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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.


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.

Powers in Motion

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

None agree.


Faith and History


Present Tensions