World Background/Prep
Background Information
Drakkenheim is no more. In an unprecedented cosmological display of destruction, an eldritch star pierced the skies careening through the once proud capital of Westemar, reducing the city and its inhabitants to desolate ruin. In the wake of the impact, those unfortunate to live were monstrously transformed, destined to wander the desolate streets and prey on those foolish enough to return. Explorers venture into the city to reap the treasures abandoned by those who lost their lives in the disaster.
However, the treasure most valuable comes not in the form of gold or silver, but of the mineral now called "Delerium" which composed the fallen star. While its ability to horribly mutate any who come into contact with it makes it a dangerous liability, its tremendous magical energy contained within the shards of the meteor show potential to revolutionize the current understanding of magic. This newly harvested commodity is now jealously exchanged throughout the continent for its enigmatic properties.
Attempts to reclaim the city proved futile as the waves of soldiers who were sent to combat the darkness were grossly mutated into the very threat they sought to destroy. With no clear way to obtain the throne, and with no direct line of inheritance the kingdom stood on the verge of collapse. Amid the widespread confusion, two heirs to the throne (Manfred and Cecelia VonKessel) argued their cause and plan to preserve the kingdom. Manfred advocated that continued efforts should be made to drive out the monsters wheras Cecelia saw this as waste and petitioned that support should be directed towards establishing a new capital in Westemar. Each side attracted the support of Dukes and Duchesses within the Kingdom which ultimately led to years of the Succession Civil War. At the peak of the battle, Manfred was assassinated but Cecelia's victory was short lived as she unexpectantly passed from complications of a stomach ulcer. Without any other known heir to the throne, the kingdom was fractured into city states.
For 14 years, the world foolishly believed that crumbling city was confined to the ruins. They were wrong. Insidious horrors have crept out of the shadow of Drakkenheim into a world unprepared for such nightmares. Tales of strange magic, mutated terrors, and whispered plots now plague the land. Your band of heroes will be tasked with uncovering the secrets of "delirium" and driving out the seeping, spreading darkness before it takes root.
Campaign Leads
Please read the following three scenarios which will determine the theme and start of your adventure. Then, without discussing with anyone else rank them from 1-3 in order of which most interests you. Send the rankings to me. Once I have all responses, I will determine what further reading is required relevant to the scenario.
A: You are all recent graduates from Altbruke university where you became best friends while taking a humanities course offered by professor Barnabus Dunsby, a renown tenured faculty member who spent his younger years travelling the continent. After securing competitive positions as his interns, he has been sending you off to accomplish tasks and become acquainted with influential names across Westemar. To this point, your jobs have been rather mundane... until now. Professor Dunsby's correspondents have sent him a series of unsettling reports: artists vanishing without a trace, bizarre coincidences plaguing theatergoers, asylum patients the kingdom are describing an identical, incomprehensible hallucination represent just a few of the letters he has received. He believes these are not isolated events but the first whispers of a new, insidious darkness spreading across Westemär. He is sending you to investigate these mysteries, a task far more dangerous than any academic assignment.
B: The tranquil village of Tierhaven has always been a respite from the world's chaos. Hidden deep within the Bractenwald forest, you and your fellow villagers have enjoyed a peaceful life, untouched by the civil war and the horrors of Drakkenheim. But that peace is now threatened. The once-familiar forest is changing; unexplained magical phenomena twist the woods, and once-peaceful creatures have become mutated, monstrous threats. Farmer Mettheaus's livestock were ravenously devoured in a single night, Old Man Tannous's cherry groves perfectly situated along the Drann river now only grow bitter berries where they were once jewels from the village, and there hasn't been a shipment of supplies from Schaffburg in over a month. The source of this blight is a mystery, but its effects are all too real, threatening the survival of your home and everyone in it. It's up to you, the village's defenders, to venture into the darkening woods, uncover the cause of this corruption, and protect the home you hold dear.
C: Your days of daring adventure were short-lived, but immensely profitable. A lucky find in the Elvenmire Wetlands allowed you to cash in on ancient elven artifacts, providing the seed money to open your own tavern and inn on the banks of the Drannsmund. But the easy life has come to an end. The gold has run out, and the overhead costs and mortgage are suffocating. With financial ruin looming, you’re faced with hard choices. Do you risk your life hauling a mysterious and dangerous substance called Delerium for a quick payout? Or do you return to the wild, hoping to find another treasure in the elven ruins? A rumor of a cloistered aunt in the Kesselholme forests offers a third option, a family secret that could solve all your problems, or create entirely new ones.
Please send these options to me ranked 1-3.
Continue Reading Here
In general some characteristic attributes that could best describe this campaign would be "mystery", "lovecraftian horror (fear of the unkown)", "unsettling", "historical", "political intrigue". As such, creating characters that fit in this setting will make your experience more fulfilling and feel natural.
Next, you will read various articles to become familiar with the world of Drakkenheim. The more you can incorporate into your character, the more the campaign can be tailored to focus on them. As you read, consider how world events/organizations/locations impact your character. Important questions to answer include "Where are they from?", "What are your hopes and fears?" "What was your character doing at the time the Meteor struck Drakkenheim?", "What experiences have they already had that have led them to this point? (remember you are starting at level 5)", "What did your character do during the civil war?", "what is their experience with the amethyst academy (if sorcerer/warlock/wizard)", "what is their relationship with the faith of the sacred flame?", "what family members/friends do you have and what are they doing right now? (kids, parents, significant others)", "what dark secrets might they have that would make them curious to investigate the horrors of the unknown?"
Required Reading
Altbruke: a university town wh
Westemär: The fractured Kingdom whose capital was once Drakkenheim. Where the majority of the adventures will primarily take place.
Altbruke: a university town
Drannsmund: The largest trade city of Westemar since the destruction of Drakkenheim.
The Edicts of Lumen: (required by any magic user, faith-cased class, or heir to the throne)
Drakkenheim: The city whose destruction by a falling arcane meteor set off the events of the adventure. Its corruption has started to spread like a disease and is affecting those far away from its contamination. A major plot point for this adventure.
Where are you from?
Read at least one, but as many as you want to determine where you come from and think how that would affect your character's view on the world.
Westemar Hometowns:
In addition to Altbruke and Drannsmund
Todesfeld: Large city that primarily exports coal and steel
Tierhaven : Tiny village good for a country background story.
Geldstadt: Positioned along the base of the Glitter Mountains, this city benefited from the riches which flow from the mountains and those fortunate to live there experience relatively leisurely lives.
Kesselholm: A small town once governed by the VonKessels. Since the civil war which saw the downfall of the family, its castle and land have been overseen by a distant relative and is less maintaned. Ravenous beasts roam the land and the peaceful townsfolk are less likely to leave at night.
Leuchten: A defensive chokepoint that protects Westemar from the southern regions, this city stands as a bulwark against foes.
Aschshaffen: Moreso a collection of small family villages than a city, Ashshaffen is known for their hearty fishermen and curious worship of an eldritch sea entitiy.
Other Nations
If you are interested in playing a character from here, reach out for additional reading to find a reason why you would be interested in the affairs of Westemar
Caspia: A nation founded on honor and strength where the bravest warriors vie for political prestige through their epic deeds and accomplishments.
Elyria: A theocratic government heavily influenced by the divine matriarch of the faith of the sacred flame.
Liberio: The "free city" is an independent city state where trade abounds bringing together many unlikely backgrounds into a melting pot of diverse thinking.
Suggested Readings
Below are additional readings that are especially important for certain classes. Anyone can read it, but it gives important background for the classes specific to this world.
Magic:
Magic and Spellcasters (must read if spellcaster)
Arcane Magic (Must read if bard, sorcerer, wizard or warlock)
Divine Magic (Must read if cleric or paladin)
Religion:
Faith of the Sacred Flame (must read if cleric or paladin)
Distant Gods (required by clerics, paladins, druids)
Old Faiths: (required by druids or barbarians if it has religious undertones)
Optional:
Completely optional if you really want to dig deep. Not at all required.
The Falling Fire (a growing sect off the faith of the sacred flame. helpful to read if interested in religion)
History of Westemär (full history, good for historians, but you might just come back to read this later if you want. Not required)
Sorcerer Kings (why faith of sacred flame and mages don't always get along)
After you have read the above articles, you can then move to character creation.
Character creation
Click on the link. It has options for drakkenheim specific backgrounds, species-specific facts in the world, NEW APOTHECARY CLASS, SPECIFIC SUBCLASSES. There are also new options for tools and tool feats. There is also a section for everyday life if you want more inspiration but that definitely more for fun and not required. https://www.worldanvil.com/w/drakkenheim-stevensummers96/c/character-creation-category
In this section will explain potential backgrounds, how different species fit into the world setting, custom classes, and additional tools/feats.
When creating your character, we will start at level 5. You can either choose to make characters from 2014 or 2024 character creation. For the extra classes/subclasses specific to Drakkenheim, be aware that these were published prior to 2024 handbook and you will use the 2014 character creation rules instead. In addition, the martial characters were appropriately balanced to be on par with spellcasters and so will not use additional features in 2024 rules like the weapon masteries. Instead, they have more powerful custom abilities.
Subclass Options
Here is a summary of the new class/subclasses:
- Apothecary Class: Uses modern science and study of occult magic to achieve similar feats as traditional spellcasters. They are a fullcaster that functions similarly to warlock (limited spell slots that reset on short rest and "esoteric theories" that function similar to warlock invocations).
- Alienist: Studies inner workings of the mind to manipulate thoughts and reality. You spend "psychic points" to increase/decrease damage or cast spells without somatic/verbal components. You can telepathickally communcate with others. Can defy gravity. More at higher levels.
- Chemist: studies chemical compounds to combust enemies. Can avoid damaging allies with area-of-effect spells, cause chain reactions of spells, and store spells in bottles.
- Exorcist: Study of occult rituals prepares you to fight unnatural/otherworldly foes. Can perform exorcisms on undead/fiends to heal possesed persons, and purge conditions afflicting allies. Immune to frightened/possesion/curses.
- Mutagenist: You developed a serum to transform into a monstrous hulk. Use spell slots to switch STR and INT, become larger turning hands to weapons, gain darkvision, increase speed/AC, and regenerate. Get extra attacks.
- Pathogenist: Studied disease, mutations, infections. You can cast spells that infect enemies. This can take away reactions, reduce speed, inhibit speech, reduce damage, blind, loss of resistance, etc. You can ignore resistance to disease.
- Reanimator: You create a construct from a corpse which you control and acts as a bodyguard/damage dealer. It gets stronger as you level up.
- Haze Ranger Barbarian: You avoid the negative effects of Haze and Contamination Rules , gain more control over mutations that affect you, and can become stronger the more contaminated you get.
- Old Gods Barbarian: You are signifiantly stronger, deal d12 damage regardless of what improvised weapon you use, and gain proficiency with improvised thrown weapons.
- Doomsayer Bard: You can never roll below a 10 on intimidation checks. Use bardic inspiration to deal direct damage w/in 60ft and cause them to be frightened. Can use reaction when attacked to force an enemy CHA save or attack misses. Immuned to frightened condition.
- Shadow domain cleric: can see in magical darkness, resistance to all damage, extinguish lights, use shadows to teleport creatures.
- Contamination druid: embue spells to be twin-casted/quickened, can cast conaminated spells without gaining contamination, and can make wild shape damage deal necrotic. Resistance to poison./necrotic damage. Purge contamination without components or making them exhausted.
- Commander fighter: expertise in persuasion/history. use bonus actions to help allies regain hp, make attacks, move without opportunity attacks, recover from charmed/frightened. Improved proficiency in saving throws.
- Arcane Hand Monk: proficiency in arcana, spellcasting from wizard spelllist, can use cantrips instard of monk attacks. spells are monk weapons. Increased melee damage when concentrating on spells.
- Serpent Monk: proficiency with polearms, can unarmedtrike with these as well. Triple jump distance with ki point, assume different positions to augment attacks (cobra/python/viper strikes).
- Urban Ranger: climb speed=walking speed, dashing doesn't provoke opportunity attacks, adv on attacks if no allies around if you are 20ft above them, jumping distance matches movement speed.
- Smuggler rogue: have a bag with anynonmagical item <25gp. more proficiencies, can conceal vehicles and its contents, can hide when you shouldn't be able to or behind other creatures.
- Derlerium Soul Sorcerer: gain temporary mutations to help you without gaining contamination, avoid gaining contamination, casting contaminated spells cause arcane anomolies (similar to wild magic table).
- Cosmic warlock: Additional spells, celestial/deep speech, augury spell, missing attacks with eldritch blasts confer additional abilities (teleporting, resistance, additional beams)
- Flesh warlock: increased AC, can change your form to increase speed, grow gills, grow natural weapons for unarmed strikes, fitting into small spaces, increased stealth, changing appearance, extra attacks, climb speed.
- Malfeasant Wizard: gaining levels allows you to get contaminated spells easier. You don't gain contamination when you cast them or consume components. Increased resiliance toconcentration and avoidingcontamination. Can reduce contamination over
Additional Drakkenheim-Specific Spells
Over the last 14 years, more research has been allocated to discovering the secrets of delerium. In the process, additional spells have been discovered. These include spells that behave typically (linked above) as well as a new type of spells called "contaminated spells." These require delerium as a component to cast and will cause you to gain a level of contamination in addition. The tradeoff is they are especially powerful punching higher than their spell level. These contaminated spells are considered restricted knowledge and would not be taught or readily available to the players. Instead, you find these spells by stealing them from spellcasters who known them, gaining them as rewards/treasure, or researching them on your own time.
Coordinating with other Players
As you are creating your character, make general character information in this google doc: https://docs.google.com/document/d/1TOWkaH3y2U83QPUiolgQwE1M6KC14ULTjP8v1kvInLs/edit?usp=sharing
You can make your character in Roll20. Look in the "Journal Tab" then find "Players">"Altbruke Group">______'s Character. The link to join the campaign is: https://app.roll20.net/join/17939999/qbE4gw
Hey everyone! Thanks for being open to playing in a Drakkenheim setting. Before we have a Session 0, there's some things that would be helpful for people to prepare so we can maximize time while together. First, I'll give a brief intro to Drakkenheim. Second, there are 3 different campaign ideas within the Drakkenheim setting that we would need to choose one among them to start playing before session 0 so we can prepare.
Once I have the responses, we can move to the next step.
After I know what campaign to run, you will need to do some "homework" to read about the setting so you know what's going on so you can have some background when you move to step 4 creating your character.

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