The Fall of Drakkenheim

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The Fall of Drakkenheim

The city fell in fire. What remains hungers.

Fifteen years ago, a falling star shattered the capital of Westemär.
The impact split towers, poisoned the air, and birthed strange crystalline growths known as delerium.

Now the ruins lie beneath a violet haze.

Monsters prowl where nobles once walked.
Factions maneuver in the shadows.
Faith flickers.
Steel dulls.
Ambition sharpens.

And six souls have stepped into the wreckage.


The Company


The Chronicle

Part One — The Outer City

The party is small, the city is vast, and the walls are still closed. Patrons offer coin and trust. Factions take measure. Survival is the work; reputation is the wage.

Part One ends when the Misfits cross the walls.

Act I — Arrival

Act II — Into the Ruins

The party's first major delve beneath the city revealed an organized ratling presence, corrupted by delerium and guided by strange whispers from below.

A Hooded Lantern lieutenant was rescued.
A delerium specimen was secured.
A lost knight of a forgotten order was recognized.
Something in the dark took notice — and spoke.

Act III — Earning the Walls

The party returned to Emberwood not to rest, but to be measured.

Patrons made offers.
Faiths were quietly tested.
A reclusive hedge mage opened his door because the right word was spoken.
A sister's name surfaced in a four-year-old ledger.
A great-aunt's face stared down from a wall in a house no one in the party had ever entered.

The Misfits made their choices.

Not all of them pleased the people who had been counting on them.

Act IV — Into Holy Ground

Three factions moved on the Chapel of Saint Brenna. The Misfits moved faster.

A Queen's Men strike team was talked down in the crematory garden.
A saint's mummy was fought in her own tomb.
The last rite of a dying order was spoken in the dark, by candlelight, over bones that had waited fifteen years.
A sceptre was recovered from the hands of a saint.
The Followers of the Falling Fire arrived with doctrine and fire — and neither was enough.

One cultist ran.

Act V — Balances Struck

A brutal fight against the Warp Witches nearly cost the party two of their own — one to madness, one to possession. What followed back in Emberwood was a night of accounts settled and accounts opened: a price paid at Old Zoya's stones, an honest report finally delivered to Ansom Lang, a relic carried home to Camp Dawn, and a name dropped by Blackjack Mel that wouldn't stop mattering.

Act VI — The Black Ivory Inn

An inn that shouldn't exist, standing untouched on a street the meteor forgot. Beneath it: a smugglers' den, a warehouse horror, and a fifteen-year-old night that refused to end. The Misfits broke the curse with a piano and a hard truth — and lost their shortcut into the inner city in the same breath. The road out very nearly cost them just as much: something had been trailing them since they left the Inn, and it finally showed itself on the way back to Emberwood.


The World Beyond the Fire

Emberwood Village

A frontier town reborn on trade, risk, and rumor.

The Ruined City

Drakkenheim — broken, dangerous, alive with unnatural magic.

The Black Ivory Inn

A speakeasy on the eastern outskirts, once trapped fifteen years deep in the night before the meteor fell. The loop is broken now. The tunnel beneath it that once ran into the inner city is not.

Powers in Motion

Each faction claims a different answer to the question of delerium.

None agree.


Faith and History


Present Tensions