Alright Soooo here it is, I'm an old man (post 30's) who has been at the RP game since I was in Middle School. Happily Married and a huge Nerd. My main interests for RP's and such are Medieval Realistic Fantasy, As in no one person wielding a massive 200 lb weapon in one hand or going way over the top with crazy 25 hit combos in the air. I like things to play out as they would normally of course with magic, magic is always fun. I also like Futuristic Space (Star Wars, Mass Effect, and almost anything involving some sort of Mech). I work a crap ton and cant really get into a real post every day but I do try. If you think you got something I might like hit me up.
@Vertigo you know I forgot about the Van Ricten ones. But we could totally make a dhampir work, although it won't make you immune to the corruption of delirium.
Lore dump is there, I've only cleaned up a little bit of it trying to make it not a massive wall of text and trying to get it to a wall of hiders so you only have to read what you want to read. let me know if you want hiders within the hiders for the sections as well.
@rush99999 I'd like to keep it to dndbeyond.com so it keeps everyone's characters in the same place. I also plan to run the encounters and have you roll your dice from it so we can do everything in one place.
@RBYDark infact you did, but its just a blank sheet so I'll allow it for now
(Rough copy, will fix, but I've already deleted it twice on accident so I'm throwing it up raw and saving)
People of the Continent
Many different people lived in Drakkenheim. The neighboring countryside and the realms beyond are no less diverse, though humans make up the majority of the population in the current age. In ancient days, the industrious dwarven folk built great underground empires, the alien elves raised mystical towers, while the orcish people constructed monuments and menhirs to honor their old gods. Today, their descendants and those of many other ancestries inhabit the continent, though few would associate their varied biological distinctions with any single nation, culture, or religion.
Dwarves Many dwarves tell tales of ancient underground kingdoms that hoarded vast mines of gold and gems and fought great wars miles below the surface. The foundations upon which Drakkenheim were built date back to these times, and traces of dwarven architecture and engineering can still be found in the fortifications, aqueducts, and deep vaults of the city. However, the days of the dwarven realms have long passed, and the dwarven people have no great holds of their own any more. Still, many dwarves dwell in the mountains and keep the traditions of their ancestors: mining, smithing, and engineering. Many more are much less tied to these traditions now, so it is not unusual to see a small number of dwarves in just about any community.
Elves No one knows when elves came to these lands, or exactly how they got here. Even the most ancient among them tell little more than vague myths about their origins. These stories claim that millennia ago, the elves came into this world through fairy realms and shadow gates from a distant and long-lost land. Why the elves left, none can say. Today, the elves live in diaspora. Only a handful of elven families dwell in even the most populous regions. Although rare, they are no longer regarded as strangers to these lands. In fact, half-elves are now much more common than those of pure elven descent. Though elves remember little of their history, they still possess great knowledge of magic. The few elven ruins found across the continent contain mysterious portals and arcane lore. The reason they were abandoned remains unknown.
Halflings These smallfolk often form their own communities within settled lands, just as often as they live alongside the other people of the continent. Many live a rural life, tending farms, orchards, and fishing villages. Dozens of halfling villages surrounded Drakkenheim, the bounty of their fields feeding the city. Though these communities were not outright destroyed when the meteor struck, they have not escaped its devastation. The eldritch contamination spreading from the ruins and the threat of monstrous raiders have forced many smallfolk to abandon their homes. Their once-quaint underhill abodes and welcoming hamlets are now eerie ghost-towns.
Humans Most of the population of the continent are humans, who range in all shapes, sizes, colors, skills, and beliefs. Humans tell countless tales of their origins, and tend to regard wherever they were born as home. They formed many of the great noble and royal houses of the continent, and the endless conflicts between these families have defined the political landscape of the realms. One such family, House von Kessel, ruled Drakkenheim until the meteor and years of civil war ended their regal line. Humans have long mingled with other peoples, resulting in half-elves, half-orcs, and half-dragons. Though such people often bear distinct physical traits, such individuals are recognized for their shared human origin. Indeed, humanity has often intentionally sought to enhance their lineages. During antiquity, many powerful sorcerous dynasties infused their bloodlines with the essence of infernal and celestial entities, bequeathing their progeny with an enduring magical legacy. Though these old empires have long since fallen, their descendants have since spread throughout the world.
Uncommon Origins Though their populations are sparse, many other peoples inhabit the world of Drakkenheim, including catfolk, dragonborn, gnomes, goblins, orcs, and tieflings. No matter their origin, there is no reason any type of character would be out of place arriving in Drakkenheim. Players should work with the Game Master to invent how their ancestry choice could have a place in Drakkenheim.
Realms of the Continent
The people who inhabit the world of Drakkenheim simply call it “the earth” or “the world”. They live on “the continent” that is divided into several nations which people refer to as “the realms”. The largest and most politically influential of these sovereign states are Caspia, Elyria, and Westemär. Neighboring each are several petty kingdoms and dozens of city states.
Westemär The Realm of Westemär stretches north from the Drakeclaw and Glimmer Mountains, along the Crystal Coast to northern tundras. The heartland is made up of deep dark forests surrounding wide flowing rivers, interspersed with areas of fertile marshland. The land is prosperous and rich in natural resources: iron, salt, and coal mines, fine timber, and excellent quarries. These industries supported the realm’s once-great military strength and built the impressive architecture of its cities. As such, the nobility are distinguished, but materialistic and prideful, in contrast to the hard-working and pragmatic common folk.
A Broken Realm Drakkenheim was the capital of Westemär and home to the ruling family, House von Kessel. After the meteor fell, the two surviving scions of House von Kessel clashed over succession in a brutal civil war that tore the nation apart. After many assassinations, accidents, and disastrous battles, the civil war ended with no clear victor. Most believe House von Kessel is now extinct, and the throne remains abandoned and empty in the ruins of Castle Drakken. The lands surrounding Drakkenheim are now contaminated, and most villages nearby are deserted. Lacking a sovereign ruler, the nobility manages their own domains directly. They remain deeply divided based on which branch of House von Kessel they supported during the civil war. Many grievances remain, and occasional skirmishes occur between the squabbling barons, counts, and dukes. However, after nearly a decade of fighting, their coffers are empty and their blood is spent. Few possess the will or resources to continue these feuds for the time being. Many noble families possess some relation to the royal line, yet none have the political clout or military strength to press a claim upon the throne and reunify the nation.
Elyria The realm of Elyria lies on a large peninsula south of the Drakeclaw Mountains. The land comprises vast rolling prairies and river basins broken up by rocky arid hills and a mountainous coast. Nestled within are pockets of imposing pinewood forests, and great deposits of precious minerals such as gold and silver. Elyrians are known for being kind-hearted and outgoing folk eager to share the bounty of their land. Most live a rural life in small villages along the rivers and coasts. Indeed, the fertile river valleys at the heart of Elyria were an early cradle of civilization, and the countryside is dotted with the ruins of ancient cities. The Holy City of Lumen is the capital of Elyria. The Faith of the Sacred Flame was founded here, and the shining city is the seat of power for the Divine Matriarch. The most fervent and orthodox adherents to the faith are found amongst the Elyrian people. Beyond Lumen, there are few large cities save several bustling port towns that are hubs for international trade. The Elyrian navy is amongst the finest in the continent.
A Rising Theocracy Originally, Elyria was a monarchy, but today, the nation is effectively a theocracy ruled by the Divine Matriarch. As leader of the Faith of the Sacred Flame, the Divine Matriarch has traditionally been regarded as a pillar of wisdom, truth, and justice, so they often mediate difficult political matters. When the Elyrian royal line went extinct, a parliament drawn from the Elyrian nobility determined that the Divine Matriarch would appoint a Lord Regent to lead them. Together, the noble parliament and the Lord Regent would serve as a ruling body for the nation. However, in recent decades, successive Divine Matriarchs have used this power to select a line of caretaker regents who defer to the Faith on virtually all matters of state. While members of the clergy take vows of poverty that preclude them from holding actual political station, the parliament is now mostly made up of fundementalist nobles staunchly loyal to the religion, and the Lord Regent is almost always a close relative of a prominent High Flamekeeper or the Divine Matriarch. As a result, the Divine Matriarch wields de facto political authority in Elyria.
Caspia The realm of Caspia stretches in an expanse between the Glimmer Mountains and the Diamond Sea. It is a rugged and mediterranean nation, home to a boisterous and affable people led by a constantly squabbling nobility.
The Kingsmoot
Caspians elect their High King once each decade, from candidates put forth by the princes of their noble houses. The valorous deeds and reputation of the noble houses is a major factor in determining the High King. Though Caspian politics are always shifting, especially as the next Kingsmoot draws near, it has stood as a remarkably stable nation. As such, Caspians love to meddle in the politics of Elyria and Westemär. They often intermarry with the nobles of different realms to gain greater clout and influence for the next Kingsmoot.
Wars and Conflicts The realms have been shaped by centuries of war, from Elyrian rebellions against ancient sorcerer-kings, to great battles between rival Caspian princes, and most recently, the civil war that ravaged Westemär. By law and custom, none with arcane spellcasting powers may hold a noble title within the realms. Instead, the noble houses prize the martial arts. Many fighting traditions have developed: armored phalanxes, archery, fencing, berserking, and diverse unarmed combat techniques. Duels and trial by combat are a particularly favored means to settle disputes amongst the nobility with minimal bloodshed. The realms of Caspia, Elyria, and Westemär have each developed their own distinctive styles and practices for such contests.
Travel and Trade Commerce, rather than conflict, defines everyday life for common folk in the realms. Merchant caravels and ships frequently carry cargo across the Diamond Sea from the Caspian port of Jackson’s Keep or the independent city-state of Liberio. Other vessels depart from the ports of Drannsmund in Westemär and Angel’s Landing in Elyria, and sail the Middle Ocean to the far west. Trade caravans from Geldstadt travel across the Twin Vales to distant lands beyond the steppes. Magical goods and services are bought and sold throughout the continent, but only amongst the wealthy and powerful. High-ranking nobles outfit their favoured knights with magical arms and armour, and rich merchants buy spells and wondrous items to safeguard their valuable mundane wares. The manufacture and sale of arcane commodities is controlled by the Mage Guild, a branch of the Amethyst Academy. Under strict edicts recognized across the realms, any mage or trader dealing in magic pays an annual fee to the Mage Guild, and must follow the prices set by the guild. A few are bold enough to skirt these requirements. As a result, smugglers, hired muscle, and rogues can make their fortune in the illicit trade of enchanted gear and forbidden magic items. This underground black market has only expanded since delerium has become such a valuable and sought-after export.
Free Lands Though the realms boast mighty armies and legal customs, these have little authority outside cities and settled farmlands. Not far off the major trade roads and rivers, the wilderness remains a place ruled by the laws of nature, not the laws of mortals. The dark forest of Achtungwald, the wet bogs of the Elfmire, the massive mountains that separate the realms, the northern tundras, and the arid hills of Elyria are dangerous lands, where dragons, trolls, giants, and monsters keep their lairs. However, these wild places are also home to many people who do not reside under the control of the realms. Living in small tribes, they keep their old ways and old faiths, led by stout-hearted warriors and druids who embrace the fury of the elements.
The Wider World The continent meets the vast Middle Ocean along its western coast. Across this body of water is a distant continent. While bold and well-travelled merchants often make the voyage, few folk in the realms know anything of those antique lands. East of Westemär are the Twin Vales, nestled between great mountain ranges. Beyond these are expansive steppelands and vast deserts that lead to parts unknown. Off the Crystal Coast, to the north, is the island of Skye, further beyond is the North Pole. South of Caspia is the Diamond Sea; across are realms that often trade with Caspia and Elyria.
Magic and Spellcasters Magic suffuses the world of Drakkenheim, but mortal spellcasters are rare. Only about one in every thousand people can cast spells, and roughly two-thirds of these only ever master cantrips and first-level spells in their entire lifetimes. The few who can work greater magic often wield tremendous personal, social, and political power. Though rare, magic is common currency for nobility, clergy, wealthy merchants, and adventurers. Only a handful of living mortals can cast ninth-level spells. Most are secretive recluses or legendary figures. Harnessing more magical might than most mortals can even comprehend, they often turn their attention away from earthly affairs to contemplate the cosmic order, fighting unseen battles against supernatural foes whose very nature threatens to tear the world asunder. The common folk regard spellcasters with superstition and awe. There was a time when arcane magic users faced extreme persecution, and echoes of those prejudices remain. Few even understand the difference between sorcerers, warlocks, and wizards — they are collectively referred to as ‘mages’. However, commoners can recognize spellcasters who are clerics of the Sacred Flame or mages of the Amethyst Academy by their symbols and attire. Spellcasters who are not (or do not claim to be) members of these recognized organizations are often mistrusted and feared by commoners.
Arcane Magic The arcane magic of sorcerers and wizards draws upon otherworldly energies. The ability to tap into these forces is reliant on a recessive genetic trait in mortals - such individuals are called mageborn. Signs that a person is mageborn typically emerge in late childhood or early puberty, usually as random displays of wild magic. In some rare cases it does not develop until adulthood. Mortals who lack the mageborn gene cannot become sorcerers or wizards under any circumstances. By law, the Amethyst Academy takes guardianship over any child born in the realms who manifests magical ability, whether they are a royal heir or commoner. A child who bristles against Academy training — or who was not taken in by them — most often becomes a sorcerer. Bards and warlocks also work arcane magic, but do not necessarily depend on mageborn lineage to do so. Instead, warlocks gain arcane power through pacts with eldritch entities, and bards find supernatural inspiration to harness the Words of Creation. Regardless, many keep their powers secret. Divine Magic In the world of Drakkenheim, divine spellcasting powers are not granted by gods. Instead, clerics, druids, and paladins learn to cast spells by channeling the supernatural forces of light and shadow that underscore the cosmos. In theory, such powers are attainable by anyone, but in practice only exceptionally gifted individuals master even the lowest-level divine spells. As such, divine spellcasting is viewed as a disciplined and sacred technique attainable only by those with sufficient will and devotion, and only after years of meditation and training. Its practitioners are not considered mageborn. Violating one’s religious tenets will not cause a cleric, druid, or paladin to lose their powers. However, a personal crisis of faith brought on by some discordant change in behaviour and morality could cause an individual to lose their divine spellcasting powers. More often, a cleric, druid, or paladin who commits some grave trespass risks retribution from other members of their religion. Other Spellcasters There are many rudimentary techniques for casting a small smattering of cantrips and lesser spells, represented by rangers and subclasses or feats that grant minor spellcasting features. Such characters are viewed as merely dabblers, not mageborn.
Faith and Religions In the world of Drakkenheim, gods do not physically manifest in the world, intervene in mortal affairs, or speak directly with mortals. Myths and legends passed down from distant eons tell such tales, but these events have not happened in recorded history. Instead, the inspired words of prophets, oracles, and heroes laid the foundations for the world’s many religions. Powerful extraplanar entities such as archangels, demon lords, and outsiders exist and interact with mortals. Many extensively meddle in earthly matters, making pacts and offering dark counsel. Some even claim to be gods. When asked questions regarding the true nature of the cosmos or divinity, however, they speak in cryptic riddles. The Sacred Flame This is the dominant religion throughout the realms. Also known as the Divine Light, its teachings and beliefs are tightly woven into the social and political fabric of Caspia, Elyria, Westemär, and their neighbouring domains. Background Myths about the Sacred Flame have ancient roots, but the contemporary religion began a thousand years ago with the valiant Saint Tarna. Although most of her life she was a ruthless warlord, light flickered in her dark heart. Guided by angels, she learned to channel the Sacred Flame and became the first paladin. She took up the cause of righteousness and sacrificed herself to defeat an evil sorcerer-king. After her martyrdom, her disciples spread her teachings and established the Faith of the Sacred Flame. Beliefs and Tenets Faithful of the Sacred Flame do not worship a deity. Rather, devotees pray for guidance from a transcendent divine force that they believe is the source of all light and goodness. Symbolized as the Sacred Flame, this brilliant beacon inspires mortals to act with benevolence, honor, and righteousness. The religion brings a 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: h The Hearth spreads compassion. One must nourish the hungry; offer shelter to the cold; and give succour to those who suffer. Spiritual warmth comes when the community is gathered together before the Flame as neighbours. h The Lantern illuminates the way of truth. The light reveals what is hidden by darkness, and shows the way to understanding. One should not silence truth, nor speak falsehoods. h The Torch displays the duty of all faithful to uphold the cause of justice. One cannot abide when evil stirs; nor stand idle when corruption spreads: callousness and indifference permit selfishness, greed, and hate to multiply. h The Candle symbolizes hope and redemption. Show those who are in darkness the light. Offer mercy to the guilty; no shadow is absolute so long as a flickering flame remains. Followers of the Sacred Flame believe that when mortals die, the divine light guides righteous spirits to the place where dawn breaks over the Shadowlands. Their luminous souls shine eternally, driving back the endless darkness that threatens all life.
Holy Sites and Symbols A goblet of fire or a lit candle represents the Sacred Flame in holy symbols. Believers join hands in a circle around a roaring fire and sing hymns during worship rites. The holy text of the faith is called the Song of Fire. Saint Tarna is typically depicted as a silver-haired warrior bearing a longsword. She is often shown in battle against demons and witches, sometimes astride her griffon, Aarak. In Caspia, Elyria, and Westemär, most towns have at least one chapel devoted to the Sacred Flame. Often at the heart of their communities, these domed sanctuaries are built around a hallowed brazier set alight with a golden continual flame. Major cathedrals to the Sacred Flame are found in large cities, and many are brilliant architectural wonders in their own right, decorated with painted murals, stained-glass windows, and statues depicting the saints and martyrs. The small shrines in most villages are usually simply an awning built over a bonfire pit. Religious Hierarchy Ordained priests of the Sacred Flame are known as Flamekeepers. These clerics of the Sacred Flame are predominantly women*; they wear flowing vestments of white, yellow, and gold. Flamekeepers take vows of poverty, eschewing all personal possessions and living on the commonwealth of the faith. Chapels and cathedrals of the Sacred Flame are ministered by a Flamekeeper, who is assisted by a few devoted acolytes. Smaller villages rely on lay ministers to keep their shrines. The highest authority amongst the priesthood of the Sacred Fire is the Divine Matriarch, who tends the Cathedral of Saint Tarna in the holy city of Lumen in the land of Elyria. * Although this represents the formal religious hierarchy, people of any gender identity may become clerics and paladins of the Sacred Flame and rise to positions of honour and reverence. Clerics of the Sacred Flame Through deep spiritual discipline and steadfast devotion, some faithful may become living vessels for the Sacred Flame. These rare individuals hold the power to channel its light in the earthly realm to work divine magic. As clerics of the Sacred Flame, they become enlightened healers, custodians of truth and knowledge, or fiery beacons of light. However, not every cleric of the Sacred Flame becomes a Flamekeeper or participates in the organization and politics of the religion. Paladins of the Sacred Flame Legend claims Saint Tarna was the first paladin. These warriors hold deep reverence amongst the faithful, as only truly virtuous souls can wield the Sacred Flame as she once did. Paladins of the Sacred Flame swear sacred oaths of devotion, redemption, and vigilance. Inspired by Saint Tarna’s example, many join knightly orders ordained for righteous purposes. Such companies of holy warriors and their martial retainers embark on quests and crusades to destroy supernatural forces of evil and root out creatures of otherworldly darkness. The most wellknown and decorated amongst these militant fellowships are the Knights of the Silver Order.
Other Religions Although many people keep the Flame, there are hundreds of smaller religions with disparate beliefs, doctrines, and practices. Here are some of the most notable. The Old Faith This disparate religion is dedicated to a pantheon of primal deities who have whispered to mortals through nature for untold generations, such as primal Nodens, vengeful Kromac, honorable Nuada, and nurturing Danu, but there are countless more. Their beliefs and practices vary widely based on the tenets of the specific patron god, but their myths often surround the elements, the seasons, the land, and ancestor worship. Many such beliefs originated with the ancient orcish and dwarven peoples of the continent. Others are closely connected to mysterious entities who inhabit extraplanar worlds such as Dreamland, the Elemental Chaos, or the Feywild, and are often kept by the elves. Druids are particularly common adherents and priests of the Old Faith, but clerics and paladins of the Old Faith are not unknown. Shadow Cults Throughout the ages, various ‘shadow faiths’ and heretical sects have emerged surrounding the Sacred Flame, some of which embrace an opposing force called the Exalted Darkness. These cults develop their own mysteries and esoteric practices, or devote themselves to worshipping enigmatic god-like beings such as Morrigan the Phantom Queen, the Night Serpent, the Lord of the Undead, and powerful entities who inhabit the Shadowlands or the Abyss. Some of these chthonic entities seek to devour the light and plunge the world into darkness unending. However, not all of these faiths are evil, with practitioners who view shadow and light as part of a necessary balance. Regardless, followers of the Sacred Flame condemn these beliefs, banishing their rites and practices. In the same manner that deep faith and contemplation leads followers of the Sacred Flame to become clerics and paladins, one may also channel the Shadow itself. Clerics are heralds of twilight, trickery, magic, and death, and paladins often invoke dark oaths to vengeful causes or ambitious conquest. Followers of the Shadow Faith may even become warlocks, embracing dark and fiendish patrons.
The Edicts of Lumen During antiquity, mighty sorcerer-kings ruled a continentspanning empire using their immense arcane power. The sorcerer-kings became tyrants who scarred the land with magical wars and held those without arcane magical power in bondage. The iron rule of the sorcerer-kings was ended by the clerics and paladins of the Faith of the Sacred Flame a thousand years ago. However, those born with arcane magical ability have faced discrimination ever since, and at times, the religious ministry has endorsed vicious persecution against mages. Even today, many common folk consider a mageborn child a terrible curse. Outright conflict ended with the Edicts of Lumen, a magical treaty between the Amethyst Academy, the continental nobility, and the Faith of the Sacred Flame. Signed three centuries ago, this agreement separates the political and economic powers of clergy, mages, and nobles. The Edicts of Lumen comprise six main articles: h The Articles of Inheritance bar all mages from holding noble titles or owning land. h The Articles of Neutrality require the Amethyst Academy remain neutral and impartial with regards to the social, economic, and political affairs of the continent, but also grant protection under the law to all mages. h The Articles of Guardianship grant the Amethyst Academy the authority to take any child born with magical capabilities as wards to train in magic until they come of age, including mageborn of noble houses and royalty. h The Articles of Enterprise permit the Amethyst Academy to operate as a self-governing mage guild to control the sale of magical goods and arcane magical services throughout the continent, but they may not discriminate or charge their clients differently. h The Articles of Malediction disallow the Academy from teaching magical practices such as summoning demons and creating undead, and forbid mages from using magic to directly influence or control members of the nobility or clergy. h The Articles of Umbrage detail a complex system for resolving minor infractions in a peaceful manner, reparations for damages for more serious violations, and the circumstances when parties may use violent force to enforce compliance.
The Cosmos Sages of the Amethyst Academy have put forth differing theories to explain the order of the cosmos throughout history. These included bizarre concepts such as the “great wheel”, the “world axis”, the “conjunction of the spheres”, “planetary orbits”, and “general relativity”. There is no consensus; every theorist is quick to point out the glaring flaws and logical inconsistencies in competing hypotheses. Most mortal knowledge of the planes comes from contact with extraplanar creatures via summoning magic or divination spells such as contact other plane. Deliberate planar travel by mortals is the stuff of legends. The knowledge and material components for the plane shift spell are jealously guarded secrets. However, there are countless ley-lines and thin places where the unwary might slip between worlds. Described below are the most well-known, but countless others exist. Mortal Worlds The mortal world is a sphere of rock that orbits a fiery sun. Several moons and planets join this cosmic dance, all suspended in an endless astral void. Far away, the sparkling stars are other suns. Who can say what distant worlds lie among them? Otherworlds These worlds are metaphysically close to the mortal world, such that some creatures can pass through the Ethereal Plane into the mortal world, and rarely vice-versa. The Ethereal Plane. A truly liminal space, this plane is the metaphysical border between the mortal world and the other planes. Dreamland. This strange realm is the mortal unconscious made manifest. It is a world of thoughts, dreams, and nightmares, inhabited by impossible creatures. The Feywild. The realm of fey is sometimes called by different names, such as Tír na nÓg, Wonderland, Avalon, Elfhame, and the Elusive Realm. It is uncertain whether or not these names refer to regions within the realm or are in fact distinct worlds entirely. The Elemental Chaos. A primordial place of raw energy and unbridled potential, the individual planes of air, earth, fire, and water are found within its churning storms and burning seas. Afterworlds The afterworlds are places where mortal souls go when they die. There has been no recorded instance of a living mortal physically entering these planes and returning. However, the creatures who inhabit these worlds can be contacted or summoned using powerful spells. The Shadowlands. A dark reflection of the mortal world held in perpetual gloom. Most souls pass into the Shadowlands on their way to the afterworlds, but some wander here forever. Why certain souls remain in this place, and others pass on is the subject of many religious myths. The energies from this place may be invoked to create undead. Eternity. The sacred celestial afterworld where angels dwell. Little is known about this holy place, but many religions believe it is a paradise for righteous souls. The Abyss. Interchangeably referred to as Hell, sages believe that mortal souls are transformed into demons or devils in this fiendish afterworld. These evil beings plot mayhem and conspiracy against mortals when they are not waging endless war amongst themselves. Few mortals understand the distinction between such fiendish creatures.
DRAKKENHEIM IS NO MORE. An eldritch storm of falling stars devastated the city on that woeful eve, leaving behind a meteorite that would have lasting effects. Fifteen years later, Drakkenheim is a dismal urban wasteland contaminated by otherworldly magic and haunted by hideous monsters. Fantastic wealth, lost knowledge, and powerful artifacts lie ready for the taking by adventurers brave or foolish enough to venture into the ruins. However, even those who survive the dangers of Drakkenheim may not return unmarked by its terrors!
Content Warning
Drakkenheim portrays a dark fantasy world. Please note references to the following are common in this adventure:
Violence, murder, blood, gore, cannibalism, and body horror.
Degenerative mutations that cause physical disfigurement and madness/insanity.
Rats, spiders, insects, demons, undead, ghosts, and other monsters.
Natural disasters, large-scale loss of life, civil war, displaced persons, and refugees.
Moral ambiguity, social/political manipulation, religious zealotry and military nationalism.
The campaign does not contain explicit sexuality, sexual assault, racial prejudice, systemic racism, homophobia, or transphobia. Any inferences to such are wholly unintentional.
City of Drakkenheim
Delerium
Iridescent crystals of vast magical potential are found throughout Drakkenheim. Known as delerium, these lambent stones emanate unnatural energies that induce madness and monstrous transformations. Despite these dangers, delerium is ideally suited to crafting magic items and fueling mighty new spells. Sorcerers, warlocks, wizards, and all manner of occult magicians crave its supernatural power, thus delerium commands a high price within arcane circles and underground markets alike. Many prospectors risk everything to collect a few fragments, but the true origins of the strange mineral remain unknown. The rival factions stand divided over whether the crystals should be destroyed, harnessed, or worshipped, and their simmering disagreements threaten outright war.
Broken Realm
Drakkenheim was the cosmopolitan capital of Westemär, ruled by the imperious House von Kessel. A decade of bloody civil war erupted after the city’s destruction. The realm was left shattered and the royal line broken. Now, the political order of the wider world lies in shambles, torn apart by religious schism and military conflict, and only a faint hope remains that the city can be rebuilt and the nation restored.
Rival Factions
Five factions have arrived in Drakkenheim to advance their ambitious agendas. Though their ideologies and methods differ, each seeks valuable resources and lost secrets within the city. However, the ruins present many confounding obstacles for their agents. As such, all the factions hope to attract talented adventurers to their cause, drawing would-be heroes into a fierce political intrigue that may boil over into violent struggle. Those who wish to decide the fate of Drakkenheim must choose their allies well and their enemies carefully!
Hooded Lanterns Formally known as the 4th Provisional Expeditionary Force to Reclaim the Capital, the Hooded Lanterns are an irregular military drawn up from veterans of the Civil War and remnants of the old Drakkenheim City Watch. Led by the dour Lord Commander Elias Drexel, they wage a guerrilla war against the monsters, bandits, and scavengers who have taken root in their nation’s capital. Each has pledged their swords and lives to rebuild Drakkenheim and restore the Realm of Westemär. Several noble houses have set aside their feuds to support the Hooded Lanterns’ efforts. These families believe once the city is restored, evidence will emerge revealing the true heir to the throne of Drakkenheim... or enable a cunning house to seize the crown.
Queen’s Men The Queen’s Men are a loose affiliation between a hundred gangs of brigands, outlaws, and scoundrels, all of whom owe fealty to the enigmatic Queen of Thieves. These reprobates prey upon the pilgrims, prospectors, and explorers drawn to the city, extort and rob adventurers, smuggle delerium to disreputable clients in distant lands, and plunder the fantastic treasures and incredible wealth left behind in the city. The Queen of Thieves dreams of building an influential and powerful criminal empire forged in the anarchy and lawlessness of the ruins, and conspires against the other factions at every turn.
Knights of the Silver Order The Knights of the Silver Order are an organization of oathbound paladins and devout warriors sworn to combat supernatural evil, dark magic, and otherworldly incursions. The questing knights normally travel the realms in small bands and companies, and adhere to the Faith of the Sacred Flame, the dominant religion across the continent. They believe delerium is a contaminating blight borne of the darkest chaos, and have resolved to annihilate the corrupted crystals, slay every monster it has created, and hunt down diabolical mages who would wield its power to work evil magic. Now an entire regiment has been dispatched to Drakkenheim to carry out this righteous task, led by Knight-Captain Theodore Marshal.
Followers of the Falling Fire The annihilation of Drakkenheim incited a serious religious schism within the Faith of the Sacred Flame. A new sect has emerged known as the Followers of the Falling Fire, who adhere to the prophecies of former Flamekeeper Lucretia Mathias. She attests that delerium is a divine gift, not a blight, and that these sacred stones will offer salvation against a greater darkness yet to come. The mainstream clergy have excommunicated Lucretia Mathias and branded her followers as an insane cult with heretical beliefs and blasphemous practices. Even still, masses of devout common folk now embark on a dangerous pilgrimage to Drakkenheim to take their place in a divine plan.
Amethyst Academy The Amethyst Academy is a magical school for sorcerers and wizards, where students learn magic in remote castles and secluded universities. Directed by a shadowy cabal of powerful archmages, the Academy also operates an enterprising mage guild that controls the manufacture of magical wares, and orchestrates an influential arcane syndicate that provides occult counsel to the nobility of the continent. However, the Academy was dealt a terrible blow following Drakkenheim’s destruction, as the city was home to their greatest stronghold: the Inscrutable Tower. Archwizard Eldrick Runeweaver leads the Academy’s efforts to access the tower and safeguard the secret lore within. Meanwhile, their survey teams conduct ongoing research regarding delerium’s supernatural qualities and unknown dangers. The mages plan to harness the crystals’ vast energies to craft magical items and power new arcane spells.
The Haze There are more hazards in Drakkenheim than monsters and rival factions. A billowing mist filled with glinting multi-coloured motes has settled over the entire city, which adventurers call the Haze. It’s like the dust never really settled after the meteor fell. Characters gain no benefit from taking a long rest within the Haze. Adventurers should be well-rested before they head into the ruins, as they’ll need to escape the city to regain their hit points and spell slots. This effect cannot be circumvented by any mundane equipment, nor bypassed with spells such as rope trick, tiny hut, or similar character abilities.
Contamination Characters will also encounter deadly eldritch contamination caused by creatures, delerium, and other magical phenomena in Drakkenheim. Abilities, equipment, and spells that protect against diseases, magic, or poisons do not work against contamination. It cannot be healed naturally, nor readily removed with low-level spells. Player characters will need to work with the factions and find creative solutions to manage these problems during their adventures.
Dangers of the Dark City Finally, be warned that in Drakkenheim, characters will often stumble upon creatures and other perils far beyond what they can defeat on their own. Discretion and cunning may prevail when strength of arms fails. Adventurers must seek out likeminded allies, and be wary of making new enemies. They must have all the equipment they need before setting out on an expedition, use their resources carefully, and be prepared to retreat at a moment’s notice!
Da Rules
1. Listen to the GM, If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing or Meta gaming of other players is not allowed. 6. The story isn't exactly set, if you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts.
Homebrew Rules
1. Point Buy - For this campaign we will use the point buy method to generate attributes, this gives everyone the ability to customize their characters, but ensures all players are on equal terms. In my eyes this makes it so no one person can excel at everything due to good rolls while another player feels useless due to bad rolls 2. Free Feat - All players receive a free feat at level 1 gives you the ability to take a lesser taken feat (such as mounted combatant) or a flavorful feat (Such as poisoner) without having to sacrifice part of your build path for it, or jump start your power gains up to you. 3. Brutal Crits - When a creature lands a critical hit (natural 20 on the die) you get max damage added to your rolls not 2 rolls. IE longsword crit goes from 2d8+mods to 1d8+8+mods. This rule applies to all dice rolled on the hit (so yes smites and sneak attacks count). Also this compounds with the bard ability for crits meaning they would get 1d8+16+mods starting at level 9. 4. Better Health Pots - Health pots will remain an action to use, but they will give you a set amount of hp instead of random. All healing pots will heal for the max possible amount. IE a healing potion will heal 10hp instead of 2d4+2. 5. Secret Spells - In the world of Drakkenheim, several powerful spells found in the Core Rules are significantly rarer than normal: astral projection, gate, plane shift, simulacrum, true resurrection, and wish. Player characters must obtain knowledge of these spells in special ways 6. Personal Quests - Each character will have a personal quest. upon completion of that goal the character will receive either a +2 ASI or feat of the player's choosing. (List of Drakkenheim specific personal quests below)
Character Applications
The following will be a basic overview of your character from a rp standpoint, the actual statistical character sheets will be handled on DNDbeyond Please do not add your character to the campaign until after I approve your application.
Note: Holy spellcasters (Clerics, Paladins) and "Mageborn" Spellcasters (Bards, Sorcerers, Warlocks, Wizards) should take the time to open the Lore Dump section below and read about their particular place within the world.
Name: Self Explanatory Race: Self Explanatory Gender: Self Explanatory Age: Self Explanatory Appearance: Img or description (would prefer a little of both) Bio: Your back story. Who are you? Where did you come from? (This is a little bit of a writing test so I would like to see about 3 paragraphs. That said you can leave open spaces for me to use. Were you separated from your family? Well lets not kill them off just yet I can take care of that in game. Personal Goal: This will be your primary reason for coming to Drakkenheim. Your goal is yours to do with as you wish. In game you can keep this a secret form your fellow players until you wish to reveal it, or you can be very open about your goal. Other: Any other info you may want to share.
Personal Quests
A character’s core motivation for adventuring in Drakkenheim is represented by their personal quest. This is a specific individual objective for player characters to achieve during the campaign, but players need not reveal their personal quest to each other. When a character completes their personal quest, they choose one of the following rewards: -Ability Score Improvement. One ability score of your choice increases by 2, as does your maximum for that score. -New Feat. You gain a bonus feat of your choice, subject to the GM’s approval.
Player characters may select from the quests below, or work with the Game Master to design one:
Apocalyptic Vision. I have been haunted by visions of the meteor for fifteen years. Every time I sleep, I see it crashing down upon me. My personal quest is to see for myself what lies at the heart of the crater. I must overcome whatever I find there in order to stop these nightmares.
Arcane Secrets. Forbidden lore lies in Drakkenheim. Several dark wizards living in the ruins have mastered terrible and powerful new magic. The Inscrutable Tower library stands unguarded, filled with spellbooks containing secret arcana. My personal quest is to learn these spells.
Blighted Landscape. A blight on the natural order envelops Drakkenheim, but the contamination could spread beyond the city. My personal quest is to study the unnatural phenomena found within the most corrupt places in the city: Queen’s Park Garden, the underground waterways, and the Crater’s Edge. Perhaps then I can develop a way to reverse the contamination.
Claim the Throne. Though my family has fallen on hard times, we were distantly related to the royal House von Kessel. I may have a claim to the throne of Drakkenheim. My personal quest is to search the cathedral, noble estates, and the castle for sufficient evidence to conclusively prove my inheritance. Then I will take the crown for myself.
Faction Aspirant. I believe strongly in the ideals and goals of one of the five factions: either the Amethyst Academy, the Followers of the Falling Fire, the Hooded Lanterns, the Knights of the Silver Order, or the Queen’s Men. My personal quest is to join the faction, aid their mission, climb the ranks, and rise to a high leadership position within their organization.
Family Matter. One of my family members or close friends has become mixed up with one of the factions. Perhaps they have foolishly decided to join the organization. Alternatively, they’ve been taken prisoner by the faction due to some trespass or misunderstanding. Either way, my personal quest is to bring them back home.
Find a Cure. I have a friend, family member, or loved one who was contaminated by delerium and turned into a monster. They have gone mad, and are lost somewhere in Drakkenheim. My personal quest is to locate them, then discover a way to reverse their horrific transformation.
Lost Heirloom. I used to live in Drakkenheim. My personal quest is to recover a lost heirloom from my old home, which was located somewhere in the Inner City. Perhaps the item is sentimental, valuable only to members of my family. Alternatively it may have magical properties, and I wish to use these powers to aid my own ambitions.
Monster Slayer. I wish to leave behind a heroic legacy by defeating dread beasts. My personal quest is to slay three of the greatest monsters rumored to dwell in Drakkenheim, and bring back their heads as trophies. Each must be a notable creature with a challenge rating greater than my own level when I defeat them. My allies can assist me, but I must strike the decisive blow myself!
Overwhelming Debt. I owe a tremendous debt of 10,000 gold pieces, maybe more. My personal quest is to pay it back by making a fortune in Drakkenheim collecting delerium, plunder, and completing work-for-hire. Meanwhile, I must hide from bounty hunters my creditor send to kill me.
Personal Pilgrimage. As an acolyte of the faith, my personal quest is to visit several holy places in the city and perform a sacred ritual before the remains of the martyrs interred within each: the Cathedral of Saint Vitruvio, Saint Selina’s Monastery, and the Chapel in Castle Drakken. Through these devoted acts I will understand my place in the divine order.
Score to Settle. I have come to Drakkenheim to kill one of the faction leaders: either Archwizard Eldrick Runeweaver, Knight-Captain Theodore Marshal, Lord Commander Elias Drexel, Lucretia Mathias, or the Queen of Thieves. Perhaps I seek revenge for a past wrong. Alternatively, I may covet their position and wish to replace them. Either way, my personal quest is to slay them.
If you have any questions relating to these personal quests, or want to try and make a custom one please message me.
If you have made it this far thank you, I hope to see you in the ruins. The rest of this post will just be a big old lore dump and a list of campaign specific character backgrounds for those who wish to tie their characters more into the world of Drakkenheim.
If you plan to use one of these backgrounds please let me know so I can upload it into dndbeyond as Homebrew content for your use.
Requirements: Any class except sorcerer, warlock, or wizard You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family’s fortunes, or created a tantalizing opportunity to increase your political power and influence. Skill Proficiencies: Two of the following: Persuasion, Athletics, History, or Intimidation Languages: Two of your choice Equipment: A signet ring or brooch bearing your family crest, a cape in the colors of your house, a set of fine clothes, and a pouch containing 25 gp. Feature: Noble Confidence During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll 1d4 and add it to the result of a single attack roll, ability check, or saving throw.
Defining Event (1d8) 1 I was well celebrated in my city as a slayer of a great troll. 2 I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name. 3 I led my knights to victory in defending our castle during a raid in the war. 4 I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate. 5 My house was an enemy of the von Kessel family and had many battles with them. 6 I broke ties with my family when they folded to the Silver Order. 7 I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house. 8 My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing.
Personality Trait (1d8) 1 I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name. 2 I keep family traditions close. Honor and family are amongst the most important things in the world, and I cherish them. 3 I miss the comforts of my home. This city is dirty and smells terrible. 4 I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs. 5 As a noble, I have a responsibility to protect those who cannot protect themselves. 6 It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished. 7 I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else. 8 There is no challenge I can’t face. I heard about the horrors and monsters of this world, and I am what they fear the most.
Ideal (1d6) 1 Respect. I am a respected member of my family, and I expect what remains of Drakkenheim’s nobility and royal line to acknowledge my standing. (Lawful) 2 Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim’s society. (Good) 3 Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any) 4 Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good) 5 Glory. I must claim my victories and prove myself in battle. (Any) 6 Family. Blood is thicker than water and I will fight to defend my family’s honor. (Good)
Bond (1d6) 1 I must prove myself as a great warrior for my house and my people. 2 My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne. 3 My family’s fortune was lost. Drakkenheim may be our last chance to get it back. 4 My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs. 5 I am destined to rule, as my ancestors before me have. 6 I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins.
Flaw (1d6) 1 I boast about my own triumphs, and belittle the accomplishments of others. 2 Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged. 3 I do not like getting my hands dirty. Other people must do the heavy lifting, not me. 4 I like to flaunt my wealth, and I spare no expense. 5 I’m never wrong. Even if I was, I would never admit it. 6 I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don’t know what I am doing here
Variant: Last of the Line In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family’s legacy.
Requirement: You must be a bard, sorcerer, warlock, or wizard You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land. Skill Proficiencies: Two of the following: Arcana, Deception, Investigation, Perception Languages: Draconic or Elven Equipment: A gnarled wand made of wood, a duster jacket, a satchel for material components and potions, an amulet or other trinket of importance to you Tool Proficiencies: Either calligraphers’ supplies or alchemists’ supplies Feature: Bookworm Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared.
Mageborn Quirk (1d8) 1 My eyes are two different colors. 2 Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me. 3 My eyes glow with octarine light when I am casting spells. 4 I hear voices and sounds when close to magical entities, as if the magic itself speaks to me. 5 I have full conversations with myself out loud that occasionally can get heated. 6 Magic floods my mind and makes it difficult to sleep without constant nightmares and visions. 7 I speak to beings from other planes of existence who manifest as simple creatures before me. 8 I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes.
Personality Trait (1d8) 1 I idolize one of the archmages of the Academy and hope to prove myself to them in time. 2 Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong. 3 I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality. 4 I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike. 5 I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine. 6 I am a sucker for a good mystery and pride myself in my ability to solve them. 7 Everyone is always so serious - we all die in the end, might as well enjoy the ride. 8 I always push myself to be the best at whatever it is I set out to do.
Ideal (1d6) 1 Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good) 2 Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any) 3 Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good) 4 Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good) 5 Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic) 6 Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral)
Bond (1d6) 1 It is my duty to protect the Amethyst Academy. 2 My life’s work in the study of delerium caused my expulsion. I must continue that research to prove its value. 3 The mysteries of my past and my power are tied to the meteor. I need answers. 4 My terrible mistake was covered up by my mentor in the Academy. I owe them my life. 5 My nightmares have guided me to Drakkenheim. I must investigate these visions. 6 I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favor, even if it means risking my life in Drakkenheim.
Flaw (1d6) 1 I walk straight into danger. What’s the worst that could happen? 2 I believe my plan is always far superior to everyone else’s. 3 I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger. 4 I overcomplicate most situations with small details and over analyzing simple things. 5 I get angry quickly, and cause more harm than good with my magic when I get mad. 6 I can’t get enough delerium. I want the power for myself.
Variant Mageborn: Malfeasant Mage You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colors, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order.
You are a follower of one of the many religions of the world. Through either divine calling, visions, or prophecies, or because your church sent you as an envoy and representative, or maybe because you are seeking divine answers, you have made the journey to Drakkenheim. What sacred purpose lies in the ruins that you are quested with uncovering? Skill Proficiencies: Two of the following: History, Religion, Arcana, Nature Equipment: A set of pale robes, a small chip of delerium encased in glass, a walking stick, an amulet with a symbol of your chosen god, a small book of religious text Languages: Any two of your choice Feature: Guided by Faith A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.
Missionary Life (1d8) 1 I was on a quest of self-enlightenment. 2 I ritualistically surround myself with lit candles and ancient texts when I rest. 3 I had taken a vow of silence until the time that my voice was needed to fulfil my destiny. 4 I was the caretaker of ancient relics of our faith and am quested with finding others. 5 I am but a pilgrim hoping to find divine light in dark places in the world. 6 I was guided to my faith by angels who rescued me from my dark past. 7 I broke my vows to my faith and was exiled. I seek redemption. 8 I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost.
Personality Trait (1d8) 1 I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain. 2 I believe in the words of my religion and quote its texts and scriptures as often as I can. 3 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 4 I have spent my life in a temple or church. Rough living wears on me quickly. 5 I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude. 6 My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine. 7 I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them. 8 I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone.
Ideal (1d6) 1 Logic. Emotions must not cloud our judgement on what is right or true. (Lawful) 2 Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any) 3 Charity. I will always help those in need, no matter the cost. (Good) 4 Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful) 5 Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic) 6 Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral)
Bond (1d6) 1 Nothing is more important than my church and what it represents. 2 I joined my religion to hide from a past I would rather forget. 3 The path to enlightenment is unending. I must stay the course. 4 I will die if it means doing right by my religious beliefs. 5 Everything I do is for the good of the common people. 6 I seek to preserve the ancient texts and artefact of my religion.
Flaw (1d6) 1 I judge others harshly and believe my path to be the one true path. 2 I believe in the words of my religion so strongly that I follow them without question. 3 The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason. 4 My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me. 5 This is my first taste of life outside my religion, and I enjoy its pleasures a little too much. 6 The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools.
Variant Devoted Missionary: Stargazer You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin.
Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you. Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics. Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood. Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools. Feature: Makeshift Meals You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest.
Marks of Survival (1d8) 1 Being alone for so long means I am very used to conversing with myself out loud. 2 I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins. 3 I have many scars across my body from barely scraping by. 4 I am missing a finger on one hand due to a horrible encounter I had in the ruins. 5 I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for. 6 I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am. 7 I can sleep just about anywhere, nothing really phases me anymore. 8 I often recite the names of people I used to know and lost so I can hold on to their memory.
Personality Trait (1d8) 1 I always have an exit strategy in mind if things go poorly. 2 You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor. 3 I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better. 4 If you spot danger, it is best to avoid it, that’s how you survive. 5 Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am. 6 In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim. 7 Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge. 8 I will never give up until I reclaim what I lost in these ruins.
Ideal (1d6) 1 Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil) 2 Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic) 3 Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any) 4 Helpful. People need all the help they can get in the city, and I know I can provide it. (Good) 5 Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good) 6 Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)
Bond (1d6) 1 I had family in these ruins. I know not what became of them, but I must find out. 2 This city is my home, and I will fight for what’s left of it until the very end. 3 I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company. 4 I’ve spent so long in these ruins, its the outside world that terrifies me now. 5 Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here? 6 I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.
Flaw (1d6) 1 Any meal could be my last. I’ll eat just about anything. I do what I must to survive. 2 I don’t like being outside the Haze of the city for too long, I’ve gotten used to it. 3 I am convinced my family is alive in the city somewhere. I hear their voices call to me at night. 4 I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all. 5 The years spent here have turned me to a vice, I very much rely on that vice to get me through my days. 6 I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.
Variant Survivor:Veteran of the Civil War You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.
Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance. Skill Proficiencies: Investigation and one choice from the following: Stealth, Insight, or Perception Equipment: Thieves’ tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards. Tool Proficiencies: Thieves’ tools, cartographer’s tools Feature: Detail-Oriented You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.
Treasure Hunters’ Secrets (1d8) 1 You keep a cryptic map to a lost treasure that you have always wanted to uncover. 2 You have a coin that is heads on both sides, helpful for winning a chance game. 3 You have a magnifying spyglass you use to examine items. 4 You have a ring that opens to reveal a small compartment inside. 5 Your left boot has a compartment for a hidden dagger. 6 You carry an old compass that doesn’t point north, you hope it points towards a great treasure. 7 You have a collection of exotic coins and medals that are of personal value to you. 8 You have a rival treasure hunter who used to be a partner. You parted ways years ago.
Personality Trait (1d8) 1 I believe that I am destined for greatness, and nothing can convince me otherwise. 2 I always have a plan or plot to outwit my foes. It may not always be good, but it’s almost always overly complex. 3 I love to flaunt my wealth and showcase the things I have bought with it. 4 I pay no mind to the risks of a situation. I always bet on myself and my abilities and it’s gotten me this far. Never tell me the odds. 5 I have a quip, allegory, or joke for almost any situation. 6 I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me. 7 I use flattery and honeyed words to get what I want. 8 I can’t help it if valuable objects lying around end up in my pockets. It’s for safe keeping
Ideal (1d6) 1 Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic) 2 Fair. I do not take anything from anyone who couldn’t afford to lose it. I am a treasure hunter, not a thief. (Lawful) 3 Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good) 4 Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any) 5 Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It’s the thrill of the hunt that I live for. (Any) 6 Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)
Bond (1d6) 1 My desire for wealth is out of a need to protect my family. 2 Something important to me was stolen. I’ve longed to get it back ever since. 3 I’m wanted for my many crimes and hope that where I am going, the law will not follow. 4 I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again. 5 I plan to be the greatest thief or most cunning explorer of all time. 6 This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family.
Flaw (1d6) 1 My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I’ve never told the truth for as long as I can remember and it’s too late now to stop. 2 Every situation, every person, is only as valuable to me as what I can gain from them. I’m not afraid to pull strings to bend luck in my favor. 3 I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything. 4 I take what I want, and I want it all. 5 I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching. 6 I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken.
Variant Treasure Seeker: Soldier of Fortune Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.
@Skwint I'll allow all officially published stuff, as well as the bloodhunter.
@Vertigo see that's the great part of it though, they made this so sandbox and open ended that what they did in the live steam wo t happen unless you specifically make all the same decisions they did. As well as a bunch of new stuff the didn't have in the original steam
Alright Soooo here it is,
I'm an old man (post 30's) who has been at the RP game since I was in Middle School. Happily Married and a huge Nerd. My main interests for RP's and such are Medieval Realistic Fantasy, As in no one person wielding a massive 200 lb weapon in one hand or going way over the top with crazy 25 hit combos in the air. I like things to play out as they would normally of course with magic, magic is always fun. I also like Futuristic Space (Star Wars, Mass Effect, and almost anything involving some sort of Mech). I work a crap ton and cant really get into a real post every day but I do try. If you think you got something I might like hit me up.
<div style="white-space:pre-wrap;">Alright Soooo here it is,<br>I'm an old man (post 30's) who has been at the RP game since I was in Middle School. Happily Married and a huge Nerd. My main interests for RP's and such are Medieval Realistic Fantasy, As in no one person wielding a massive 200 lb weapon in one hand or going way over the top with crazy 25 hit combos in the air. I like things to play out as they would normally of course with magic, magic is always fun. I also like Futuristic Space (Star Wars, Mass Effect, and almost anything involving some sort of Mech). I work a crap ton and cant really get into a real post every day but I do try. If you think you got something I might like hit me up.</div>