own communities.
T
he icy northern tundra of Netherwind is not the most
hospitable place. Temperatures are well below freezing
most of the year, and the barren landscape has little foliage Population
except the southern edges near Ironhelm Ridge. Only a few thousand people dwell in Netherwind. Since humans
Still, the lands are home to a few rugged towns and and giants have long tried to live in peace, there is a notable
communities. The people here fight a bitter battle to eke out amount of half-giants amongst the population.
their lives against the harsh frozen wilderness.
Capital
The main city in Netherwind is Bleakborough.
Overview
Netherwind was named during the age of the Arcane Empire,
but was seen as an inhospitable land with few resources. Many
giants lived in the region, and so the sorcerer-kings deemed it “There are people living up there? Seems
not worth the efforts conquering. Netherwind became home regretable. I hear it snows constantly and is
to people fleeing the wicked empire, choosing to face the full of really angry giants.”
unrelenting cold and the furious giants there over the tyranny
of the sorcerer-kings.
122
Factions and Figures Locations and Landmarks
Netherwind Reavers Barren Expanse
The Reavers are a group of nomadic northern warriors who The stretch of land between the eastern and western edges of
protect Netherwind’s settlements and small villages. These the nation is the coldest area in the whole nation. It has little to
hulking warriors adorn themselves with animal furs and thick offer except constant blizzards, freezing temperatures, and very
clothes, and fight like the giants they often war against. They little wildlife. To pass the Barren Expanse one must be prepared
charge into battle ruthlessly, using their rage to push them to test themselves against the harshest environments of the
through grievous wounds and frostbite. Many among their ranks north. Many who have ventured in never make it to the other
are half-giants, displaying incredible strength and endurance. side. The safest route through these lands is to skirt along the
south where Netherwind meets the Ironhelm Mountains.
Warchief Jarma Polaris
Jarma leads the Netherwind Reavers, leading them into battle
against giants, dragons, and even the occasional battle with the
Giantfrost Mountains
Ironhelm Dwarves over the rich mountain resources to the south. These steep rocky mountains make up the western edges of
They are a 9-foot-tall half-giant and wield a colossal greatsword Netherwind and have a distinct valley in the middle that sees
carved with Jordic runes. They have a flowing mane of white hair several small lakes and slightly more tolerable temperatures.
and bushy white eyebrows that frame their pale gray skin and These mountains are some of the tallest in the continent and
sunken piercing blue eyes. They wear the pelt of a mammoth traversing through them is a dangerous road for non-giants.
across their back. The infamous Gallows Pass is one of the only notable passages
through the mountains to Stonerest, and the giants like to hang
Personality Trait. I do not speak often to outsiders if I can avoid
the skeletons of those who have intruded on their lands along its
it. I know that I can intimidate just about any so-called champion
dangerous cliffs to remind travelers that they are not welcome.
from the south, and my silence is often my greatest weapon.
Ideal. To fight is to live, and to live for a Reaver, is to fight.
Bond. I love the north, and want to make my mother proud.
She was a great warrior herself, and so I strive to be as good as Blizzard Peak
she was. Glasyadriel, also known by the moniker “Blizzard” is a vicious
Flaw. I enjoy mead and ale a little too much, and rarely say no white dragon who resides in the Giantfrost Mountains and hunts
to a good fire, some fresh brews, and stories of battle. the westernmost end of the Barren Expanse. The giants fear
Jarma is torn between two worlds. The giants of Stonerest the beast and often leave offerings at the base of its mountain.
abandoned the half-giants years ago, and claimed they are not However, folks traveling through Netherwind and those seeking
welcome in Stonerest any longer. Since then, Jarma’s kind have council with the giants are often prime hunting for the dragon,
found acceptance among the human settlements of Netherwind. who has also been known to terrorize the few human settlements
Jarma looks up to their mother, Berna Icewyrm, a giant who once and the great dwarven city along the Ironhelm Ridge.
led great battles against dragons. Jarma wants to make her proud
more than anything, but was deeply saddened when she did not
leave Stonerest with them when they were banished. Jarma is Glasyadriel, the Blizzard
happy to defend their new home, but they still hope to one day Glasyadriel is the youngest of the known dragons. This adult
end the war of the giants and be with their mother again. white dragon resides in the tall peaks of the Giantfrost Moun-
tains. The dragon had a rather unfortunate run-in with Jarma
Polaris and his Reavers where both parents of the dragon were
slain, and Glasyadriel lost her right claw. When the dragon dis-
Warchief
covered giant ruins high up in the mountain, still filled with the
Jarma Polaris
riches of an ancient giant warlord, the ferocious dragon claimed
the treasures for themselves. Glasyadriel is the most visibly ac-
tive of the dragons and can often be seen circling the Giantfrost
Mountains, occasionally tormenting giants and travelers alike,
stealing any precious belongings.
Glasyadriel has developed a strong hatred of both humans and
giants, both of whom have attempted to kill them on multiple
occasions. Recently, a host of giants from Stonerest ascended the
great mountains to kill Glasyadriel. Their bodies are now known
as the Forest of Giants, as the entire hunting crew now stand
frozen in place along the mountainside. Glasyadriel keeps them
there as a warning to anyone bold enough to approach their lair.
Rumors
h The Islands of Gi are said to hold a sphinx who will bestow
great treasure upon those who answer her riddles.
h Beyond the ocean there are whispers of a mage guild which
rivals the Amethyst Academy.
h An island in the Middle Sea has a city of pirates, and many bur-
ied treasures are lost amongst the smaller islands and shore lines.
h A great turtle dragon lives between the Keys of Grey and the
Southern Reach and has devoured several smaller ships.
h The Island of Gi houses a strange platform with several
archways that are said to lead to various planes if you walk
through them during the proper planetary alignment.
h Do not go to the southernmost island of the Keys of Grey if
you want to leave with your mind intact.
h A floating island drifts around the middle of the Ender Ocean
— several metallic dragons live there.
h A mysterious door and staircase have been uncovered in the
water just off the coast of Vartina. No one is sure where it
leads, or what mysteries lie in the depths under Vartina.
h Many strange statues of ancient soldiers line the coast of
Vartina. No one knows who built them, and they predate
recorded history.
h A great castle on two bird-like legs walks the oceans around the
continent. People who claim to have seen it have only spotted
it amongst heavy ocean mists before it vanishes from sight.
T
his chapter offers ideas, inspiration, and lore to help you cre-
ate characters strongly connected to the events and conflicts Exceptional Individuals
in the setting. Use this section to broaden your backstory or Adventurers of any race or class in the Core Rules can be found in
take up a Personal Quest to define your character’s adventures! the world of Drakkenheim. We’ve aimed to provide lots of ideas
Herein you’ll find rules for playing an Apothecary, a new base and inspiration for a wide variety of player character concepts,
class for Fifth Edition, and additional subclass options for every and believe a few well-considered constraints help foster crea-
other core class in the game. While these new player options are tivity. However, players and Game Masters shouldn’t shy away
inspired by the Drakkenheim world, all of them can be readily from making exceptions to the established lore when it comes to
played in other fantasy worlds as well. the origins and personal story of the player characters. After all,
At the Game Master’s discretion, players may utilize character in many fantasy stories the protagonists are outsiders who don’t
options from other sourcebooks compatible with Fifth Edition quite fit into the world and every player should feel empowered
when playing a Drakkenheim campaign. Such characters might to play the class, race, or background that speaks to them. The
represent a rare or unique character not typically encountered player characters get to be the exceptions to the rule. That’s the
within the typical assumptions of the Drakkenheim setting. beginning of an exciting story!
Regardless of your character’s origin, consider the
following questions:
Flawed Protagonists h Where did your character grow up?
h What cities, nations, and places has your character visited
in a Broken World before? What did they do there? Who might they know there?
h Does your character have living family members, friends, or
The player characters are the heart of the story in a Drakken-
loved ones? Where are they? What are they doing?
heim campaign. However, player characters in Drakkenheim h How did your character gain their class features and abilities?
are seldom flawless figures — even the most altruistic have their
faults and foibles. While pursuing their own aspirations and
goals, the player characters unavoidably become entangled in
the wider conflicts of the world at large. Their actions and choic-
Interconnected Relationships
es will shape the fate of Drakkenheim, but the line between Consider establishing a personal connection between two or
hero and villain rests entirely within one’s point of view. more player characters, such as one of the following: They are…
Players shouldn’t hesitate to create characters who are often at h ...siblings, cousins, or childhood friends.
odds with the established order of the world. The world’s nations, h ...a shared origin, religion, or teacher.
factions, religions, and laws exist to present compelling conflicts h ...former rivals turned unlikely allies.
and deep dilemmas, and players should embrace characters who h ...one saved the life of the other.
seek to challenge, defy, and resist them. When creating your char- h ...saw each other in a dream or vision.
acter’s backstory and personality, consider the following questions
to deeply connect them to the forces at play in the setting:
h What was your character doing while civil war wracked Westemär? Personal Quests
h How do the conflicts in the world affect your character’s
A character’s core motivation for adventuring is represented by
desires and goals? their Personal Quest. This is a specific individual objective for
h Are your character’s friends and family affected by these conflicts?
player characters to achieve during the campaign. The players do
h How does your character view the mages of the
not need to reveal their characters’ Personal Quests to each other.
Amethyst Academy? When a character completes their Personal Quest, they choose
h What is their opinion of the Divine Matriarch of the Faith of
one of the following rewards:
the Sacred Flame?
h Which noble houses hold your character’s respect or rivalry?
Ability Score Improvement. One ability score of your choice
h Does your character care about who rules the nations of
increases by 2, to a maximum of 20.
New Feat. You gain a bonus feat of your choice, subject to the
the continent?
h What does your character think about delerium?
GM’s approval.
Player characters will face antagonists who defiantly wish to We’ve provided a few ideas for a personal quest related to each
hold on to the old ways or aim to enforce their particular vision for core class in Fifth Edition, but players can work with Game
the way the world ought to be. Meanwhile, the looming threat of Masters to create one of their own design.
otherworldly forces beyond mortal reckoning underpins a world
slowly unraveling into chaos. Will your character meet these
challenges head on, or be consumed by them?
127
People of the Continent
T
his section includes a brief history and explanation of the Just as mysterious and unknown is how magic first came to
place each race plays in the world. It describes their possi- early humans — humans could cast spells long before they wrote
ble origin in the world, and what the world is like for them history. One legend tells of a time when a great winter that lasted
currently. Use this section to broaden your backstory, or inspire centuries fell upon the entire world. Desperate to survive, humans
backgrounds and Personal Quests as you create your character. cried out to the cosmos for help, offering anything for the magic
Otherworldly and extraplanar beings refer to the humanoid they needed to live through the endless sleet and snow. Humanity
people of the world as “mortals” and refer to the material plane got their wish, but accounts differ on whether it came as a curse
as the “mortal world.” Sages and scholars studying these topics laid by Morrigan the Witch, a gift from Ogham the Sage, or a jest
occasionally adopt these same monikers, leading to a common by Shegorach the Trickster. Far more say it was not the Old Gods,
naming convention in academic society. but something far darker and more terrible that answered human-
ity’s call. Whoever or whatever it was that sealed this pact with
ancient humans, the power of magic has flowed in their blood
ever since. Exactly what they gave up in exchange for this power
differs, but all the stories have one detail in common: humanity’s
Humans debt was never paid in full.
Yet centuries later, humans continued bargaining with eldritch
Humans are the most common and plentiful inhabitants on the beings to grow their control over magic. They mingled their
continent, making up almost ninety-five percent of the total bloodlines with many otherworldly and supernatural creatures,
population. In the present age, humans have built great nations, and from these unions came dragonborn, tieflings, and other
realms, and empires stretching across the continent. The most half-human lineages. For the most part, these people are seen
well-known monarchs, religious figureheads, archmages, military for their shared human ancestries, and regarded as part of the
commanders, and villains throughout history have all been diverse makeup of humanity as a whole.
humans. With a small number of exceptions across the entire Humanity’s greatest empire was also its greatest folly; the
continent, human citizenry makes up the majority of every major sorcerer-kings of the old Arcane Empire ruled the continent as
city, village, and town. tyrants for a thousand years. Yet from these dark times came
The full breadth and diversity of human body types, features, humanity’s redemption, when Saint Tarna brought the light of
eye, hair and skin colors, and genders are found mixed through- the Sacred Flame to the people of the continent. In the world
out each nation in the continent. People have many religious today, humans remain at the center of all great conflicts and
customs with ancient roots, but the majority today keep faith upheavals. Indeed, the world of Drakkenheim is a very human
in the Sacred Flame. Beyond this shared religion, humans take place, one where all humanity’s faults and facets are writ large.
up a wide variety of fashions, traditions, and social norms which
vary mostly based on geographic location, and tend to regard
wherever they were born as home. As a result, many humans Creating Human Characters
treasure their personal origins, and those living in the nations of Humans occupy every corner of the continent and populate
Elyria, Caspia, Westemär, and beyond possess a strong sense for every nation. Your human character can come from anywhere
their national identities. The people of these nations communi- you wish.
cate, travel, and trade readily between their borders, though just Prominent human adventurers might hail from the lands of
as frequently develop rivalries, feuds, and full-blown conflicts Caspia, where strong knights or sly bards journey far to test their
with their neighbors over disputed land claims and political might and earn renown for their houses back home. Elyrian
disagreements, or all too often for much more trivial reasons. humans are often devout worshippers of the Faith of the Sacred
Flame, and clerics and paladins of the religion often embark on
Origins of Humanity quests to bring light and righteousness throughout the world.
Perhaps instead your character is among the rugged rangers,
The early history of humanity is the subject of myth and rogues, and other war-torn survivors hailing from the broken
legend; there are no agreed historical facts concerning human kingdoms of Westemär, hoping to rebuild their home, or gain
origins. The Faith of the Sacred Flame teaches that humans are power amongst the constant dispute between noble houses.
incomplete beings of light and shadow, who must become whole Your character may be a sorcerer or wizard taken in at a
by living a righteous life. However, its religious texts say little young age by the Amethyst Academy, and thus not know
about how life itself came to be. On the other hand, the varied exactly where you were born, instead being raised within one
tales of the Old Gods speak of humans emerging from sea-foam of their fantastical magical schools. From the primal druids in
at the behest of Nodens the Tempest, or sprouting from seeds the deep of Terene to the barbarian warriors of Netherwind,
sown by Danu the Mother and cultivated by Lugh the Sun. a human character can be just about any type of adventurer,
Others speak of how Gaibhne the Smith shaped their bodies support any faction or nation, and come from anywhere.
from clay, dust, and rock, or that humans lived as beasts in thrall
to Kromac the Ravager until Arwyn the Moon Hunter tamed
and taught them.
Goblins: Small Places Like the elves, both gnomes and goblins are almost always
mageborn, but are more likely to hide their abilities. Only a rare
Halflings can be found inhabiting all the towns and cities of the few become members of the Amethyst Academy, and those who
continent. However, they just as often form their own commu- do often excel.
nities in small towns and farmland where they can raise families
away from the bustle of large cities and the large people who live
in such places. Today, rural halfling communities lie at the heart
of important breadbasket regions in both Elyria and Westemär.
Halflings dwelling in cities often run prominent businesses based
on the bounty of their fields in the countryside: such as bakeries,
breweries, tailors, and taverns. Kinland Hills, a notable village in
the Eastern Vales, is made up almost entirely of halflings. It is a
town of rolling golden hills, fertile farmland, and quint farmer’s
markets. Kinland Hills stands as a testament to the quaint and
peaceful lifestyle that halflings often enjoy.
On the other hand, the fey-touched gnomes and goblins tend
to be far more reclusive. They often dwell in remote natural
places, making their homes under the roots of great trees, mush-
room-filled caverns, behind secluded waterfalls, and other places
Uncommon Ancestries
Many distinct character ancestries are described in other Fifth
which evoke the spirit of their faerie origins. Many are fascinat-
Edition publications, far more than we can discuss in this book
ed with magic, technology, and the comforts of urban life; and
or find a place for in the world of Drakkenheim. Nevertheless,
gnome and goblin communities are frequently wondrous fusions
if you’d like to play a more fantastical or anthropomorphic
of nature and steam-powered machinery. Despite these similari-
character in Drakkenheim, we encourage you to do so.
ties, the contemporary culture of gnome and goblin has fostered
Although far less common than humans, there are many other
fierce rivalries and occasionally outright animosity between their
peoples who populate the continent. Sometimes their origins
people, though a few outspoken and adventurous individuals
are wholly unknown, but in other cases, they have been part of
hope to mend these relations.
the world longer than anyone can remember. Regardless of their
appearance, origins, or customs, they are treated with the same
History respect as all the other people, and each can find a place amongst
the nations, societies, religions, and organizations of the world.
Halflings have dwelt in their hills and valleys long before For example, turtlefolk and birdfolk can be found in the lands
any written history, and amongst their people few care about of Terene, and many believe they are the original inhabitants of
recording or recounting their origins. There are scant legends of those regions given the blessings of the Old Gods. Orleone has a
halflings being created by the Old God Shegorach to entertain
prominent number of catfolk and lionfolk, while Netherwind is
him, or as the youngest children of Danu and Lugh.
home to half-giants, and who can say what aquatic folk might se-
The gnomes and goblins living on the continent today are
cretly dwell around the many islands surrounding the continent?
descendants from those who crossed into this realm from the
If you have something more unusual in mind, we suggest
faerie Otherworlds many eons ago, mostly by accident or curi-
framing these characters as:
osity — the largest populations of these people still inhabit the
h A traveler from a distant and unknown continent or
faerie realm. Some sages speculate that gnomes and goblins are
related, and two sides of the same coin. However, a gnome and another world
h The result of a magical experiment
a goblin will argue endlessly that they have no relations, and are
h The last one of their kind
completely different from one another. Regardless, both have
a great tendency for magic and invention, and when the two On the other hand, if you want to capture the low-fantasy
passions meet there are often explosive results. feeling of the world of Drakkenheim, consider requiring at
least half the party create human characters (or ones with
Creating Halfling, Gnome, a human lineage, such as half-elves and tieflings) and/ or
permitting no more than one player to choose one of the an-
and Goblin Characters thropomorphic character options found in other Fifth Edition
sources. The strange encounters in Drakkenheim are made
Halflings, gnomes, and goblins often live their whole lives more special and alien by contrast, and so this may heighten
never leaving the comforts of their home and community. the themes of cosmic horror and otherworldliness.
However, a few halflings every generation are stricken with However, this is merely a flavorful suggestion and by no means
a wanderlust that drives them to great ambitions. Mageborn a requirement. Genre is important, but there is no reason why you
halflings become bards more often than any other people, but can’t experiment and make the world of Drakkenheim your own.
there are a handful of notable halfling wizards and sorcerers Ultimately, it’s far more important for players to be able to create
amongst the Amethyst Academy. There are even notable characters which interest and excite them than to preserve the
halfling champions who have fought alongside the Hooded “sanctity” of the setting. After all, as the protagonists of the story,
Lanterns and the Knights of the Silver Order. Although short player characters are naturally oddballs and exceptions.
A
pothecaries can be found throughout the continent in world how great science can be.
many forms. The term is broadly used to describe many 2 There are secrets of this world capable of unlocking vast mortal
magic-adjacent professions found on the continent and the potential — I will discover them.
vast array of possible fields of study is ever expanding. 3 My mentor was a great genius. I want to finish the work they started.
The Amethyst Academy has departments of apothecaries
managing their labs and research centers. Within their many
schools and strongholds, they teach advanced sciences and using
Flaws
magic to better understand the body and mind, and the various 1 Sometimes you have to make sacrifices to prove a hypothesis.
modern medical practices that can be combined with magic to Sometimes those sacrifices are people’s lives. A worthy cost for
save lives — or end them. science, no?
Not all apothecaries are mageborn. The broad term has been 2 I obsess over my theories and discovering occult lore;
used to describe several practices that combine herbal ingredients, occasionally it is all consuming.
chemicals, and poisons with biological study to induce outcomes 3 I scoff at mages and their petty parlor tricks. They cannot
similar to the effects of evocation or necromantic magic. Path- fathom the power we can wield if we simply seek it.
ogenists working in distant labs perform studies to create new
powerful strains of disease and poison. Chemists find ways to
surpass the potency of mageborn spellcasting with the right dose
Personal Quest
of chemicals for their explosive and destructive results. Other 1 I must collect blood samples of the five chromatic dragons in
Mutagenists working with the mutating effects of delerium seek order to perfect the ultimate concoction.
to control and isolate the elements of mutation and apply them in 2 I will be the first non-mageborn to prove the potential of
a more controlled manner. There are even reports of apothecaries scientific study and join the Amethyst Academy elite.
who are studying techniques to unlock the potential of the mind. 3 The falling star that struck Drakkenheim is sure to have
These Alienists have caused a stir amongst nobles, mages, and unfathomable potential for my study. I must collect a shard
clergy for their ability to tap into mental capabilities that mirror from the source in the heart of the crater.
magic, without requiring a mageborn’s lineage.
Diagnosis
You can take the Help action as a bonus action on your turn.
B
elow is the list of spells you consult when you learn an apothecary spell. The list is organized by spell level, not character level. If a
spell can be cast as a ritual, the ritual tag (r) appears after the spell’s name.
Each spell is in the Fifth Edition core rules, unless it has one asterisk, which indicates that it is a new spell described in Chapter
4 of this book. Apothecaries may also learn any Contaminated Spell, a new type of spell found in chapter 4 of this book. Contaminated
Spells are available to apothecaries only if found during their adventures, and cannot be chosen normally.
Alienist Spells
1st-level Alienist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Alienist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Alienist Spells
Apothecary Level Spell
1st charm person, hideous laughter
3rd detect thoughts, suggestion
5th hypnotic pattern, major image
7th arcane eye, dimension door
9th animate objects, modify memory
Mental Influence
3rd-level Alienist Feature
You have studied hard to unlock the deepest recesses of your
psyche, unleashing untapped psychic potential within yourself.
This energy is represented by a pool of Psychic Points. You have
four psychic points. You gain two more at 6th level, another two
at 10th, and two more again at 14th level, which you can ex-
pend to use the various psionic powers you have detailed below.
If you have expended all your Psychic Points, you cannot use
these powers. You regain all your expended Psychic Points when
you finish a short or long rest.
h Cerebral Breakthrough. When you cast an apothecary
spell that deals damage, you can expend a Psychic Point to
re-roll any number of the dice. You must use the new rolls.
h Mind Over Matter. Whenever you take damage, you can
Alienist use your reaction and expend a Psychic Point, reducing the
damage taken by an amount equal to your apothecary level.
h Mind Whisperer. When you cast an apothecary spell which
An Alienist seeks to master the mysteries of the mind. Having devoted does not deal damage, you may spend a psychic point to cast
years to studying the inner workings of the brain, and unlocking it without any somatic or verbal components.
its latent potential, an Alienist is able to read and manipulate the
thoughts of others, and bend reality itself. They tap into unfathomable
realities and shift the world to their will using the psychic energies they
call upon from eldritch lore and arcane knowledge. Metaphysical Tether
3rd-level Alienist feature
Advanced Psychology As an action, you can touch a willing creature to create a psy-
chic link with it which lasts a number of hours equal to your
1st-level Alienist feature Apothecary level or until you end the link (no action required).
The maximum number of links you can have at any time is
You learn the eldritch blast cantrip. You gain proficiency in equal to your proficiency bonus. All the creatures tethered in
the Arcana skill. If you already have this proficiency, you gain this way can communicate telepathically with one another as
proficiency with another skill of your choice. long as they are within 100 feet of each other.
Mental Magic
10th-level Alienist feature
You gain new ways to use your latent psychic powers to manip-
ulate the essence of your spells and spellcasting. You gain three
new ways to use your Psychic Points:
h Prescribed Effects. Once per turn when a target you can see
within 30 feet of you succeeds on an Intelligence, Wisdom, or
Charisma saving throw against a spell you cast, you can expend
a Psychic Point to fill its mind with scrambled psionic energy, Chemist
forcing it to reroll the d20 and use the lower roll for its saving
throw, possibly turning a success into a failure. A Chemist is a studied scientist whose advanced research in to
h Mentally Prepared. Once per turn, when a target you can
chemical compounds has granted them the ability to terrorize their
see within 30 feet of you, including yourself, fails an Intelli- enemies with alchemical explosions, devastating gasses, and other
gence, Wisdom, or Charisma saving throw, you can use a Psy- horrific concoctions. Chemists love testing their new compounds in
chic Point and add your Intelligence modifier to the creature’s the field, and are always keen to advance their study and research
saving throw, potentially turning the failure into a success. further, finding new combinations to combust their foes with.
h Fight or Flight Response. As a bonus action, you
can expend a Psychic Point and teleport up to 30 feet to
an unoccupied space you can see. You immediately gain
temporary hit points equal to twice your intelligence modifier. Chemical Compound
1st-level Chemist feature
Self-Diagnosis You gain proficiency in alchemist’s supplies if you do not already
have it. You also learn the firebolt cantrip and one additional
14th-level Alienist feature evocation cantrip of your choice from the wizard spell list. These
If you have no Psychic Points remaining, you can use an bonus cantrips count as apothecary cantrips for you, but do not count
action and expend a spell slot to regain 1d4 Psychic Points. against your cantrips known.
You also gain two additional psychic features:
h Careful Examination. Whenever you cast a spell which
restores hit points to a creature, you may expend a Psychic Point. Chemist Spells
If you do, all creatures targeted by the spell regain an additional 1st-level Chemist feature
amount of hit points equal to twice your Intelligence modifier.
h Enhanced Cerebellum. When you cast any spell of 1st You always have certain spells prepared after you reach particular
level or higher from your Alienist Spells feature, you can levels in this class, as shown in the Chemist Spells table. These
cast it by expending a spell slot as normal or by spending a spells count as apothecary spells for you, but they don’t count
number of psychic points equal to the spell’s level. against the number of apothecary spells you prepare.
Exorcism
Elemental Adjustment 3rd-level Exorcist feature
14th-level Chemist feature At 3rd level you gain the ability to imbue divine energy through
When you cast a spell using an apothecary spell slot which deals your holy symbol to expel evil entities in the area, or purge their
a type of damage from the following list, you can change that harmful effects from your allies.
damage type to one of the other listed types: acid, cold, fire, When you use this feature, you choose which effect to create.
lightning, or poison. You can use this feature a number of times equal to half your
proficiency bonus rounded down, you regain all expended uses
on a short or long rest.
Chemical Cataclysm If an Exorcism effect requires a saving throw, the DC equals
your Apothecary spell save DC.
18th-level Chemist feature Starting at 5th level, when an undead or fiend fails its saving
throw against your Expel Evil feature, that creature suffers 4d8
When you cast a spell that deals acid, cold, fire, lighting, or
radiant damage.
poison damage using an apothecary spell slot, it is treated as if it
Expel Evil. As an action, you present your holy symbol and
was cast using a 7th-level spell slot.
speak a prayer censuring creatures that mean you harm. Each
Adaptive Genetics h As long as you have one or more hit points remaining, you can
use a bonus action and expend a spell slot to regain hit points
equal to ten times the level of the spell slot used.
10th-level Mutagenist feature h If you fail a saving throw, as a reaction you can expend a spell
You are able to use your changed biology to protect yourself slot to succeed instead.
from the clutches of death. When you are reduced to 0 hit points h Your Strength score becomes equal to your Intelligence score
in either your natural, or transmogrified state, your other self is when transmogrified. Additionally, you can cast spells while in
ready to take over. your transmogrified form.
h When in your natural form and reduced to 0 hit points you
can immediately transform using your Transmogrifying Elix-
Pathogenist Spells
Apothecary Level Spell
1st infect*, inflict wounds
3rd blindness/deafness, biohazard*
5th pestilence*, venomous aura*
7th blight, blood worm*
9th contagion, insect plague
Pernicious Pathogens
3rd-level Pathogenist feature
Whenever a creature casts a spell or uses a trait or feature that
would cure or remove one of your diseases (such as casting
lesser restoration to remove your infect* spell), the creature must
first make an ability check using its spellcasting ability (or its
Charisma modifier, if the spell or special ability does not specify
a spellcasting ability score). The DC equals your spell save DC.
On a failed check, the creature’s spell, trait, or feature fails and
has no effect. Any material components used are expended, and
any spell slot expended is wasted.
Mutant Strain
3rd-level Pathogenist feature
You can evolve your diseases to cause new symptoms. You learn
Pathogenist two mutant strains of your choice, and each time you gain a
level in this class, you can replace one mutant strain you know
with a different one from this feature. When you reach certain
levels in this class, you learn additional mutant strains, as shown
The study of diseases opens doorways to many dangerous scientific
in the Mutant Strains Known table.
discoveries. As experts in both ridding the body of sickness and the
mutations of infectious disease, Pathogenists bring their study to
the battlefield by using monsters and enemies as test subjects for
their infections. Long years spent carefully monitoring the causes
Mutant Strains Known
and effects of such plagues allows them to be experts at disease Apothecary Level Number of Strains
mutation, allowing their sickness to spread in a terrifying manner 3rd 2
and riddle their foes with debilitating symptoms, crippling their 9th 3
bodies and rattling their minds.
15th 4
Plague Proficiency Whenever you cast a spell which inflicts diseases (such as infect*
or contagion) you can apply an additional effect from your
mutant strain to one of the targets of the spell, which lasts for
1st-level Pathogenist feature the duration of that spell.
You learn the chill touch cantrip. You gain proficiency with the The following mutant strains are available to you when you
herbalism kit. If you already have this proficiency, you gain learn a mutant strain. If a strain has a level requirement, you
proficiency with one other type of artisan’s tools of your choice. must be at least that level in this class to learn the strain.
Whenever you cast a spell which inflicts diseases, you can apply 7th death ward, corpse explosion*
an two additional effects from your mutant strain to one of the 9th raise dead, nerve gas*
targets of the spell, instead of one.
Ideals
T
he so-called great nations of the continent claim every 1 Tradition. The ancient traditions of my people have guided us for
scrap of land as theirs. Yet, many places in the world generations, and we should not doubt their timeworn wisdom.
remain wild and untamed, and the people who live there
refuse to relinquish their freedom to any lord, nation, or creed. 2 Strength. I see nothing better than to live out my days in glorious
They must fight to protect their way of life from the political battle and die with my blade in hand.
strife that plagues the nations. In places such as the cold northern 3 Faith. I am godsent to protect my people. I will fight for the
tundra of Netherwind, or the mystical Isles of Skye, as far south gods to the end.
as the Jungles of Terene, and to the fiery peaks of the Drakeclaw
Mountains dwell fierce warriors who rise up time and time again
to fend off the intrusion of civilization. Bonds
These barbarians are bold and courageous warriors. They tend 1 I am destined to destroy the enemies of my people or faith.
to lean towards more traditional combat tactics and rely on strength
2 I am deeply connected to a natural location in the world. I long
and cunning over plate mail and tactics. Many notable warlords to return to that place one day.
have been referred to as barbarians, some famous and courageous,
others infamous and terrible. Kristoff Karn, the invader of the East- 3 The elders of my community are expecting me to uphold our
ways, and I won’t let them down.
ern Vales, carved a bloody path through the free lands of the east
in the name of conquest. The Ironhelm Dwarves foster traditions
of berserker warriors. The Northfolk of Skye and the Netherwind
Reavers are all notable barbarian groups.
Flaws
Some barbarians hold deep faith and reverence for the ancient 1 I am too serious at times. I do not have time for jokes or revelry
Old Gods, and view themselves as defenders of their sacred while enemies still stand.
places. Keeping close ties to druids, they see themselves as war- 2 The truth is, I love battle. I thrive on blood. I do not like sitting
riors of the natural order, attuning to nature, animals, and the still for too long.
wilds. Others only loosely hold these ancient traditions. 3 I don’t think things through before I take action.
Some barbarians care little for the ways of the Old Gods,
however, and simply live for battle and adventure. Many fought
as mercenaries during the Westemär Civil War or as seafaring Personal Quest
pirates of the Middle Sea, or even a handful of bold Caspian 1 My village has been tormented by one of the legendary dragons
warriors who stood to prove their might for their home. of the continent and I seek to destroy them.
2 I have heard of great temples to the Old Gods in the jungles of
Terene. I hope to see these temples for myself and uncover their
lost secrets.
3 I believe I am chosen by the Old Gods. I seek the druids of
Kromac in Skye in hopes of understanding my purpose.
Already a Monster
6th-level Haze Rager feature
While you are raging, you ignore the Symptoms of any
Contamination Levels you have gained, except for a
Monstrous Transformation.
Whenever you would suffer a Mutation from contamination,
you can roll twice and choose which Mutation you gain.
Barbarian:
Path of the Haze Rager Consume Corruption
10th-level Haze Rager feature
The first warriors who ventured into Drakkenheim were doomed.
You gain the ability to cast the purge contamination spell. You can
Few returned from these early expeditions, and those few who
do so a number of times per day equal to your proficiency bonus.
survived were forever changed by the experience. A rare few wrestle
You do not need material components when casting the spell in
the madness of the Haze through a supernatural rage which allows
this way. You can’t use this ability on yourself.
them to channel the eldritch energies of delerium. These Haze
Ragers thrive on the contaminated power of delerium, transforming
madness and fear into a weapon. Their practice has given them
unnatural tolerance for contamination, and some have told legends
Voices In Your Head
of these barbarians surviving even the most horrific mutations. 10th-level Haze Rager feature
Once per day you can cast the contact other plane spell. If you
fail the Intelligence saving throw, you can choose to gain one
Contaminated Fury Contamination Level instead of being driven mad.
B
ards fine tune their magic through music, poetry, dance,
and artwork. Weaving magic comes to bards like pulling
the strings of a lute comes to a musician or brushstrokes
Ideals
to a painter, but to produce great magic requires talent honed 1 Beauty. I want to leave my mark on this world and make it a
more beautiful place for everyone.
by years of practice. While art and music have always been
part of continental society, true bards are a rare breed, and 2 Love. I do what I do for love. There is no power or magic in this
only very recently has bardic magic been recognized as a dis- world greater than love.
tinct magical practice. 3 Creativity. I was not meant for a mundane life; I must express
The most famous bards hail from Caspia. The six Great myself and show the world my art.
Houses each have countless musicians, artists, and authors who
accompany their scions, composing songs, poems, and creating
other works of art to bolster their house’s renown. Every Bonds
Caspian noble leaves home with a trusty herald by their side to 1 I am loyal to whoever is paying me. I’ll sing a song for anyone
sing their praises and announce them, but having a magical bard who has the right amount of coin.
amongst your entourage is a mark of true prestige well sought 2 I have a great rival in a rascally Caspian bard, and I want to
after by Caspian nobility. Oftentimes a particularly skilled bard show them I am the better artist, musician, trickster, or lover.
will seek out a career in a Caspian noble house to leave their
3 I live for the attention of the audience. Whenever I arrive in a
mark on the world. Yet for every famous Caspian bard, there are
new town the first thing I must do is perform in the local tavern.
many more who seek their own adventures using their skills to
help others or make their own fame and fortune.
Most bards are thought to be mageborn who manifest their
powers as teenagers or young adults, their powers latent
Flaws
until suddenly unlocked in a flash of creative inspiration. 1 I judge others’ tastes often, no one has as refined an appetite
as mine.
Creatively gifted mageborn who otherwise struggle to
harness their magical abilities have found that performance, 2 I believe I am the cleverest person in the room, and everyone
poetry, and song helps them cast certain spells in a more should listen to me.
nuanced and controlled manner. However, a person with the 3 Sometimes you have to lie and cheat to be the best, I’m not
right knack can master a cantrip or low-level spell without above it.
necessarily needing to be mageborn, and the power of art
and music presents a pathway to much more powerful
magic. Through mastery in their craft, bards can tap into the Personal Quest
extraplanar forces to cast powerful spells, even though they 1 I’ve wanted to be a bard for the High King of Caspia since I was
lack the mageborn gene. young. I will be, I know it.
As a result, there is still much dispute over whether bardic 2 I want to visit the Conservatory of Creation in Liberio and learn
magic is a unique manifestation of mageborn magic, or whether everything I can from the great artists who came before me.
it may be performed solely through the use of art and music.
3 I have a noble claim. I want to find a loophole in the Edicts of
Bardic magic was not well known when the Edicts of Lumen Lumen so I can take up my title without anyone making an issue
were written. Many amongst the nobility and clergy believe over my magical talents.
bards should be held to the same restrictions and laws as
mageborn, and disinherited from any noble claims. As such,
bards often join the Amethyst Academy in hopes of refining and
understanding their craft. Only recently has the school delved
into art and music studies as a means of analyzing the unique “I can wield the fabrics of darkness, shadow,
nature of bardic magic. and eldritch energies and bend them to my will.
Meanwhile, these folks are tootle-tooting on
their horns, flutes, or whatever, and calling it
spellcasting. Amusing.”
Dreadful Words
3rd-level College of Doomsayers feature
As a bonus action, you can expend one use of your Bardic
Inspiration and choose one creature you can see within 60 feet
of you. The target takes psychic damage equal to the roll of your
Bardic inspiration die and must make a Wisdom saving throw
against your spell save DC. On a failed saving throw, the target
becomes frightened of you until the start of your next turn.
Prophetic Foresight
6th-level College of Doomsayers feature
You can behold glimpses of the most disastrous outcome for
every possible action. When a creature you can see within 60
feet of you makes an attack roll, ability check, or saving throw,
you use your reaction and attempt to make these visions come
true. The triggering creature must make a Charisma saving
throw against your spell save DC. On a failed saving throw, the
triggering attack roll misses or the triggering ability check or sav- Impending Doom
ing throw fails. On a successful saving throw, the creature makes
the attack roll, ability check, or saving throw normally, and you 14th-level College of Doomsayers feature
do not expend your use of this ability. You can use this feature a A creature frightened of you has disadvantage on all saving
number of times equal to half your proficiency bonus (rounded throws it makes while it can see you.
down). You regain expended uses when you finish a long rest.
F
aith has a power all its own, and mortals have long sought 2 Change. A new age is upon us, one that I must help usher in with
the wisdom of the distant gods and divine forces they my devotion.
believe shaped the cosmos. Hoping to understand the true 3 Faith. I work for my god, and only they know my path. I
nature and purpose of the universe through deep meditation and follow unwavering.
spiritual discipline, priests, mystics, oracles, and prophets have
found the means to tap into the spark of divine magic that thrums
like a heartbeat connecting all things. Bonds
However, the largely silent gods have posed many long-stand- 1 I am a member of an organized faith, and must uphold my
ing mysteries about the nature of the heavens and divinity, and obligations within the clergy.
mortals long struggled to fully harness divine magic. While arcane
2 I must show others the light of my beliefs.
magic spread like a scourge through mortal bloodlines and druids
channeled the elements, only a few clerics would emerge every 3 There are great expectations on me by my people to be a holy
generation. Nevertheless, these individuals brought wisdom and leader. I will not let them down.
enlightenment to others, and through their words, mortals came
to understand the will of the Old Gods.
That changed, however, when the legendary Saint Tarna found Flaws
the Sacred Flame. During her trials and tribulations, Tarna learned 1 I believe so strongly in my faith that I do not think harm will
many divine truths from angelic beings, and lit the fires of a new come to me as long as I am devoted to the path.
faith. She revealed how those who demonstrate unwavering faith 2 I think those who have beliefs that differ from mine are strange
and devotion can form a powerful connection with the Sacred Fire and in need of guidance.
and harness divine magic for righteous purposes. While the study, 3 I put too much trust in the powerful members of my faith.
discipline, and intense meditation required to wield heavenly power
makes it a difficult path that few can achieve, Tarna illuminated a
pathway others could follow. Nevertheless, the true nature of divine
magic remains dimly understood, and many clerics spend their
Personal Quest
twilight years contemplating these heavenly mysteries hoping 1 I wish to travel to the city of Lumen/Drakkenheim and speak
in person to the Divine Matriarch/Lucretia Mathias to seek
the Sacred Flame will shed light on new truths. guidance and learn from their divine wisdom.
There are still clerics who uphold the tenets of faith to the
Old Gods, and even clerics of shadow cults. The dwarves have 2 I wish to make the pilgrimage across the Witherbleach desert
and into the Pale Teeth Mountains, just as Saint Tarna did.
clerics who worship ancient stones and blazing forges, while the
elves have clerics more tied to nature, resembling druids to many 3 I feel it is my divine purpose to bring my faith to the people of
outsiders. Gnomes and goblins keep faith in their own fey gods as the far-off Eastern Vales, Orleone, and Netherwind.
well. Amongst all people there are those devoted to the holy path
who have been able to harness divine magic, but none as promi-
nently or numerous as those dedicated to the Sacred Flame.
Today, clerics are often the heads of their congregations in
many places of worship, though not every priest and acolyte is a
divine spellcaster. Other clerics go on adventures serving the cause “Flame this, and righteous that. I’ve met some cool
of their respective faith. Some seek to bring justice and faith back clerics before, but I’ve also met a lot of angry
to the world; some go on holy quests to investigate world events clerics who don’t like me on principal. So I’m always
and see if they find divine purpose there. Some just see their a little wary.”
purpose in the world is to help those who need it, and so they set
out intent to aid in important events.
Domain Spells
1st-level Shadow Domain feature
You gain domain spells at the cleric levels listed in the Shadow
Domain Spells table. See the Divine Domain class feature in the
Core Rules for how domain spells work.
D
ruids have held the roles of elders and sages far longer
than any other spellcaster. While there is little recorded Ideals
history concerning the first druids, it is believed they
1 Natural Order. I am here to protect the balance of all natural things.
learned their ways through the whispers of the Old Gods,
the secrets of elusive fey, and a strong connection to primal 2 Greater Good. I must choose the path that helps the most
creatures and elements. Today, many druids shepherd the people, regardless of its consequences
traditions of these faiths. Ancient shrines, standing stones, 3 Devotion. I must adhere to the faiths of the Old Gods, for they
and circles of worship can be found throughout the wildlands, guide my path in all things.
tundras, high mountains, and sprawling deserts of the world,
still inhabited by ancient druidic circles. The jungles of Terene
are particularly well known for great druidic temples dating Bonds
back thousands of years. 1 I must protect my home, the natural places I was born and raised.
Druids often stand at odds to the rise of civilization and the
2 The animals and beasts of this world cannot always defend
politics of the continent. More and more, the nations of the
themselves from great evil, I am their protector.
world encroach upon natural lands, felling the great forests
to fuel their industries, ripping stones from the earth to forge 3 I have foreseen a great threat and believe only I can stop it.
weapons and fortresses, and polluting the waterways with the
filth of their cities. The dominant Faith of the Sacred Flame
cares more for heavens and salvation of the soul than it does Flaws
for the preservation and protection of the earth itself. Druids 1 I find people more destructive, disgusting, and problematic than
may even view arcane magic as a conduit for chaotic and animals, and care little what happens to them
otherworldly powers which subverts elemental energies and 2 I do not talk often, I prefer to be silent in my thoughts, I get
corrupts primal forces. Druids are often driven to adventure agitated when people disrupt my internal monologues.
when they witness the impact of these imbalances, and 3 I am easily distracted by the beauty of nature and the magic that
desperately seek the means to restore the fragile equilibrium can be found there.
which sustains life on the planet.
Druids do not have to be mageborn to acquire their powers.
Instead, their deep connection to nature, the elements, and Personal Quest
living creatures help guide them in intense practice to acquire
1 I want to see the devastation of Drakkenheim for myself so I can
their mastery over the primal forces of the world. assess the natural (or unnatural) dangers it proposes for the world.
2 I wish to meet the green dragon of the Achtungwald Forest, for I
believe we could learn much from one another.
3 The druids of Terene know much of the ways of the Old Gods and
keep sacred temples in the jungles. I wish to learn from their elders.
Circle Spells ing a spell slot. You don’t need to provide the material compo-
nents when you cast the spell in this way, and the target does not
gain any exhaustion levels from this casting of the spell. When
2nd-level Circle of Contamination feature you cast purge contamination* in this way, you can’t do so again
At 2nd level, you learn the chill touch and poison needle* until you finish a long rest.
cantrips. These don’t count against the number of druid
cantrips you know.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed Draw Corruption
for that level in the Circle of Contamination Spells table. Once
10th-level Circle of Contamination feature
you gain access to one of these spells, you always have it prepared,
and it doesn’t count against the number of spells you can pre- You gain the ability to draw contamination into yourself to
pare each day. If you gain access to a spell that doesn’t appear on empower your magic. Once per turn as a bonus action, you can
the druid spell list, the spell is nonetheless a druid spell for you. gain one Contamination Level. If you do, you regain one use of
your Wild Shape feature.
Circle of Contamination Spells
Druid Level Spells Defile Elements
3rd biohazard*, controlled mutation*
10th-level Circle of Contamination feature
5th purge contamination*, venomous aura*
You learn the summon delerium elemental spell, and always have
7th horrific transformation*, poison wave*
this spell prepared (it doesn’t count against the number of druid spells
9th acid rain*, toxic barrage* you can prepare). You can cast it once without a spell slot, material
component, or gaining a contamination level, and you regain the
Blighted Magic ability to do so when you finish a long rest. When you cast the spell,
you can modify it so that it doesn’t require concentration. When you
do, the spell’s duration for that casting changes to 1 minute.
2nd-level Circle of Contamination feature
Your magic becomes a twisted mockery of druidic principles,
and you can twist your spells to suit your needs. Your spells Haze Aura
which conjure creatures or natural flora and fauna now appear
like sickly, fleshy tentacles, and animals you summon are 14th-level Circle of Contamination feature
cancerous and mutated. In addition, when you cast a spell, you You have become such a locus for contamination that you
can choose one of the following blighted magic options: project the Haze around your body. The aura persists so long as
h Twin Spell. If the spell you cast targets only one creature and you are not incapacitated. Creatures of your choice which start
doesn’t have a range of self, you can expend a use of your Wild their turn within 10 feet of you must make a Constitution saving
Shape feature to target a second creature in range with the throw against your spell save DC. Those who fail the save take
same spell. To be eligible, a spell must be incapable of targeting 3d6 necrotic damage. A creature who fails this saving throw by 5
more than one creature at the spell’s current level. or more gains one Contamination Level.
h Quicken Spell. When you cast a spell that has a casting A creature which makes a successful saving throw against
time of 1 action, you can expend a use of your Wild Shape your Haze Aura is immune to its effects for 24 hours.
feature to cast the spell as a bonus action.
h Corrupt Spell. When you roll damage for a spell, you can
expend a use of your Wild Shape feature to change the damage
type of all damage caused by the spell to necrotic. In addition, Contamination Rules
you can reroll a number of the damage dice up to your Wisdom See the Contamination Rules found in Appendix C for more
modifier (minimum one). You must use the new rolls. information around contamination that will assist you with
h Purify Spell. When you cast a contaminated spell (found in playing this subclass.
Chapter 4), you can expend a use of your Wild Shape feature
to cast the spell without gaining a Contamination Level.
A
3 I like my blade to do my talking.
cross the many nations of the continent valiant warri-
ors take up arms and travel the lands on noble quests,
or sharpening their blades preparing for the next war.
The continent is a place of chaos. Many great wars have been
Ideals
fought between every nation multiple times over — there is 1 Responsibility. As a renowned soldier or warrior, it’s my job to
protect the innocent and fight for these lands.
no shortage of battles, conquests, or adventures that trained
warriors will find themselves drawn into. 2 Nation. I represent the place I hail from as an envoy and must ensure I
Caspian warriors from one of the great noble houses often form good relations by helping others and meeting with nobles.
head out into the world seeking renown and tales to bring home 3 Might. I must slay fearsome monsters, face danger, and prove
to honor their house. Great champions of the Scalebreaker the might of myself or my house.
Legion set forth to track and slay the remaining dragons of the
continent. Westemär is still recovering from the scars left behind
by its civil war and the fall of its capital. Many veterans of these Bonds
wars still remain ready to face new threats. 1 I have let too many people die in the war — it will not happen again.
Fighters are found among the Knights of the Silver Order
2 Family is the most important thing to me. I would die to
from Elyria, and aid on holy missions to track malfeasant
honor them.
wizards or to put an end to corruption caused by delerium.
The Eastern Vales, the Isles of Skye, or any of the other many 3 I made a promise to someone I loved dearly; I will not let
nations of the continent are filled with great warriors who aim to them down.
prove their might as they adventure around the world.
City guards and guilds often employ trained combatants who
yearn to protect the realms from evil. Bands of mercenaries and
Flaws
the remnants of defeated armies from the continent’s many wars 1 I run head first into battle — no monster is a match for me!
often feel the need to take up arms once again, either for their 2 I constantly like to prove how strong and powerful I am and
own survival or in service to some greater power. make sure everyone around knows it.
A fighter can come from just about anywhere and be part 3 I will do whatever it takes to make sure my house comes out on
of any faction. Not all are noble with great causes. Some very top, no matter what.
skilled fighters have made entire careers of being hired blades.
Rumors are that an entire group of fighters make their money
as hirelings for the Amethyst Academy, and are paid well to do Personal Quest
their dirty work. Many of the knights of the Silver Order who do
1 I plan to attend the next Kingsmoot and see the famous Tower
not possess divine powers are fighters, still loyal to the Faith. of Swords and Rex Colosseum.
2 Many warriors have tried and failed to slay Amarodial the
Bitterheart of the Eastern Vales. I will be the one who finally does!
3 I wish to join the Scalebreaker Legion in Caspia.
Fighter:
Commander
Between the nations of Westemär, Elyria, and Caspia there have
been countless wars fought. Many great knights, valiant soldiers,
and powerful combatants have tested their mettle against man
and monster alike. Amongst the brave there are always those who
are born to lead, and the Commander is just that. They stand
at the front of battle, uniting their allies and leading the charge
against their enemies.
Battle Commands
3rd-level Commander feature
You can issue a battle command as a bonus action to an ally
within 120 feet of you who can hear you. Choose one of the
following commands:
h Fight On! The target regains a number of hit points equal to
1d10 + your fighter level. The creature can’t regain hit points
from this command again until it finishes a short or long rest.
h For Glory! The target can use their reaction to make a
melee or ranged weapon attack.
h Move It! The target can use their reaction to move up to
their speed without provoking opportunity attacks.
h Never Falter! The target recovers from one charmed or
frightened condition. Once a creature benefits from this com-
mand, it can’t do so again until it finishes a short or long rest.
D Ideals
uring the age of the Arcane Empire, there was a revolt
against the rising Faith of the Sacred Flame. The sor-
cerer-kings destroyed many holy symbols and divinely 1 Open. I have much to learn from others, and I embrace every
empowered artifacts. The continent’s first monks were forged in opportunity to do so.
the rebellion against the sorcerer-kings, when a group of devout 2 Cunning. I know I am capable, and many who doubt me have
and faithful warriors channeled their divine powers into martial learned quickly not to do so.
practices. While these monks could not master true divine spell- 3 Suspicious. Question everything: nothing in this world is as it
casting, they discovered how the meditative disciplines merged seems, people especially.
with martial practices led them to a higher spiritual state.
These warrior-monks, imbued by the flame, led the devout
in a rebellion against the sorcerer-kings after the fall of Saint Bonds
Tarna. They sparked new hope into the Sacred Flame, when 1 The order of my faith or tradition has sent me and I must do
the sorcerer-kings thought they had squashed the rebellion by right by them.
seizing holy relics and outlawing divine magic.
2 I am fascinated by new places, and this is my first time leaving
In the time since the fall of the sorcerer-kings, the Faith has
my home.
built many monasteries. These locations are holy places where
monks train to harness the light of the flame through deep 3 I was exiled, and cannot return until I prove myself worthy.
meditation. They practice martial arts and follow the sacred
texts of the Flame. in their own way. The Isles of Skye houses
one of the largest and most notable monasteries to the Sacred Flaws
Flame, and many worshippers travel there to live a life in service 1 I am so devoted to my faith or tradition that it blinds me from
to the flame. Regardless of the faith they follow, monks dedicate seeing other points of view.
their lives to honing divine energy into themselves, perfecting 2 Sometimes I am so lost in meditation that I forget there are
their skills, mastering ancient combat techniques, and purifying others around me.
their body and mind. 3 I think less of the unconscious people who have not found the
While there are some ancient reports of druidic warriors who light within them.
could channel the natural elements into their fighting style,
most monks are dedicated to the Faith. Monks that meditate on
the powers of primal elements, or follow the Old Gods, might Personal Quest
very well be the first divine warriors of the lands. They share
1 I have traveled far in hopes of taking the Sacrament of the
a lot of similarity to barbarians in their ancient traditions and Falling Fire and joining their divine purpose.
paths, but with a dedication to control and calm, over brute
strength and rage. 2 I have heard a rumor of a temple of monks to the Sacred Flame
up in the Pale Teeth Mountains. I wish to visit their monastery.
3 I hope to travel to the Isles of Skye and find new traditions and
wisdom from the people there.
Erudite Education
3rd-level Way of the Arcane Hand feature
You gain proficiency in the Arcana skill. Whenever you make an
Intelligence ability check, you gain a bonus to the check equal
to your Wisdom modifier (minimum of +1).
Spellcasting
3rd-level Way of the Arcane Hand feature
When you reach 3rd level, you gain the ability to cast spells. See
Spell Rules for the general rules of spellcasting and the Spells
Listing for the wizard spell list.
Arcane Focus
You can use a monk weapon as an arcane focus for your spellcasting.
Cantrips
You learn two cantrips of your choice from the wizard spell list.
You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Way of the Arcane Hand Spellcasting table shows how
many spell slots you have to cast your wizard spells of 1st level
and higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
For example, if you know the 1st-level spell thunderwave and
have a 1st-level and a 2nd-level spell slot available, you can cast
thunderwave using either slot.
Focus Power
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — — 11th-level Way of the Arcane Hand feature
8th 2 6 4 2 — — When you cast a spell, you can expend ki points to increase
9th 2 6 4 2 — — the level of the spell as if you’d cast the spell using a higher-
level spell slot. You must use a spell slot as normal to cast the
10th 3 7 4 3 — — spell, then expend 1 ki point for each level you increase the
11th 3 8 4 3 — — spell in this way. You can increase the spell’s level higher than
your highest-level spell slot to a maximum level equal to your
12th 3 8 4 3 — —
proficiency bonus.
13th 3 9 4 3 2 — For example, if you’re an 11th-level Way of the Arcane Hand
14th 3 10 4 3 2 — monk, when you cast the spell scorching ray using a 2nd-level
spell slot, you could expend 2 ki points to cast the spell as 4th-
15th 3 10 4 3 2 —
level spell.
16th 3 11 4 3 3 —
17th
18th
3
3
11
11
4
4
3
3
3
3
—
—
Spell Resistance
11th-level Way of the Arcane Hand feature
19th 3 12 4 3 3 1
You have advantage on saving throws against spells and magical
20th 3 13 4 3 3 1
effects. Furthermore, you have resistance to damage from spells
and magical effects.
Eldritch Flurry
3rd-level Way of the Arcane Hand feature Meditative Casting
Whenever you take the Attack action on your turn, you can cast 17th-level Way of the Arcane Hand feature
one of your cantrips in place of one of those attacks. Starting at 17th level, when you cast a spell with a casting time
When you use your Flurry of Blows, you can cast a spell with of 1 action that requires your concentration, you can expend ki
a casting time of 1 action as a bonus action instead of making points equal to the spell’s level to modify the spell so that it does
unarmed strikes. Finally, when you use your action to cast a not require your concentration. Instead, the spell lasts up to 1
spell, you may treat this as taking an attack with a monk weap- minute, or its maximum duration, whichever is shorter.
on for the purposes of your other monk features.
Serpent Style
3rd-level Way of the Serpent feature
You gain proficiency with the glaive, halberd, pike, trident, and
similar spears and polearms. These weapons count as monk
weapons for you, even if they have the heavy or two-handed
properties. Furthermore, your grace and mastery of these weap-
ons does not limit your ability to make unarmed strikes while
wielding a two-handed weapon.
While wielding a quarterstaff, spear, or trident in two hands,
that weapon gains the Reach property.
Serpent Spring
3rd-level Way of the Serpent feature
You can use polearm weapons to vault into the air. While you
are wielding a weapon with the Reach property, your jump Serpent Stances
distance is doubled. 11th-level Way of the Serpent feature
While wielding a weapon with the Reach property, when you
expend a ki point to use your Step of the Wind feature, your At the start of your turn, you can adopt a serpent stance
jump distance is instead tripled for the turn, and you gain ad- (no action required). When you do, choose one of the following
vantage on your next melee weapon attack you make this turn. serpent stances, which last until you are incapacitated or use this
feature again.
Serpent Strikes h Anaconda Stance. While using this stance, increase the
reach of your melee weapon attacks and unarmed strikes by
10 feet.
6th-level Way of the Serpent feature h Black Mamba Stance. While using this stance, once per
You learn the following techniques to augment your attacks: turn when you miss with a weapon attack, you may make an
h Cobra Strike. When a creature you can see moves into additional melee attack as part of the same action.
your reach, you can use your reaction to make one attack h Couatl Stance. While using this stance, you gain a flying
against that creature. speed equal to your walking speed.
h Python Strike. When you hit a creature with an h Marilith Stance. While using this stance, you can take one
opportunity attack, you can also use your Stunning Strike reaction on every turn in combat, instead of once each round.
on that attack without expending a ki point.
h Viper Strike. Once on your turn when you hit a creature
with a melee weapon attack, you can expend 1 or more ki Supreme Serpent
points, up to a number equal to your proficiency bonus.
The attack deals 1d6 poison damage, plus 1d6 additional 17th-level Way of the Serpent feature
poison damage per ki point spent, and the target is When you adopt a Serpent Stance, you can instead adopt two ser-
poisoned until the end of your next turn. pent stances at the same time, gaining the benefits of both effects.
L
egends of the Sacred Flame say Saint Tarna was the First
Paladin. During the reign of the sorcerer-kings, Tarna Ideals
turned away from her wicked ways and found redemption
1 Charity. I am a protector and a knight first and foremost. I will
by swearing the first sacred oath before the archangels Michael
always help those in need.
and Gabriella. She fought righteously against the darkness of her
time, and her martyrdom inspired the Faith of the Sacred Flame. 2 Dedication. I will prove my value to my faith through triumph
and glory.
Following her example, many have taken up the holy paladin’s
mantle and dedicated their lives to serve the Sacred Flame as 3 Power. Like Saint Tarna, I strive to be the greatest paladin, no
champions of justice and hope. matter what it takes.
Today, most paladins are valiant warriors who take divine
oaths and or venture forth on sacred missions, protecting the
innocent from the deadly extraplanar forces which threaten the Bonds
world. They are master combatants, but also devout worship- 1 I will protect Elyria and its faith at all costs.
pers who through meditation and practice are able to tap into 2 I strive to prove the importance of the Old Gods in this world,
divine magic. Many join knightly orders, such as the storied and show that faith in them is still relevant.
Silver Order of Elyria.
3 I saw the meteor that hit Drakkenheim and have been drawn to
Although the term “paladin” is most closely associated with
it ever since.
the Silver Order and the tales of Saint Tarna, the word has
been used to describe many outside the faith of the Sacred
Flame who follow similar traditions with different gods. The
dwarves of Ironhelm Ridge are defended by knightly protectors
Flaws
who swear oaths to Danu and Gaibhne, and among the elven 1 Nothing I do is good enough. I feel I inadequately serve my faith
or god.
communities of Eladria are paladins devoted to Arwyn,
Morrigan, and Phantasia. 2 I justify my atrocities with faith and religious quotes.
3 I am easily obsessed with my goals and oaths.
Personal Quest
1 I want to follow the path of Saint Tarna and hope to meet the
angels she did in the Pale Teeth Mountains and be blessed by them.
2 I must meet Lucretia Mathias and take the sacrament of the
falling fire
3 It has been my lifelong goal to meet the Divine Matriarch in
person, and take up a holy quest given by her personally.
Tenets of Hexes At 18th level, the range of this aura increases to 30 feet.
Serve the Occult. Deities with power over the future have
infused you with occult magic. Through your oath, you are
Reversal of Fortune
made a mortal vessel for their inscrutable will. 15th-level Oath of Hexes feature
Keeper of Secrets. This world harbors dark secrets which are
Whenever a creature scores a critical hit against you, the
best kept long forgotten. You stand as the protectors of those
next time you hit that creature with an attack, that attack
secrets, preventing them from falling into the hands of weak-
automatically becomes a critical hit.
willed mortals who would misuse them to evil ends.
Arbiter of Fate. The strands of fate were woven long ago, and
it is folly to fight them. Misfortune befalls all.
Show No Mercy. Though some think your strange powers are
Death Hex
dark or corrupted, you vanquish evil with the very curses and 20th-level Oath of Hexes feature
magics that they would use against you. Show no mercy to A creature afflicted by your Curse of Hexes or Curse of
those who resist their fate. Torment becomes vulnerable to all damage.
Oath Spells
3rd-level Oath of Hexes feature
You gain oath spells at the paladin levels listed in the Oath of
Hexes Spells table. See the Sacred Oath class feature for how
oath spells work.
Paladin Level Spells
3rd hellish rebuke, hideous laughter, eldritch blast
5th invisibility, suggestion
9th bestow curse, fear
13th dimension door, polymorph
17th dominate person, mislead
Channel Divinity
3rd-level Oath of Hexes feature
You gain the following Channel Divinity options:
h Curse of Hexes. As an action, you curse one creature you
can see within 30 feet of you. When you curse a target, choose
an ability score. The chosen creature has disadvantage on
attack rolls, saving throws, and ability checks using that ability
score for one minute or until it drops to 0 hit points or falls
unconscious. At the end of each of the cursed creature’s turns, it
can make a Charisma saving throw against your spell save DC.
On a successful save, the curse ends.
h Curse of Torment. As a bonus action, you curse one creature
you can see within 30 feet of you. Searing pain wracks the tar-
get for one minute. While suffering this pain, it takes necrotic
damage equal to your paladin level at the start of each of its
turns. Each time it takes this damage, it can make a Wisdom
saving throw against your spell save DC. On a successful save,
the pain ends.
Chapter 3: Drakkenheim Characters 165
Rangers
The silent ranger springs from her vantage point, loosing a
deftly aimed arrow at her quarry below. The strike lands
true, felling the mutated monster in a single shot. The ranger Personality Traits
gracefully swings to the next rooftop before the horrors below 1 I am calculating and precise in everything I do. I always have a plan.
notice their fallen brethren. 2 I am fascinated by the natural elements of the world and like to
take the time to learn from nature when I can.
R
3 I am skeptical of people and wary of false promises and
angers are a diverse group of skilled warriors who focus
masked kindness.
their abilities on subterfuge, using the environment to
their advantage, and navigating dangerous places. Often
separated from the heavily armored knights and soldiers, rangers
stick to the fringes of society and are often seen as lone travelers
Ideals
who spent time surviving the wilds, or living amongst a druidic 1 Honor. I strive to uphold the ideals of my faction or people and
everything I do is to help them.
circle for a time. Rangers might be guerilla operatives of military
organizations, bringing inventive tactics and skills to the battle- 2 Change. The world is constantly changing, we either embrace it
field, or protecting innocent people from the beasts and monsters or die.
occupying the untamed wilds of the continent. 3 Nature. Upholding the natural order of the world is more
On the continent and beyond there are many skilled important than the petty dealings of us mortals.
survivalists who travel to see the great sights, exploring the
world to learn or adventure. These outlanders live a life on the
road, venturing from location to location and aspiring to remain Bonds
outside of society as nothing more than a wanderer. Some are 1 My life is lived in service of helping the world recover from its fall
simple survivors who lost their home to war or disaster, and are from grace, and to do my part to re-establish the balance of nature.
simply trying to reclaim what was lost to them. 2 I would die for my friends, family, or faction. I will support them
Many elven rangers hail from the Isles of Skye, protecting in their cause no matter what.
their sacred lands or traveling to see what the rest of the world
3 My skills at navigating dangerous environments and surviving
has to offer. The Jungles of Terene have a great force of warriors
the deadly places of the world are not to be wasted. I offer
who use the environments of the jungle, and commune with the myself to the service of those who need me.
animals who live there. Sometimes these jungle warriors ride
fierce beasts into battle as mounts or fight alongside them.
In Westemär, the Hooded Lanterns represent the remnants of Flaws
the guards of Drakkenheim and the military sent to investigate
1 My overconfidence makes me reckless in the face of danger.
the ruins. These rangers are more attuned to urban survival.
They are military strategists, able to navigate ruins and rubble 2 I am slow to trust others. I believe everyone lies and cheats for
with ease, move swiftly through dangerous monster infested their own ends.
landscapes and get the drop on their enemies. 3 I never feel calm or safe due to a life lived in the military
Rangers are known to be resourceful and practical, mastering traversing the dangerous places in the world.
a wide range of martial and wilderness survival skills. Seeking
every advantage they can, rangers often dabble in practical
spellcasting. However, a ranger’s magic comes not from their Personal Quest
own power, but through knowledge of how to use material 1 I wish to join the Clawstrider Rangers of Terene and learn to ride
components, herbs, tools, traps, and natural conditions to great lizards as they do.
invoke a bit of spontaneous magic from the environment itself. 2 I want to see Eladria for myself and see the creatures of the
Occasionally, a ranger might master a true low-level spell taught Faerie Otherworlds with my own eyes.
to them after helping a local druid or witch.
3 I have been searching the world for an heir to the throne of
Drakkenheim.
Ranger:
Urban Ranger
Urban rangers are less accustomed to nature and the wilds, but
to the rooftops and guerilla tactics of city warfare. Training
for maneuverability and stealth amongst ruined buildings, and
twisting streets, these rangers are at home amongst the ruins and
rubble. They are agile runners, skilled snipers, and always able to
know where the best vantage points against their enemies are.
Gutter Runner
3rd-level Urban Ranger feature
You gain a climb speed equal to your walking speed, and profi-
ciency in the Athletics and Acrobatic skills if you don’t already
have it. Your proficiency bonus is doubled for any ability check
you make that uses either of those proficiencies.
In addition, when you take the Dash action on your turn, you
can move through other creature’s spaces without penalty (but
not stop there). When you do, your movement doesn’t provoke
opportunity attacks.
Vantage Point
3rd-level Urban Ranger feature
When you make a ranged weapon attack against a creature, you
gain advantage on the attack roll if there are no other creatures Perfect Position
within 5 feet of that target, or if you are 20 feet or more above
the target and that creature doesn’t have cover. 11th-level Urban Ranger feature
When you attack a creature with the benefits of your Vantage
Rooftop Mobility Point feature, you deal an additional 2d6 damage to the target,
and score a critical hit on a d20 roll of 19–20.
7th-level Urban Ranger feature
Your movement speed increases by 10 feet, and you can take Sitting Duck
the Dash action as a bonus action on your turn. In addition,
you have mastered the means to propel yourself forwards and 15th level Urban Ranger feature
upwards when you move and climb. When you take the Dash Once on your turn, when you hit a creature that did not move
action on your turn, your jumping distance increases to match on its last turn with a ranged weapon attack, that attack
your movement speed. automatically becomes a critical hit.
Ideals
R
anging from scoundrels and thieves hiding in the
underbelly of cities, to swashbuckling sailors navi- 1 Redemption. Every scoundrel and criminal has a story and a
gating the diamond sea or rough pirates plundering reason for their path.
and scavenging through the Middle Sea, rogues are plentiful 2 Greed. To acquire wealth, live in splendor, and grow old and fat
and versatile. They might be members of organized guilds or is my dream.
military strike teams specialized in covert operations, or crime
3 Loyalty. I respect and trust my friends or faction to the end.
lords ruling from the shadows. Rogues have some elements in Everyone else I will stab in the back without thinking, but
common though. They are quiet and deadly combatants, who never them.
are skilled at taking out their chosen target.
The Jaggers of Caspia are well known for training noble rogues
who hold high reputation amongst their people, and are called Bonds
upon for stealth strikes or assassinations in Caspia’s many wars. 1 There are many secret and ancient places in this world filled
Elyria has a known underbelly of scoundrels operating in the with lost treasure ripe for plundering.
shadows, plotting just below the surface of their pristine city of
2 I must clear my name of the horrible crimes I have been accused
Lumen. In Westemär the gangs of thieves, bandits, and ruffians
of in the nation I came from.
have banded together under the guidance of a Queen of Thieves
who has organized an army of rogues into a dangerous force. 3 There is a debt that I have to pay off before the bounty hunters
Rogues and scoundrels have been making their fortunes catch up to me.
recently by the smuggling of delerium, the dangerous rocks fetch
a high price, and many mages and distant lands want in on the
power these crystals contain, and so the smuggling operations of
Flaws
rogues have been running rampant through the continent. 1 I just can’t stop lying.
Rogues can hail from any nation, and work for any 2 If I see something of value, I really feel like it would be better in
organization. The Hooded Lanterns, and many military my possession.
organizations use rogues for covert operations and scouting. 3 I am beholden to a strict set of rules that help me survive. I never
Some work as mercenaries for anyone who needs something stray from them.
done quietly. A rogue might be a noble duelist, or a streetwise
survivor. They could be a smuggler, thief, or a skilled assassin
looking for their next contract. Personal Quest
1 I plan to steal a painting from the Conservatory of Creation
in Liberio.
2 I hope to join (or kill) the Queen of Thieves and become
her lieutenant (or supplant her entirely).
3 I was hired by a mysterious benefactor to steal the relics hidden
under the Cathedral of Saint Tarna in Elyria, and have been
offered more wealth than I can even imagine.
A
out of a situation.
sorcerer is a mortal born with the innate ability to tap into
otherworldly and extraplanar magic. The mageborn trait
is passed on through the generations. Some sorcerers come Ideals
from long lines of powerful arcanists — some even descended
1 Legacy. I must leave my mark on this world as a great spellcaster.
from powerful lines of mages tracing back to the sorcerer-kings of
old — while others are wild talents, manifesting the latent poten- 2 Power. There is new power forming in this world, and I must
tial long dormant in their families. Others gain the trait through harness it.
magical or mysterious circumstances encountered at birth or a 3 Redemption. I once wielded my magic irresponsibly and harmed
very young age. others using it. I must correct the mistakes I made.
Most sorcerers manifest their powers by puberty. These
spells and magical effects are often chaotic and destructive,
and most young sorcerers have trouble controlling their powers Bonds
until they receive proper training. As such, the mages of the 1 I hope to rise the ranks of my faction and be one of the best.
Amethyst Academy devote considerable resources to locating
2 There are secrets of magic hidden from me that I must discover.
those with sorcerous potential. By law, the Academy can take
children as young as age six as wards. Those who take well to 3 I hope to gain the trust and love of my family.
Academy education learn to refine their natural talents and
become wizards. However, others struggle with such methods,
or are not found until late puberty by the purple-robed mages. Flaws
This enables their true sorcerous potential to flourish, and 1 I am a risk taker, even when it puts others in danger.
with less restraint and discipline, their magic diverges from the
2 My big mouth constantly gets me in trouble.
techniques of wizards, though shares the same origin. They
choose emotion, drive, and intuition in place of advanced study, 3 I enjoy showing off my magical potency a bit too much.
relying on their training to hone their skills to a level of control
so they are no longer a danger to themselves or others.
Amongst the Amethyst Academy, most sorcerers become field Personal Quest
agents, investigators, and ambassadors rather than researchers 1 The elven ruins scattered around the continent hold many
and instructors, giving up academics for a purpose to use their magical secrets waiting to be uncovered. I must visit the Elvenmire
skills more readily. Nevertheless, as mageborn, sorcerers are in Westemär, Eladria in Skye, and the lost temples in Terene.
beholden to the terms of the Edicts of Lumen. 2 I will sit on the directorate of the Amethyst Academy, one way
or another.
3 I plan to learn and master all contaminated magic.
Delerium Spells
1st-level Delerium Soul feature
Imbued with the eldritch power of delerium, your magic is
fundamentally contaminated. You learn additional spells when
you reach certain levels in this class, as shown on the Delerium
Spells table. Each of these spells counts as a sorcerer spell for
you, but it doesn’t count against the number of sorcerer spells
you know.
Whenever you gain a sorcerer level, you can replace one spell
you gained from this feature with another spell of the same
level. The new spell must be a contaminated spell.
Mutant Manifestation You can tap into contaminated energy to cast a spell you do not
know. You can cast any spell from any class spell list. The spell
must be of a level for which you have spell slots, and you must
1st-level Delerium Soul feature expend a spell slot as normal. Casting the spell uses the spell’s
When you finish a long rest, you can choose to roll twice on the normal casting time, and if the spell has material components, you
Mutations table (see page 231), and must select one of the results. must provide those components as normal. As part of casting the
You gain that mutation, which remains until you finish a long rest, spell, but before the spell takes effect, you gain a number of Con-
even if you don’t currently have any contamination levels. tamination Levels equal to half the spell’s level, rounded down
(minimum of one). You can’t prevent or reduce these Contamina-
Contaminated Sorcery tion Levels by any means, but you can remove them as normal.
I Ideals
t is believed that warlocks were the first arcane spellcasters.
Long before the rise of the sorcerer-kings, the first people
to acquire arcane spellcasting were humans who sought out 1 Power. The strive for further power is the most important thing
in this world.
eldritch pacts with demons, angels, fey, dragons, and entities from
distant realms for survival during an age of endless winter mil- 2 Acceptance. All the people of this world deserve to be treated
lennia ago. From these pacts, their blood was tainted with arcane with respect and acceptance.
power and their children were the first mageborn. 3 Change. We must push for change, and accept it as part of life.
In the modern world, most warlocks emerge due to either
necessity, curiosity, or unfortunate accident. Many become
warlocks not because they sought out an eldritch patron Bonds
intentionally, but because these entities approached them in a 1 My patron has promised me great magical secrets if I continue
desperate moment with an offer of power. Others become war- to obey them.
locks because they crave the potential that magic wields. Moti-
2 My parents are great wizards, and I will prove to them I can be a
vated by jealousy and greed, these warlocks often fall under
great spellcaster as well.
the influence of fiendish and diabolical patrons seeking mortal
pawns to advance their wicked schemes. Other warlocks are 3 My patron wishes to enter this realm and I will help them do so.
children of mageborn parents who hold no capabilities for
magic, and forge an eldritch pact to live up to the expectations
of their magical family members. On rare occasions, unknow- Flaws
able beings from far realms seek out individuals to use as their 1 My curiosity and desire for power constantly cause me problems.
chosen ones, and grant them powers in exchange for service. 2 I am quick to anger when conversations about me not being
Warlocks with malevolent patrons typically avoid the mageborn come up.
Amethyst Academy. Due to the nature of how warlocks acquire
3 I hear voices, they tell me to burn things.
their powers — often as adults — it’s extraordinarily rare to find
a young warlock among the student body. Furthermore, since
a warlock’s eldritch patron acts as their mentor and instructor
in magic, many warlocks may feel they have little to learn from
Personal Quest
Academy professors. 1 I hope to find Thin Places and use them to learn from my
Nevertheless, the Amethyst Academy cautiously welcomes patron. I must visit the Isles of Skye, Drakkenheim, and the
jungles of Terene.
warlocks into their ranks, as often a warlock’s unique connection
to an extraplanar entity can bring valuable arcane knowledge. 2 I must prove to the Amethyst Academy that I am worthy of
Experienced Academy instructors understand how a warlock’s climbing the ranks of their organization.
relationship with their patrons can be dangerous or problematic, 3 I hope to open a rift between worlds in Drakkenheim to allow
but also that a warlock will always produce mageborn children. my patron into this world.
In some cases, Academy professors monitor these ties to distant
beings amongst their students and faculty, but for the most part,
warlocks are treated as equals to the great sorcerers and wizards
of the world.
Cosmic Patron
don’t know it already. It doesn’t count against the number of
warlock cantrips you know. When you cast eldritch blast, you
can have it deal radiant damage instead of force damage.
Some warlocks gain their eldritch power from the very cosmos,
answering to entities of space, the constellations, planets, and
moons. A warlock swearing fealty to a Cosmic patron typically
Cosmic Guidance
believes they speak to gods, or god-like beings, but these entities 1st-level Cosmic patron feature
are shrouded in mystery, their appearance incomprehensible and You can speak, read, and write Celestial and Deep Speech. In
horrible, and their divine power is bestowed into the warlock from addition, you learn the guidance cantrip. It doesn’t count against
the stars and galaxies beyond. the number of warlock cantrips you know. Additionally, you
may cast the spell augury once without expending a spell slot.
You can’t do so again until you finish a long rest.
Expanded Spell List
1st-level Cosmic patron feature Orbit
The Cosmos lets you choose from an expanded list of spells 6th-level Cosmic patron feature
when you learn a warlock spell. The following spells are added Once per turn when you miss a creature with eldritch blast, the
to the warlock spell list for you. beam returns to you as an orbiting comet around your head.
While you have an orbiting comet, you can absorb its energy to do
Spell Level Spell the following:
1st magic missile, faerie fire h Cosmic Power. Once on your turn when you cast eldritch
2nd moonbeam, scorching ray blast, you can consume one orbiting comet to fire an
additional beam.
3rd blink, spirit guardians h Interception. You can use your reaction to intercept a
4th fire shield, wall of fire melee or ranged attack, gaining resistance to the damage
from that attack.
5th flame strike, greater restoration
h Lightspeed. As a bonus action, you can consume a comet to
teleport 30 feet to an unoccupied space you can see.
You can have a maximum number of orbiting comets equal to
Cosmic Attributes your proficiency bonus. As long as you have comets, you glow
with bright light out to 20 feet, and dim light for an additional
1st-level Cosmic patron feature 10 feet. The comets last until you finish a short or long rest, or
You take on an otherworldly cosmic appearance or essence. until you dismiss them (no action required).
Choose one or more of the attributes listed below, decide your
own, or roll randomly to determine how the cosmic powers
bestowed into you take form.
Meteoric Impact
10th-level Cosmic patron feature
1 Your eyes become pools of inky black with small galaxies floating
within them. To look into them is as if floating through the
Once per turn when you hit a creature with eldritch blast, you
cosmos lost in the void of space. can cause the beam to explode. Each creature within 10 feet of
the target must succeed on a Dexterity saving throw or take 3d6
2 Your touch becomes cold as ice and your skin becomes pale.
Some might think you undead or sickly. You appear as if you had fire damage.
died in the cold of space. The damage increases to 4d6 damage at 14th level, and to
3 Your voice has a slight echoing nature to it. As if there is more 5d6 damage at 17th level.
than one entity speaking through you. Your own voice is most
prominent but when listening carefully one can make out a
chorus of celestial voices speaking through you. Supernova
4 You give off a faint smell of ozone — acrid and sulfuric, as if light-
ning had just struck nearby. It seems unnatural and otherworldly. 14th-level Cosmic patron feature
5 You develop a third eye in the middle of your forehead that is Charged by the energy of the stars, you gain additional benefits
unblinking, and seems to pierce into people’s minds as it stares from the otherworldly entities lurking in the deep void of space.
upon them. h When you cast eldritch blast, you can fire one additional beam.
6 Your veins glow with a soft radiant light, giving you the appear- h Whenever you score a critical hit with eldritch blast, you can use
ance of a walking constellation of stars and cosmic energy. your Meteoric Impact feature an additional time that turn.
Expanded Spell List features, sound of your voice, hair length, coloration, and distin-
guishing characteristics, if any. You can make yourself appear as
a member of another race, though none of your statistics change.
1st-level Flesh Patron feature You can’t appear as a creature of a different size than you, and
The Flesh lets you choose from an expanded list of spells when your basic shape stays the same. For example, if you’re bipedal,
you learn a warlock spell. The following spells are added to the you can’t use this spell to become quadrupedal.
warlock spell list for you. Combat Instincts. You can attack twice, instead of once,
when you take the Attack action on your turn. In addition, your
Spell Level Spell natural weapons and unarmed strikes are considered magical for
the purposes of overcoming resistance to bludgeoning, piercing,
1st jump, shield
and slashing damage.
2nd enhance ability, enlarge/reduce Spider Claws. Your hands and feet grow strange mucus-
3rd haste, slow slicked insectoid features that allow you to climb surfaces. You
4th black tentacles, polymorph gain a climb speed equal to your walk speed and can stick to
ceilings as well without needing to make an ability check.
5th greater restoration, reincarnate
W
izards are mageborn who have honed their magical tal-
ents through Academy study and careful practice from Ideals
a young age. Though their magical powers originate in
1 Inclusion. I strive to make the world better for mageborn.
the same manner as a sorcerer — through bloodlines and lineages
— a wizard’s training tames their inborn chaotic and unpredict- 2 Education. To share knowledge and wisdom is the greatest good
able sorcerous abilities, allowing them to master a wider range of one can do.
spells through disciplined techniques. Like sorcerers, the Ame- 3 Secrecy. There are things about this world that should be kept
thyst Academy seeks out those with magical potential and brings from ordinary people for their own safety.
them under their guardianship around the age of six, though their
full magical training does not begin until puberty.
On the continent, a wizard’s strictly controlled instruction Bonds
is carried out exclusively by the Amethyst Academy. It is not 1 My mentor taught me all I know. I aspire to make them proud.
enough for a mageborn to learn this craft from a spellbook alone.
2 I must learn the secret spells of this world and take my place as
Wizardly education demands years of apprenticeship under a
one of the wizards of legend.
careful mentor, and includes physical and mental conditioning
alongside guided study of complex arcane theories and formulae. 3 I know I am smart enough to aid in solving the problems
As a result, a wizard who was not raised and trained within the plaguing this world.
Amethyst Academy is almost unheard of. Although very rare,
travelers from distant lands outside the reach of the Academy
have shown up with advanced knowledge of arcane spellcasting.
Flaws
There are tales of other organizations and rival schools across the 1 I am always the smartest person in the room and will make
ocean who have their own practices and studies to train wizards sure everyone knows.
in arcane magic. 2 I trust myself, and rarely anyone else.
Once a wizard has completed their apprenticeship, it is up to 3 I am easily distracted and a bit scatterbrained.
them to decide whether or not they wish to advance within the
ranks of the Amethyst Academy or depart to pursue their own
interests. Those who strive to climb the ranks of the Academy
can access fantastic resources and vast libraries of magical
Personal Quest
lore, but are required to work under the strict hierarchy of the 1 I wish to visit every Academy stronghold on the continent and
learn every spell kept within.
bureaucratic organization.
Other wizards are appointed to noble courts, and spend 2 I plan to be the next student of the great dragon Opularis, I will
their days as advisors to the nobility, and some set up their prove to them that I am worthy no matter what.
own shops to peddle arcane services. The most adventurous 3 One of the members of the Academy Directorate wrongfully
mages travel the world in search for new magics, people, places, expelled me, I will prove to them their error, or destroy them.
and ancient artifacts. Many of the great libraries of the world
house Academy-trained wizards who dedicate themselves to
the uncovering and protection of lore and history, keeping
records and details of world events, and non-magical study,
these wizards are responsible for making sure that all magical
texts and spell books are sent to academy strongholds for proper “Look at me, I’m a fancy wizard, I study all day
safeguarding and study. and never use my magic outside a classroom, but
Whether or not they remain within the Academy hierarchy, I’m going to tell everyone I’m so much better
all mageborn must abide the rules of the Edicts of Lumen. than other spellcasters! Go back to your books
Those who do not are declared malfeasants, and hunted by you book worm.”
mages and paladins alike.
Forbidden Study
2nd-level Malfeasant Wizard feature
Expel Contaminants
Whenever you gain a wizard level, you can add one Contam- 6th-level Malfeasant Wizard feature
inated Spell to your spellbook. This is in addition to the two You’ve discovered an arcane method to safely discharge eldritch
wizard spells you normally learn. pollutants from your own body. Whenever you finish a long rest,
You don’t need to research or discover the spell beforehand, you can reduce your Contamination Level by an amount equal
instead developing the spell as a result of your own research. to half your proficiency bonus (rounded down).
Increased Threshold
6th-level Malfeasant Wizard feature
Apotheosis in Flesh
Your dedicated long-term exposure to eldritch contamination 14th-level Malfeasant Wizard feature
has inured your body to its effects, and you can withstand a If you undergo a Monstrous Transformation, you maintain
greater accumulation of contamination. control over your new form for 1 minute.
You gain proficiency in Constitution saving throws and Unless you die, you revert back to your original form after
resistance to necrotic damage. 24 hours. When you assume your original form, you gain the
When determining which Symptoms apply to you as a result benefits of a long rest and all Contamination Levels are removed
of gaining Eldritch Contamination, you are treated as having from you.
a number of Contamination Levels equal to half your current The Game Master determines what memories you retain
Contamination Level instead, rounded down. For example, from your transformation, if any. Regardless, the harrowing
if you gained 5 Contamination Levels, you would only suffer experience will haunt you in your nightmares forever, and you
the Symptoms of Contamination Level 2. Thus, you would gain one form of Drakkenheim Madness (see page 231).
New Tool Kits and pestle and some dried herbs and flowers. Proficiency with
this kit lets you add your proficiency bonus to any ability checks
you make to determine the presence of celestials, fey, or fiends.
Characters may purchase these tool kits for 50 gp.
Each weighs 5 lbs.
Cosmologist’s Tools
Investigator’s Kit This small lockbox contains a star map, a scroll of known
This small black satchel contains a spyglass, a notebook and constellations, an armillary sphere, sun dial, astrolabe, and a
a quill, pliers, tongs, a small blade, and a magnifying glass. spyglass. Proficiency with this kit lets you add your proficiency
Proficiency with this kit lets you add your proficiency bonus bonus to any ability checks you make to determine time of
to any ability checks you make to investigate a crime scene, day, location, or direction, as well as recalling any relevant
examine a dead body, or spy on someone from a distance. information related to stars, cosmos, gods, or planes.
Arcane Fletcher
Requires proficiency in carpenter’s tools, tinker’s tools,
or woodcarver’s tools
Whenever you take a long rest, you may spend 1 hour using
your tools to imbue a number of arrows or bolts with elemental
W
hether arcane, divine, or primal spells, invoking magic is
an obvious and intentional act in the world of Drakken- Contaminated Spells
heim. The verbal, somatic, and material components The Contaminated Spells section contains new spells with the
of spells are vital: a spell fails if the pitch, resonance, and volume “contaminated” descriptor beside their school of magic. Such
of the verbal components are out of tune, or if gestures are not spells always require delerium as a material component, and
performed in an exacting and precise manner. While casting a cause the caster to gain Contamination Levels when cast.
spell, mages eyes burn with octarine or radiant light, magical en- A contaminated spell simply fails if the spellcaster prevents
ergies swirl about them, and their voices take on an otherworldly gaining Contamination Levels from its casting. The only excep-
resonance. The act of casting a spell is obvious and unmistakable tion to this rule is if the spellcaster has a class feature or magic
in the world of Drakkenheim. item such as the Circle of Contamination Druid’s Purify Spell
feature (described in Chapter 3) which specifically allows them to
Secret Spells cast contaminated spells without gaining Contamination Levels.
A monster with the Fully Contaminated trait can cast
In the world of Drakkenheim, several powerful spells found in contaminated spells with impunity, and does not gain
the Core Rules are significantly rarer than normal: Contamination Levels when they do so.
h Plane Shift. While the knowledge of the plane shift spell
is more widespread than the other secret spells, the planar
tuning forks used by the plane shift spell are the stuff of Learning the Spells
legends; see the World of Drakkenheim section for details. While many monsters and NPCs know these spells, contami-
h Simulacrum. This spell was only recently invented by the nated spells are not available to player characters at the
members of the Academy Directorate. While those within outset of the campaign unless explicitly granted by a
the Amethyst Academy are aware of the spell, the Academy subclass feature in this book. Instead, characters must either
Directors have not shared the means to cast this spell except study the spell from a found spellbook or scroll, locate a mentor to
with a few Grandmaster Wizards. teach them the spell, or research the spells themselves!
h Gate and True Resurrection. The only living nonplayer Once they’ve found a spellbook or teacher, a player character
characters capable of casting these spells are Lucretia Mathias must spend two days of downtime and 100 gp per spell level
and Divine Matriarch Mercy V of the Sacred Flame. practicing the spell. Once complete, the character may prepare
h Wish. For centuries, the mighty sorcerer-kings zealously the spell, add it to their spellbook, or replace a spell they already
guarded the knowledge of this mightiest of all spells. Today, know with the new spell, as appropriate for the spellcasting
while members of the Academy Directorate have knowledge features of their class.
of the spell, all have expended their ability to cast it on prior
wishes made centuries ago. This is a fact that they do not
disclose — not even to each other. Researching New Spells
At the Game Master’s option, player characters must obtain We’ve included three spells and two magic items that previously
knowledge of these spells as described in the “Learning new appeared in Dungeons of Drakkenheim. These items provide
spells” section below, and cannot be selected as normal when key tools characters need to deal with contamination in a
characters gain a level. Drakkenheim campaign.
Non-player characters do not have access to these spells Contamination immunity and neutralizing field are totally
unless specifically indicated in their description or game statis- undiscovered at the outset of a Drakkenheim campaign, and
tics. Furthermore, the material components for these spells are instead, these spells must be discovered through research.
exceptionally scarce and should be treated as consumable magic The player characters might undertake this research directly
items of Very Rare (for 7th- and 8th-level spells) or Legendary during their downtime. Alternatively, the party may seek
rarity (for 9th-level spells). out an NPC spellcaster to help develop the spell, such as an
Academy mage or Flamekeeper. The spell descriptions outline
the prerequisites needed to successfully research the spell.
Once these requirements are met, a character must spend
downtime and gold to complete the research: for each level of
the spell, the character must spend 5 days of downtime and
“What’s the worst that could happen?”
250 gp. Once complete, the character may prepare the spell,
add it to their spellbook, or replace a spell they already know
with the new spell, as appropriate for the spellcasting features
of their class.
Pestilence
3rd-level necromancy 4th-Level Spells
Casting Time: 1 action
Range: 90 feet Blood Worm
Components: V, S, M (a withered flower)
Duration: Concentration, up to 1 minute 4th-level necromancy
You infect up to three creatures you can see within range with a Casting Time: 1 action
magical disease. At the start of each of the target’s turns, it must Range: 30 feet
make a Constitution saving throw. On a failed saving throw, Components: V, S, M (a jar full of leeches)
the creature takes 3d6 necrotic damage and gains 1 level of Duration: Concentration, up to 1 minute
exhaustion. If a target succeeds on three of these saves, the spell You infect a creature you can see within range with a magical
ends for that creature. disease in the form of a malignant parasite. Once per turn when a
A lesser restoration spell cast on a target ends this spell early creature hits the infected target with a weapon attack, that attack
for that creature. deals an additional 4d6 necrotic damage, and the attacker regains
hit points equal to the necrotic damage dealt. Each time the infect-
Purge Contamination ed target takes this necrotic damage, it makes a Constitution saving
throw against the spell. If the saving throw succeeds, the spell ends.
3rd-level abjuration At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the necrotic damage increases by 1d6 for
Casting Time: 1 hour
each slot level above 4th.
Range: Touch
Components: V, S, M (100 gp of alchemical fluids or holy
water, which the spell consumes) Corpse Explosion
Duration: Instantaneous
4th-level necromancy
You apply alchemical fluids or holy water to a contaminated hu-
manoid creature while reciting an exacting magical chant which Casting Time: 1 reaction, which you take when a creature you
expels eldritch contaminants from its body. When you finish can see dies within 120 feet of you.
casting the spell, all contamination levels and mutations are Range: 120 feet
removed from the creature. It then gains 1 level of exhaustion Components: V, S
for each contamination level removed with this spell. Duration: Instantaneous
You cause the triggering creature’s body to explode in a violent
Tranquilizing Toxin shower of gore and infected flesh. Creatures within 10 feet of
a point centered on the triggering creature’s body take 4d8
3rd-level evocation necrotic damage and 4d8 acid damage, or half as much damage
on a successful Dexterity saving throw.
Casting Time: 1 action
At Higher Levels. If you cast this spell using a spell slot of
Range: 60 feet
5th level or higher, the damage increases by 1d8 acid damage for
Components: V, S
each slot level above 4th.
Duration: Instantaneous
One target you choose within range must make a Constitution
saving throw or take 8d6 poison damage and become poisoned
until the end of your next turn. While poisoned in this way, the
“Apothecaries blow up bodies, and inject poison
target is also stunned. On a successful saving throw, the target
in people and call it magic. Calm down there
takes half damage and is not poisoned.
doctor, you’re no mage.”
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the poison damage increases by 1d6 for
each slot level above 3rd.
2nd-Level Spells
Controlled Mutation
2nd-level contaminated transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a delerium chip worth 100gp)
Duration: Concentration, up to 1 hour
When you cast this spell, you gain 1 Contamination Level.
You weave contaminated energy to temporarily imbue a creature
within range with a beneficial mutation. Choose one of the
following effects; the target gains that effect until the spell ends.
John’s Scimitar
Lord Chamberlain’s Amulet This large feathered quill with is made from the plucked feather
of an angel. While attuned to this quill, you can read, write, and
Wondrous item, very rare (requires attunement) speak all languages. You always know if you read or hear a lie, and
immediately determine if a document is a forgery if you hold it in
This jeweled locket bears the symbol of the Sacred Flame kept your hands. You have truesight out to a range of 30 feet.
within a gilded lantern. The amulet has three charges. If you die You can fold a document written using this quill, then
while wearing the amulet, it immediately expends one charge to write the name of a creature familiar to you on the page or an
cast revivify upon you. The amulet regains all expended charges envelope. Once you do, the document and envelope whisk away
each time a new wearer attunes to it. If your attunement ends and towards the creature, flying through the air and slipping through
you later attune to this item again, it does not gain any charges. thin cracks to reach them. No matter where the creature is in
the world, it reaches them within 1 hour.
Orb of Nox
Wondrous item, legendary (requires attunement)
This 3-inch-diameter orb resembles a large marble with a
glowing delerium crystal within. It is a mysterious relic from the
days of the sorcerer-kings held as the symbol of the Archmage
of Elyria. You can use it as a spellcasting focus for your sorcerer,
warlock, and wizard spells, and you gain a +3 bonus to spell
attack rolls and to the saving throw DCs of your sorcerer,
warlock, and wizard spells.
This orb has five charges. When you cast a contaminated
spell, you can expend 1 charge from the orb. If you do, you
don’t gain a Contamination Level from casting that spell (this
does not cause casting the spell to fail).
The orb regains 1d6 expended charges each day at midnight.
Deep Dregs
Mortals contaminated by delerium under the influence of an Deep Knight
aquatic creature. Large aberration (chaotic evil)
202
Deep Knight
Deep Siren
Deep Dreg
Striga
Large undead, unaligned
Blood Frenzy. The striga has advantage on melee attack rolls against
any creature that doesn’t have all its hit points.
Regeneration. The striga regains 10 hit points at the start of each of
its turns if it has at least 1 hit point and isn’t in sunlight. If the striga
takes radiant damage, this trait doesn’t function until the start of
the striga’s next turn.
Delerium Healing. As an action, the striga can touch a delerium
shard to regain 10 (3d6) hit points. Once the striga has used a
delerium shard in this way, the shard can’t be used in this manner
again for 24 hours.
Fully Contaminated. The striga is immune tocontamination, and has
advantage on saving throws against contaminated spells.
Spider Climb. The striga can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The striga takes 20 radiant damage when it
starts its turn in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
Actions
Multiattack. The striga makes three attacks, two with its claws and
one with its bite. If both claw attacks hit the same creature, hit the
same creature, it must make a DC 15 Constitution saving throw or
take 14 (4d6) extra necrotic damage and gain 1 Contamination Level.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Entropic Watcher Tendrils. Melee Weapon Attack: +9 to hit, reach 40 ft., one creature.
Hit: 17 (3d8+4) bludgeoning damage and 9 (2d8) necrotic damage,
Large aberration (lawful evil) and the target is grappled (escape DC 17) if it is a Huge or smaller
creature. Until this grapple ends, the target is restrained, and the
entropic watcher can’t use the same tendril on another target.
Armor Class 18 (natural armor) The entropic watcher has ten tendrils.
Hit Points 199 (19d10 + 95)
Insanity Beam. Ranged Weapon Attack: +9 to hit, range 60 ft., one
Speed 0 ft., fly 50 ft. (hover) target. Hit: 22 (4d10) necrotic damage, and the beam then leaps to
another target. The watcher can repeat the attack against a new
STR DEX CON INT WIS CHA target within 30 feet of the first target. A creature can be targeted by
only one of the beams each time the watcher uses this attack.. For
15 (+2) 18 (+4) 20 (+5) 17 (+3) 15 (+2) 11 (+0) each additional creature hit in this way, the damage increases by 5
(1d10) necrotic damage.
Saving Throws Int +8, Wis +7, Cha +5 Shadow Crash (Recharge 5-6). The entropic watcher unleashes a
Skills Perception +12 blast of entropy centered on a point it can see within 150 feet
Damage Resistances cold, necrotic, poison of it. Creatures within 20 feet of the point must make a DC 16
Condition Immunities charmed, frightened, prone Constitution saving throw. They suffer 8d8 necrotic damage on a
failed saving throw, or half as much damage on a successful one.
Senses darkvision 120 ft., passive Perception 22
The area becomes a pool of clutching shadows which last until the
Languages Understands all languages but does not speak, start of the monster’s next turn. Creatures who end their turn in the
telepathy 120 ft. area suffer 8d8 necrotic damage.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Contaminating Grasp. One creature grappled by a tendril must make
a DC 16 Constitution saving throw. On a failed save, the target takes
Delerium Healing. As an action, the entropic watcher can touch 16 (3d10) necrotic damage, and gains one Contamination Level.
a delerium shard to regain 10 (3d6) hit points. Once the entropic
watcher has used a delerium shard in this way, the shard can’t be Bonus Actions
used in this manner again for 24 hours.
Force Barrier. The entropic watcher creates an shimmering
Fully Contaminated. The entropic watcher is immune to contamination, octarine 10-foot-by-10-foot wall of force at a point chosen within
and has advantage on saving throws against contaminated spells. 150 feet of it which lasts for 1 minute or until the entropic watcher
Eldritch Blood. A creature within 5 feet of the entropic watcher is incapacitated or dies. The wall appears in any orientation it
takes 5 (1d10) necrotic damage whenever it hits the watcher with a chooses, as a horizontal or vertical barrier or at an angle. It can be
melee attack. free floating or resting on a solid surface. If the wall cuts through a
creature’s space when it appears, the creature is pushed to one side
Eldritch Sight. Magical darkness doesn’t impede the entropic of the wall (GM’s choice which side).
watcher’s darkvision. Nothing can physically pass through the wall. It is immune to
Legendary Resistance (3/Day). If the entropic watcher fails a saving all damage and can’t be dispelled by dispel magic. A disintegrate spell
throw, it can choose to succeed instead. destroys the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
Magic Resistance. The entropic watcher has advantage on saving
throws against spells and other magical effects. Legendary Actions
Withering Gaze. The entropic watcher’s eye projects an area of The entropic watcher can take 3 legendary actions, choosing from
withering magic in a 150-foot-line that is 10 feet wide. At the start of the options below. Only one legendary action option can be used at
each of its turns, the entropic watcher decides which way the line a time and only at the end of another creature’s turn. The watcher
faces and whether the line is active. Creatures in the area of the line regains spent legendary actions at the start of its turn.
are vulnerable to necrotic damage and cannot regain hit points. Tendril. The entropic watcher makes one tendril attack.
Glide. The entropic watcher moves up to its speed.
Actions
Insanity Beam (Costs 2 Actions). The entropic watcher uses its
Multiattack. The entropic watcher makes one insanity beam attack insanity beam.
and four attacks with its tendrils. One or more tendril attacks can
be replaced with a contaminating grasp attack instead.
Eldritch Crawler Insectoid Limbs. The eldritch crawler can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Medium aberration (neutral) ability check. Additionally, it ignores movement restrictions caused
by webbing.
Armor Class 14 (natural armor)
Actions
Hit Points 32 (5d10 + 5)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
Speed 40 ft., climb 40 ft. 7 (1d10 + 2) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 18 (4d8) necrotic damage on a
STR DEX CON INT WIS CHA failed save and gains one Contamination Level, or half as much
damage and gaining no Contamination Levels on a successful one.
15 (+2) 15 (+2) 12 (+1) 6 (-2) 11 (+0) 2 (-4)
Contaminated Venom. Ranged Weapon Attack: +4 to hit, range 20/40
ft., one target. Hit: 4 (1d4 + 2) piercing damage. and the target must
Skills Stealth +6 make a DC 11 Constitution saving throw, taking 18 (4d8) necrotic
Damage Resistances necrotic damage on a failed save and suffering one Contamination Level,
Condition Immunities grappled, restrained or half as much damage and gains no Contamination Levels on a
Senses darkvision 60 ft., passive Perception 12 successful one.
Languages –
Bonus Actions
Challenge 3 (700 XP) Proficiency Bonus +2
Void Walker. The eldritch crawler magically transports itself from the
Material Plane to the Space Between Worlds, or vice versa.
Delerium Healing. As an action, the eldritch crawler can touch a
delerium shard to regain 10 (3d6) hit points. Once a monster has Reactions
used a delerium shard in this way, the shard can’t be used in this Fractured Reality. Whenever an attack that targets the eldritch crawl-
manner again for 24 hours. er misses, the edritch crawler can teleport 30 feet to an unoccupied
Fully Contaminated. The eldritch crawler is immune to contamination, space it can see, momentarily leaving behind a fractured image of
and has advantage on saving throws against contaminated spells. itself being hit by the attack in its place.
Maw Vermin
Huge monstrosity (unaligned)
Far Dweller
Medium aberration (chaotic evil)
Doctor Surgeon
Dressed in a white lab coat with a pair of thick glasses, the A thick apron caked in blood and large scalpels and bone saws
doctor carries their medical bag with them into battle. With in hand, the mad surgeon is obsessed with the dissection and
their syringe in hand and equipped with toxins and tinctures dismemberment of their foes. Formerly trained in the art of
they have the means to aid their allies, or poison their enemies. medical practice, they are expertly trained at finding a target’s
weakest points, and exploiting them.
Doctor Surgeon
Medium humanoid (any alignment) Medium humanoid (any alignment)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 15 (+2) 11 (+0) 11 (+0) 9 (-1) 14 (+2) 14 (+2) 18 (+4) 11 (+0) 11 (+0)
212
Plague Doctor
The plague doctor speaks through their muffled mask, eyeing
up the battlefield. Behind their large trench coat is thick armor
and a bandoleer of toxins and chemicals. They have concocted
rare and deadly diseases and poisons to torment their enemies
with, and are eager to see their performance on the battlefield.
Plague Doctor
Medium humanoid (any alignment)
Actions
Multiattack. The plague doctor makes two melee or ranged attacks.
Poison Needle. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 30 ft., one target. Hit: 9 (4d4 + 4) piercing damage, and
the target must make a DC 17 Constitution saving throw, taking 21
(6d6) poison damage on a failed save, or half as much damage on a
successful one.
Infliction. Ranged spell Attack: +9 to hit, range 30 ft., one target.
Hit: 10 (1d12 + 4) necrotic damage, if the target is suffering from a disease
or the poisoned condition, it takes 22 (4d10) additional necrotic damage.
Minstrel
Medium humanoid (any alignment)
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
Hit: 6 (1d8 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft, or range
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
Inspiring Word. The minstrel chooses one creature it can see within
60 feet who can hear them. Once any time before the start of the
minstrel’s next turn, that creature can roll 1d6 and add the number
rolled to the result of an ability check, attack roll, or saving throw
it makes.
Reaver
“A minstrel! You want me to fight a
person tootling on a flute? That seems
highly unfair for them.”
Flamekeeper
Every monastery, chapel, cathedral, and shrine to the Sacred
Academy Outcast
Medium humanoid (any alignment)
Actions
STR DEX CON INT WIS CHA
Multiattack. The outcast makes two shadow bolt attacks.
8 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 10 (+0)
Shadow Bolt. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft, or range
120 ft., one target. Hit: 14 (4d6) necrotic damage, and the target
Skills Arcana +5, History +5 can’t regain hit points until the start of the outcast’s next turn.
Senses passive Perception 11
Languages Any four Bonus Actions
Challenge 1 (200 XP) Proficiency Bonus +2 Summon Demon (1/Day). The outcast magically summons three
dretches or one quasit. The summoned creatures appear in an
unoccupied space within 60 feet of the outcast, whom they obey.
Spellcasting. The wizard casts one of the following spells, using
They take their turns immediately after the outcast. The demons
Intelligence as their spellcasting ability (spell save DC 13, +5 to hit
remain for 1 hour, until it or the outcast dies, or until the outcast
with spell attacks):
dismisses them as a bonus action.
At will: detect magic, mage hand, minor illusion, prestidigitation, unseen servant
2/day each: dispel magic, invisibility, sending
1/day each: mage armor, polymorph
Actions
Prismatic Blast. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft, or
range 120 ft., one target. Hit: 14 (4d6) damage of one particular type “Academy Outcast? Who did they base this on?
chosen by the wizard: cold, fire, or lighting. Seems like the coolest thing in this book if I
am being honest.”
Academy Outcast
Liege
Sebastian Crowe Medium humanoid (any alignment)
Bold. The liege has advantage on saving throws against being frightened.
Actions
Multiattack. The liege makes two melee or ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
when used in two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Bonus Actions
Battle Command (Recharge 4-6). The liege chooses an ally they can see
within 60 feet, and issues one of the following battle commands to
that ally:
h For Glory! The ally can use their reaction to make a melee or
ranged weapon attack.
h Move It! The ally can use their reaction to move their speed
without provoking opportunity attacks.
h Never Falter! The liege ends one effect which charmed or
frightened that ally.
Liege
Scalebreaker Knight
Medium humanoid (any alignment) Clawstrider Ranger
Medium humanoid (any alignment)
Armor Class 18 (full plate)
Hit Points 112 (15d8 + 45)
Armor Class 16 (studded leather)
Speed 30 ft.
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 11 (+0)
Saving Throws Str +7, Con +6, Wis +4
Skills Athletics +7, Animal Handling +4
Saving Throws Dex +6, Wis +5
Damage Resistances acid, fire, cold, lightning, poison
Skills Acrobatics +6, Animal Handling +5, Nature +3, Stealth +6
Condition Immunities frightened
Damage Resistances poison
Senses passive Perception 11
Senses passive Perception 13
Languages Common, Draconic
Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The paladin makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7
(1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used
in two hands to make a melee attack, plus 9 (2d8) radiant damage.
Lay on Hands (3/Day). The paladin touches another creature. The
target magically regains 11 (2d8 + 2) hit points and is cured of one
disease or the poisoned condition.
Summon Steed (1/Day). The paladin magically summons a warhorse.
The summoned creature appears in an unoccupied space within 60
feet of the paladin, whom they obey. It takes its turn immediately
before or after the paladin. The warhorse remains until it or the
paladin dies, or until the paladin dismisses it as an action.
Reactions
Deny the Witch (3/Day). The paladin targets one creature it can see
within 60 feet of it that is casting a spell. If the spell is 3rd level or
lower, the spell fails, but any spell slots or charges are not wasted.
Clawstrider
Raptor
Scalebreaker
Knight
Steelfang Mercenary
Medium humanoid (human shapechanger), (any alignment)
Actions
Multiattack. The mercenary makes two battleaxe attacks or two claw
attacks, and one bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it
must succeed on a DC 12 Constitution saving throw or be cursed
with werewolf lycanthropy.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 8 (2d4 + 3) slashing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
if used with two hands.
Bonus Actions
Change Shape. The mercenary magically transforms into a wolf, or
back into its true form, while retaining their game statistics. This
transformation ends if the mercenary is reduced to 0 hit points or
uses a bonus action to end it.
Steelfang
Mercenary
Armor Class 15 (leather armor) Saving Throws Dex +6, Con +4, Wis +5
Hit Points 75 (10d8 + 30) Skills Acrobatics +6, Survival +5
Speed 40 ft., climb 20 ft. Senses passive Perception 13
Languages Common and one other
STR DEX CON INT WIS CHA Challenge 4 (1,100 XP) Proficiency Bonus +2
10 (+0) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0)
Cat-like Reflexes. The Lion Guard can take a reaction each turn in combat.
Saving Throws Dex +6, Wis +4 Cat’s Paws. When the Lion Guard hits a creature with an opportunity
Skills Perception +4, Stealth +6, Survival +4 attack, that creature’s speed becomes 0 until the end of its next turn.
Senses passive Perception 14 Instinct. The Lion Guard cannot be surprised while it is conscious.
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2 Actions
Multiattack. The Lion Guard makes two attacks.
Marksman. The ranger adds +2 to attack and damage rolls with Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
ranged weapons (already included in the stat block). Hit: 9 (1d10 + 4) slashing damage.
Vantage Point (3/Day). When the ranger makes a ranged weapon
attack against a creature, they may grant themselves advantage on
Reactions
the attack roll if they are 20 feet or more above the target vertically Sudden Strike. When a creature the Lion Guard can see moves into
and that creature doesn’t have cover. their reach, the Lion Guard makes one attack against the creature.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft.,
one target. Hit: 10 (1d8 + 6) piercing damage.
“Lion guard, and they are cat-folk. Was that
Bonus Actions really the most original name they had for
Dash. The ranger may take the Dash action as a bonus action on their soldiers?”
their turn.
Saving Throws Str +10, Dex +5, Con +10, Int +7, Wis +12, Cha +15
Skills Athletics +10, Persuasion +10, Intimidation +10, Perception +7,
Religion +7
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP) Proficiency Bonus +5
Actions
Multiattack. Uriel Radley makes two melee or ranged attacks.
Judge. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft., or range
60/240 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18
(4d8) radiant damage. If the target is a creature, it must succeed on
a DC 18 Strength saving throw or be pushed 10 feet away from Uriel If a creature’s saving throw is successful or the effect ends for it,
Radley and knocked prone. After making a ranged attack with this the creature is immune to Uriel Radley’s Gaze of Penance for the
weapon, it magically teleports back into Uriel Radley’s hands. next 24 hours.
Lay on Hands (3/Day). Uriel touches another creature. The target
magically regains 21 (4d8 + 2) hit points and is cured of one disease
Reactions
or the poisoned condition. Deny the Witch (3/day). Uriel targets one creature he can see within
60 feet of him that is casting a spell. If the spell is 5th level or lower,
Summon Steed (1/Day). Uriel magically summons a nightmare
the spell fails, but any spell slots or charges are not wasted.
(except it is a lawful good celestial, not an evil fiend, but this does
not change its appearance). The summoned creature appears in an
unoccupied space within 60 feet of Uriel, whom it obeys. It takes its
Legendary Actions
turn immediately before or after the paladin. The nightmare remains Uriel can take 3 legendary actions, choosing from the options below.
until it or Uriel dies, or until Uriel dismisses it as an action. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. Uriel regains spent legendary
Bonus Actions actions at the start of his turn.
Gaze of Penance (Recharge 6). Uriel Radley locks his vision against Attack. Uriel Radley makes one melee or ranged attack.
another creature he can see who can see him and forces the creature Fiery Step. Uriel Radley teleports 60 feet to an unoccupied space he
to confront its crimes and misdeeds. The target must make a DC 18 can see within bright light.
saving throw. It can use either its Intelligence, Wisdom, or Charisma Drop the Hammer (Costs 3 Actions). Uriel Radley makes one melee
to make this save, but must use whichever saving throw has the attack against a prone creature. On a hit, the target takes 70
lowest bonus. (20d6) additional radiant damage. If the target has at least one
On a failed save, the target takes 27 (5d10) psychic damage, and head and Uriel Radley rolled a 20 on the attack roll, the target’s
is blinded, deafened, and restrained for 1 minute or until it takes 100 head is crushed and dies if it can’t survive without that head. A
points of damage. This effect also ends early if remove curse or greater target is immune to this effect if it is immune to radiant damage,
restoration are cast on the target. has legendary actions, or is Huge or larger.
Actions
Multiattack. The Academy Director uses octarine blast twice. They can
replace one use of arcane blast with Spellcasting instead.
Staff of the Magi. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit:6 (1d6 + 3) bludgeoning damage.
Spellcasting. The Academy Director casts one of the following spells,
using Intelligence as their spellcasting ability (spell save DC 23, +15 to Legendary Actions
hit with spell attacks):
The Academy Director can take 3 legendary actions, choosing from
At will: mage hand, minor illusion, prestidigitation, dispel magic, sending
the options below. Only one legendary action option can be used at
3/day each: arcane hand, invisibility, detect thoughts, project image, scrying,
a time and only at the end of another creature’s turn. The Academy
teleport, wall of force, telekinesis
Director regains spent legendary actions at the start of their turn.
1/day each: time stop, forcecage, reverse gravity, prismatic wall, maze, mind
blank, simulacrum, clone, demiplane Octarine Blast. The Academy Director uses its octarine blast attack.
Octarine Blast. The Academy Director chooses fire, cold, lightning, Arcane Step. The Academy Director uses its arcane step bonus action.
acid, or poison damage, and hurls a beam of energy at a creature Cast a Spell (Costs 3 actions). The Academy Director casts a spell.
or objects they can see. The creature or object must make a DC 20
Dexterity saving throw. The target takes 35 (10d6) damage of the
chosen type on a failed save, or half as much on a successful one. Academy Director Variants
The eight members of the Amethyst Academy directorate are the
Bonus Actions mightiest arcane spellcasters upon the earth.
Arcane Step. The Academy Director magically teleports to an Feel free to add, modify, or change the spells available to the
unoccupied space within 120 feet of them. Academy Directors to customize them further:
Xel’vohca the Ancient gains the following traits:
Reactions h His creature type changes to Undead
Arcane Denial. The Academy Director targets one creature it can see
within 60 feet of it that is casting a spell. If the spell is 5th level or
h He has the following traits from the lich in the Core Rules:
lower, the spell fails, but any spell slots or charges are not wasted. paralyzing touch, turn resistance, rejuvenation, damage
resistances, damage immunities, and condition immunities.
Ultimate Contingency (1/Day). When targeted by an attack or spell, or
included in the area of the spell, the Academy Director can cast any Zodiac Allsight gains the following traits:
h His creature type is Giant, his size is Huge, and he has a Strength
spell in the Core Rules of 8th level or lower without any components,
interrupting (and potentially avoiding) the triggering effect. The spell’s score of 25 (+7). Increase his hit points to 315 (30d12 + 90)
normal casting time changes to 1 reaction. h His Challenge Rating is 23.
Adrianna Modera
Zodiac Allsight
Lasaia Nightbreeze
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Bonus Actions
Hit: 17 (2d6 + 10) slashing damage.
Arcane Step. Amaranthyst magically teleports to an unoccupied
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. space within 120 feet.
Hit: 19 (2d8 + 10) bludgeoning damage.
Spellcasting. Amaranthyst casts one of the following spells, using Reactions
Intelligence as their spellcasting ability (spell save DC 19, +11 to hit Arcane Denial. Amaranthyst targets one creature it can see within 60
with spell attacks): feet of it that is casting a spell. If the spell is 5th level or lower, the
At will: mage hand, minor illusion, prestidigitation, dispel magic, sending spell fails, but any spell slots or charges are not wasted.
3/day each: arcane hand, invisibility, detect thoughts, project image, scrying, Ultimate Contingency (1/Day). When targeted by an attack or spell, or
teleport, telekinesis, vanish to the space between worlds*, wall of force, included in the area of the spell, Amaranthyst can cast any spell in the
weave the elder sign* Core Rules of 8th level or lower without any components, interrupting
1/day each: banish to the space between worlds*, time stop, forcecage, reverse (and potentially avoiding) the triggering effect. The spell’s normal
gravity, prismatic wall, maze, mind blank, simulacrum, clone, demiplane, wish casting time changes to 1 reaction.
Octarine Breath (Recharge 5–6). The dragon breathes a cone of
prismatic rays. Each ray is a different color and has a different power Legendary Actions
and purpose. Each creature in a 90-foot cone must make a DC 24 Amaranthyst can take 3 legendary actions, choosing from the
Dexterity saving throw. For each target, roll a d8 to determine which options below. Only one legendary action option can be used at a
color ray affects it. time and only at the end of another creature’s turn. Amaranthyst
regains spent legendary actions at the start of his turn.
Tail Attack. Amaranthyst makes a tail attack.
Arcane Step. Amaranthyst uses its arcane step bonus action.
Cast a Spell (Costs 3 actions). Amaranthyst casts a spell.
Actions
Multiattack. Venus Joplin makes three melee attacks.
Joplin’s Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft, one target.
Hit: 12 (1d8 + 7) piercing damage.
Bonus Actions
Might of Caspia. Venus Joplin or one ally she can see within 60 feet of
her gain 25 temporary hit points.
Reactions
Counterstrike. In response to being targeted by a melee attack, Venus
Joplin can make one melee weapon attack against her attacker. If her
attack hits, the target makes its attack roll with disadvantage.
Legendary Actions
Venus Joplin can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature’s turn. Venus Joplin regains spent
legendary actions at the start of her turn.
Attack. Venus Joplin makes one melee attack.
Royal Command. Venus Joplin targets one ally she can see within 60
feet of her. If the target can see and hear Venus Joplin, the target
can make one weapon attack as a reaction and gains advantage
on the attack roll.
Divine Awe. Divine light shields the Divine Matriarch from harm. Once
per turn when a creature hits the Divine Matriarch with an attack, the
attacking creature must succeed on a DC 17 Constitution saving throw
or take 35 (10d6) radiant becomes and become blinded until the end
of their next turn.
Holy Purpose. The Divine Matriarch can’t lose more than 50
hit points in a single combat round. If the Divine Matriarch is
incapacitated at the start of her turn, she can end the effect (no
action required), but the only actions she can take that turn are
Dash, Disengage, Dodge, or making one weapon attack.
Legendary Resistance (3/Day). If the Divine Matriarch fails a saving
throw, she can choose to succeed instead.
Actions
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
3 (1d6) bludgeoning damage, plus 10 (3d6) fire damage, and the
target must make a DC 20 Dexterity saving throw. On a failed save,
the target is consumed by holy flames until it spends an action
to put them out. While consumed by holy flames, the target has
disadvantage on attack rolls, ability checks, and saving throws, and
takes 21 (5d6) fire damage at the start of each of its turns.
Holy Fire. The Divine Matriarch calls down a 10 foot radius, 40-foot
high column of flame in an area up to 120 feet away from her. Each
creature in the column must make a DC 20 Dexterity saving throw,
taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed
save, or half as much on a successful one. enters the area for the first time on a turn or starts its turn there, it
must make a DC 20 Wisdom saving throw. On a failed saving throw,
Spellcasting. The Divine Matriarch casts one of the following spells, the target suffers 23 (5d8) radiant damage, or half as much on a
using Wisdom as her spellcasting ability (spell save DC 19, +11 to hit successful save.
with spell attacks):
Summon Angel (1/day). The Divine Matriarch magically summons
At will: command, bless, dispel magic, healing word, detect magic, thaumaturgy
a deva. The summoned creature appears in an unoccupied space
3/day: revivify, heal, divine word
within 60 feet of its summoner, acts as an ally of its summoner, and
1/day: true resurrection
can’t summon other creatures. It remains for 10 minutes, until it or
its summoner dies, or until its summoner dismisses it as an action.
Bonus Actions
Decree of Justice. The Divine Matriarch chooses one ally she can see Legendary Actions
within 60 feet of her. Until the start of the Divine Matriarch’s next
The Divine Matriarch can take 3 legendary actions, choosing from
turn, that ally cannot lose hit points, cannot die, and is immune to
the options below. Only one legendary action option can be used
all conditions, spells, or other magical abilities unless it chooses to
at a time and only at the end of another creature’s turn. Divine
be affected by them.
Matriarch regains spent legendary actions at the start of her turn.
Flames of Righteousness. The Divine Matriarch can conjure a swirling
vortex of spiritual flames around herself. They dance and blaze Staff. The Divine Matriarch makes a staff attack.
around her to a distance of 30 feet for 1 minute, or until the Divine Holy Fire (Costs 2 actions). The Divine Matriarch uses Holy Fire.
Matriarch becomes incapacitated or dies. When hostile creature Cast a Spell (Costs 3 Actions). The Divine Matriarch casts a spell.
C
haracters in the world of Drakkenheim may be exposed
to eldritch pollutants or arcane radiation emitted by Death and Dying While Contaminated
delerium. These hazards cause a new condition called When a humanoid creature with any Contamination Levels
contamination, which inflicts both debilitating symptoms and dies, it animates as a zombie 24 hours later. A creature with six
otherworldly mutations. or more hit dice rises as a wight instead.
Contamination is measured in six levels. An effect can give a A creature restored to life with revivify or raise dead
creature one or more Contamination Levels, as specified in the spell reduces a creature’s contamination level by one,
effect’s description. If an already-contaminated creature suffers and all contamination level are removed from a creature
another effect that causes further contamination, its current restored to life by resurrection or true resurrection. Note
Contamination Level increases by the amount specified in the however that a fully contaminated creature who was
effect’s description. transformed into a monster is not restored to its original
In addition, each time a character finishes a long rest while form if it is raised or resurrected.
they have 1 or more Contamination Levels, roll 1d20. On a
1, they gain a Contamination Level.
On Contamination Level 6 or higher, the creature trans-
forms as described in the Monstrous Transformation section.
Monstrous Transformation!
A creature who reaches Contamination Level 6 or higher undergoes
a Monstrous Transformation into a horrific monster controlled by
Contamination Symptoms the Game Master. Once triggered, the transformation finishes in 1
round. It is thereafter permanent. Game Masters are encouraged to
A contaminated creature suffers the symptoms from its current narrate a suitably gory description of the transformation.
level as well as all lower levels. The Game Master chooses the creature’s new form, which is
Level Symptoms most often an aberration or monstrosity of some kind such as a
1 None. gibbering mouther. The new form usually has a Challenge
Rating similar to that of the original creature — in the case of
2 Hit points regained by expending hit dice are halved.
a player character, their level determines the transformation’s
3 No hit points regained at the end of a long rest. Challenge Rating. Under appropriate circumstances, such as
4 Damage dealt by weapon attacks and spells is halved. very sudden onset of contamination or the presence of arcane
5 The character is incapacitated. anomalies, you can choose one that is much higher or much lower.
6 Monstrous Transformation! The creature’s game statistics are entirely replaced by those
of the chosen monster. The creature assumes the new form’s hit
points and Hit Dice. All Contamination Levels are removed,
Mutations though the Game Master may grant additional traits to the new
In addition to suffering symptoms, each time a character gains a form similar to any beneficial mutations gained from Contami-
Contamination Level, it rolls 1d6. If the result is equal to or less nation Levels.
than the character’s current Contamination Level, the creature The Game Master determines what remains of the original
gains a mutation. The Game Master may choose the mutation, creature’s personality and memories, if anything. Regardless,
or determine it randomly by rolling 1d20 on the Mutations Ta- the creature is invariably driven mad by the transformation
ble below. Unless otherwise specified, a creature can’t gain the and falls under the Game Master’s control.
same mutation more than once. If a duplicate result is rolled, the
Game Master chooses a different one or rolls again.
Reversing the Transformation
Removing Contamination The means of reversing a Monstrous Transformation are com-
pletely unknown at the outset of the campaign. A transforma-
Only magic can remove Contamination Levels. Creatures do tion is widely regarded as permanent.
not recover from contamination naturally. The purge con- A wish spell or similar magic can restore a single transformed
tamination spell (see the Magic of Drakkenheim chapter) creature to its previous form, removing all madness and contami-
can remove contamination, but it leaves affected characters nation in the process. This is considered a stressful use of the wish
exhausted. A heal spell removes all Contamination Levels spell, and thus there is a 33 percent chance that the caster will be
and mutations from a contaminated character. An effect that unable to cast wish ever again if they use the spell in this manner.
removes a Contamination Level also removes one randomly The transformation is otherwise irreversible by any
determined mutation. All contamination symptoms end and means short of divine intervention. Nevertheless, at the
all mutations are removed if a creature’s Contamination Level Game Master’s discretion, it may be possible to temporarily
is reduced below 1. Skin, hair, fingernails, and toenails lost to alleviate a transformed creature’s innate madness. Howev-
mutations regrow normally once contamination is removed. er, an intelligent monster who receives long-term treatment
However, a regenerate spell or similar magic is needed to re- of any sort may eventually conspire to contaminate or
store any other body parts (such as teeth, limbs, or eyes). subtly corrupt its caretakers.
230
Mutations
1 Rampant Mutation. Roll twice, ignoring this result on 12 Chitinous Skin. Shell-like growths appear all over your
subsequent rolls. body, giving you a +1 bonus to AC. If you have four or more
2 Rasping. Your vocal cords warp. You can only speak in a halting Contamination Levels, this bonus increases to +2.
gurgle. If you have 4 or more Contamination Levels, your tongue 13 Cyclopean Vision. Your eyes merge into a single central eye
rots and falls out, and you can no longer speak. which can emit an energy beam as a ranged spell attack using
3 Wasting. Your fingernails, teeth, and toenails start falling out. your Intelligence modifier. If it hits, it deals 2d6 radiant damage.
2d6 fall out for each Contamination Level you have gained.
14 Spatial Displacement. You can cast misty step once for each
4 Rotting. Your lips, nose, and ears blacken and wither. If you Contamination Level you have gained. You regain these uses
reach 4 or more Contamination Levels, they rot and fall off. You when you finish a long rest.
can still speak and hear, however.
15 Tentacled Limb. One of your arms becomes a fleshy tentacle.
5 Molting. Painful blisters, welts, and multicolored lesions appear When you make a melee attack on your turn, increase your
all over your skin, which burst and peel off painfully, exposing reach by 5 feet.
the raw sinew underneath. Once you reach 4 Contamination
Levels, your skin entirely sloughs off. 16 Spider Climb. You gain a climb speed equal to your walking
6 Shedding. Each time you gain a contamination level, some speed. You can climb difficult surfaces, including upside down
of your hair falls out in patches. Once you reach 4 or more on ceilings, without needing to make an ability check.
Contamination Levels, all hair on your body completely falls out. 17 Whispering Voices. You gain telepathy to a range of 10 feet, but
7 Lambent Glow. You emit a dim octarine glow to a range of 10 other people hear it as their own voice. If you have 4 or more
feet. If you have 4 or more Contamination Levels, you instead Contamination Levels, the range extends to 60 feet.
emit bright light to a range of 30 feet.
18 Belly Maw. A toothy mouth appears on your stomach, which
8 Ocular Tumors. An eyeball opens somewhere on your body for you can use to make unarmed strikes. If you hit with it, you deal
each Contamination Level you have gained. If you have 4 or piercing damage equal to 1d6 + your Strength modifier.
more Contamination Levels, you can see in all directions.
19 Eyeless Sight. Your eyes become milky orbs, and you gain
9 Spiked Growths. At the start of each of your turns, you deal 5 blindsight to a range of 10 feet. If you have 4 or more
(1d10) piercing damage to any creature you are grappling. Contamination Levels, your eyes rot out, and dim octarine light
10 Aquatic Adaptation. You sprout fish-like fins and gills. You gain burns in the sockets. Your blindsight increases to 30 feet, but
a swimming speed equal to your land speed and can breathe you are blind beyond this radius.
underwater. If you have 4 or more Contamination Levels, you
can only breathe underwater; but can hold your breath outside 20 Arcane Blood. You gain an additional spell slot of the highest
water for up to 1 hour. level you can cast (to a maximum of 5th level). If you don’t have
spell slots, your hit point maximum increases by an amount
11 Amorphous Form. Your bones and organs become gelatinous. equal to your level. If you have four or more Contamination
You can move through a space as narrow as 6 inches wide Levels, you gain two spell slots instead of one or increase your
without squeezing. hit points by twice your level.
Drakkenheim Madness
Characters facing otherworldly horrors in Drakkenheim may be driven mad by the experience. Instead of a long-term madness effect
from the Core Rules, you can apply one of the following flaws instead:
1 “I wish I didn’t have all these useless organs inside me.” 6 “I need to eat everything I can find. It’s probably going to be my last meal.”
2 “The contamination is a blessing which will transform me into a 7 “Drakkenheim is so beautiful at night. I could spend forever wandering the
wondrous creature.” streets by moonlight. We should go tonight! Let’s go every night!”
3 “The monsters are civilians trying to live a peaceful life! We need to
protect them!” 8 “Don’t you fools get it?! If you die in Drakkenheim, you die
IN REAL LIFE!!!!”
4 “I must wear a flesh-coat made from my slain enemies to gain their strength!”
9 “A sinister cabal of disembodied hands is plotting against me.”
5 “My companions died in the ruins. I’m sorry friends, you are merely ghosts
haunting me, you aren’t real. Stop trying to talk to other people.” 10 “I must go into the ruins and kill. Rip and tear, until it is done.”
D Delerium Harvesting
elerium is a magical mineral left behind by the meteor that
struck Drakkenheim. It appears in geode clusters of trans-
lucent, sharp-edged crystals that reflect octarine light. The Delerium found in Drakkenheim is usually fused into the
eldritch stones softly hum in dissonant tones, and glow brightly at ground or stone buildings, and may be carefully extracted
night or when exposed to magic. Deposits are found throughout using handheld mining equipment such as shovels, picks,
Drakkenheim, often fused into stone streets and buildings like hammers, and chisels. Consult the table to determine how
crystalline moss. long it takes characters to harvest delerium deposits of various
A typical delerium fragment is about the size of a finger. sizes. Lacking proper equipment, extraction takes ten times as
Crystals may be fist-sized or slightly larger, and geodes may long. Massive clusters are impossible to extract without heavy
be as big as a pumpkin. Massive clusters might grow taller equipment or powerful magic.
than an average human.
Crystal Market Weight AC HP Extraction Uses for Delerium
Size Value Time Delerium has vast arcane potential. Beyond trade, delerium
crystals are used for several purposes:
Chip 10 gold 1/4 lbs 15 5 1 action
Spell Component. Delerium may be used as an arcane
Fragment 100 gold 1/2 lbs 17 10 1 minute focus or material component for any spell on the apothecary,
Shard 500 gold 1 lbs 19 15 5 minutes sorcerer, warlock, or wizard spell list. When casting a spell which
requires a costly material component, a spellcaster may instead
Crystal 1,000 gold 2 lbs 21 20 30 minutes
use delerium of equivalent value to the required cost.
Geode 5,000 gold 20 lbs + 23 25 1 hour Magic Items. Delerium is an exceptional material for creating
Massive Priceless 8000 lbs + 25 50 See text magical items of all kinds. Any magic item described in the Core
Cluster Rules could be made with delerium. Fragments, shards, crystals,
and geodes may be used to make uncommon, rare, very rare, and
legendary items respectively. At the GM’s discretion, characters
Delerium Properties who can cast 5th-level spells or higher may learn techniques to
craft magic items of their own during their downtime.
All delerium samples have the following traits regardless of size:
Stable Delerium. The process for crafting magic items
h Immune to necrotic, poison, and psychic damage; as well with delerium renders the crystals stable. Unless otherwise
as bludgeoning, piercing, and slashing damage from non- specified, characters do not take damage nor risk contamination
magical weapons. when they touch or handle stable delerium. Stable delerium is
h Resistant to acid, cold, fire, and lightning damage; as well
damaged and destroyed in the same manner as a normal magic
as slashing and piercing damage from magical weapons. item of its kind.
h Vulnerable to bludgeoning damage from magical weapons.
Delerium Dust. Delerium dust is made by grinding the
h Unless contained within an antimagic field, delerium
crystals against one another to create a fine powder. This milling
shatters and crumbles into worthless ash when reduced process is extraordinarily hazardous unless performed within an
to zero hit points. However, delerium geodes release a antimagic field. Delerium dust can be used in alchemy, as a spell
random Arcane Anomaly when destroyed (see below). component, a reagent for brewing potions, or mixed into inks for
spell scrolls.
Delerium Hazards Improvised Weapons and Ammunition. Delerium
fragments may be used as ammunition for a sling or fashioned
When a creature touches delerium without protective
into a makeshift club. Such weapons and ammunition deal an
gear for the first time on their turn, or ends their turn in
extra 1d6 necrotic damage, and humanoid creatures struck
bodily contact with delerium, they must make a DC 10
must make a DC 10 Constitution saving throw or gain one
Constitution saving throw or take 1d6 necrotic damage and
Contamination Level. Delerium used as ammunition in this
gain 1 Contamination Level (see Appendix C).
way is destroyed.
232
Arcane Anomalies
1 Gravity breaks within a 100-foot-radius area for 1 hour. Creatures 10 All humanoid corpses within 120 feet animate as hostile zombies.
levitate in midair, and must move by pushing or pulling against a The shrieking undead beg frantically for forgiveness as they rip
fixed object or surface within reach (such as a wall or a ceiling), apart the living.
which allows them to move as if they were climbing. Unattended
objects float around randomly. 11 The shadows of 1d6 random creatures in the area animate and
try to kill them while softly whispering “Guilty, guilty, guilty...”
2 The nearest creature is affected by hideous laughter (spell save DC Once destroyed, the creatures don’t cast a shadow for 24 hours.
15) but instead of laughing, the creature repeats unfathomable
combinations of syllables and words. Occasionally, a somewhat 12 All creatures within 60 feet become invisible for 1 minute or until
comprehensible but totally illogical phrase emerges, such as “... they attack or cast a spell.
oh time thy pyramids!”
13 Tendrils of life flow from the nearest creature to others. The
3 Time skips a beat. Creatures within 60 feet experience a palpable targets must make a DC 15 Constitution saving throw or take
feeling of vertigo followed by a powerful sensation of deja vu 8d8 necrotic damage, or half as much on a success. The three
and are stunned for 1 round (no saving throw). nearest creatures within 60 feet each regain hit points equal to
4 The nearest creature becomes unstuck in time. It is affected by the damage taken.
the blink spell for 1 minute. Instead of vanishing into the Ethereal 14 A hypnotic pattern (spell save DC 15) appears. It creates scintillating
Plane, the creature vanishes into a sliver of time in its past or impossible colors in shapes which are simply wrong. Creatures
possible future. incapacitated by the spell weep uncontrollably for the duration.
5 A prismatic burst of energy erupts in a 20-foot radius. Creatures
in the area must make a DC 15 Constitution saving throw or take 15 A black tentacles spell appears in the area for 1 hour (escape DC 15).
8d6 radiant damage and become blinded for 1 round. The smell 16 Objects within 60 feet come to life for the next hour, as if
of ozone fills the area, and nearby wood and inanimate plants affected by the animate objects spell. They mumble awful truths,
are transformed into solid glass. but are not otherwise hostile.
6 Echoes of possible realities are briefly visible for 1 minute. When
a creature within 60 feet is hit by an attack, a faint vision of the 17 The nearest creature is polymorphed into an awakened shrub for 1
creature being killed by that attack appears. hour or until reduced to 0 hp.
7 Discordant music fills the mind of all creatures within 30 feet, 18 Time slows down for up to six randomly determined creatures
who are affected as if by irresistible dance (spell save DC 15) within 120 feet of the anomaly. They are affected by the slow spell
for 1 minute. (spell save DC 15).
8 A section of stone, water, air, or energy becomes an appropriate
delerium elemental. 19 Time speeds up for one randomly determined creature within 60
feet of the anomaly. They are affected by the haste spell for 1 minute.
9 An extraplanar creature is summoned. The Game Master either
chooses the creature or determines it randomly. It is friendly to 20 A bowl of flowers and a very surprised aquatic mammal appear
the creature who triggered the anomaly. 100 feet in the air. “Oh no, not again...” thinks the flowers.
Aqua Expurgo
New Subclasses
Discover a new subclass for each of the twelve core classes in Fifth Edition
inspired by the trappings of eldritch horror and dark fantasy and reflecting the
world of Drakkenheim.
New Spells
This volume reveals over fifty new spells, with at least one spell of every level
(including cantrips!). These spells conjure acid rain, unleash corrosive blasts, spread
vile pestilence, or lay waste to your foes with a corpse explosion.
Tool Feats
Inspired by occult practices and dark fantasy, this book provides a dozen new feats,
expanding how player characters can use their tools during their adventures and
downtime. These feats allow characters to improve weapons and armor, brew
potions, create scrolls, build traps, and more using their existing proficiencies.
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