[center][h1][color=662d91][i][b]Dungeons of Drakkenheim[/b][/i][/color][/h1] 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! [img]https://i.postimg.cc/XJVzCXZ9/Drakkenheim-City-Map.jpg[/img][/center] [h3][color=ed1c24]Content Warning[/color][/h3] Drakkenheim portrays a dark fantasy world. Please note references to the following are common in this adventure:[list] [*] 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. [/list] The campaign does not contain explicit sexuality, sexual assault, racial prejudice, systemic racism, homophobia, or transphobia. Any inferences to such are wholly unintentional. [h2][color=6ecff6][b]City of Drakkenheim[/b][/color][/h2] [h3][color=662d91]Delerium[/color][/h3] 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. [h3][color=6ecff6]Broken Realm[/color][/h3] 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. [h3][color=ed1c24]Rival Factions[/color][/h3] 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! [hider=The Factions] [color=00a651]Hooded Lanterns[/color] 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. [color=gray]Queen’s Men[/color] 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. [Color=Silver]Knights of the Silver Order[/color] 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. [color=f26522]Followers of the Falling Fire[/color] 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. [color=662d91]Amethyst Academy[/color] 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. [/hider] [color=a187be]The Haze[/color] 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. [color=82ca9d]Contamination[/color] 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. [color=ed1c24]Dangers of the Dark City[/color] 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! [h2][color=fff200]Da Rules[/color][/h2] 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. [h2][color=39b54a]Homebrew Rules[/color][/h2] 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) [h2][color=00aeef]Character Applications[/color][/h2] The following will be a basic overview of your character from a rp standpoint, the actual statistical character sheets will be handled on [url=https://ddb.ac/campaigns/join/32327721366510493]DNDbeyond[/url] 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. [h2][color=fff200]Personal Quests[/color][/h2] 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: [hider=Quest List] [b]Apocalyptic Vision[/b]. 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. [b]Arcane Secrets[/b]. 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. [b]Blighted Landscape[/b]. 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. [b]Claim the Throne[/b]. 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. [b]Faction Aspirant[/b]. 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. [b]Family Matter[/b]. 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. [b]Find a Cure[/b]. 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. [b]Lost Heirloom[/b]. 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. [b]Monster Slayer[/b]. 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! [b]Overwhelming Debt[/b]. 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. [b]Personal Pilgrimage[/b]. 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. [b]Score to Settle[/b]. 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.[/hider] 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. [hider=Drakkenheim Specific Backgrounds] 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. [Hider=Continental Nobility] [i]Requirements: Any class except sorcerer, warlock, or wizard[/i] 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. [b]Skill Proficiencies[/b]: Two of the following: Persuasion, Athletics, History, or Intimidation [b]Languages[/b]: Two of your choice [b]Equipment[/b]: 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. [b]Defining Event[/b] (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. [b]Personality Trait[/b] (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. [b]Ideal[/b] (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) [b]Bond[/b] (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. [b]Flaw[/b] (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 [b]Variant: Last of the Line[/b] 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.[/hider] [Hider=Mageborn] [i]Requirement: You must be a bard, sorcerer, warlock, or wizard[/i] 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. [b]Skill Proficiencies:[/b] Two of the following: Arcana, Deception, Investigation, Perception [b]Languages:[/b] Draconic or Elven [b]Equipment:[/b] 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 [b]Tool Proficiencies:[/b] Either calligraphers’ supplies or alchemists’ supplies [b]Feature:[/b] 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. [b]Mageborn Quirk[/b] (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. [b]Personality Trait[/b] (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. [b]Ideal[/b] (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) [b]Bond[/b] (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. [b]Flaw[/b] (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. [b]Variant Mageborn:[/b] 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.[/hider] [hider=Devoted Missionary] 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? [b]Skill Proficiencies[/b]: Two of the following: History, Religion, Arcana, Nature [b]Equipment[/b]: 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 [b]Languages[/b]: Any two of your choice [b]Feature[/b]: 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. [b]Missionary Life[/b] (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. [b]Personality Trait[/b] (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. [b]Ideal[/b] (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) [b]Bond[/b] (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. [b]Flaw[/b] (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. [b]Variant Devoted Missionary[/b]: 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.[/hider] [hider=Survivor] 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. [b]Skill Proficiency[/b]: Two of the following: Perception, Survival, Stealth, Athletics. [b]Equipment[/b]: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood. [b]Tool Proficiencies[/b]: Cook’s utensils, one other set of artisan’s tools. [b]Feature[/b]: 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. [b]Marks of Survival[/b] (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. [b]Personality Trait[/b] (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. [b]Ideal[/b] (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) [b]Bond[/b] (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. [b]Flaw[/b] (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. [b]Variant Survivor[/b]: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.[/hider] [Hider=Treasure Seaker] 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. [b]Skill Proficiencies[/b]: Investigation and one choice from the following: Stealth, Insight, or Perception [b]Equipment[/b]: 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. [b]Tool Proficiencies[/b]: Thieves’ tools, cartographer’s tools [b]Feature[/b]: Detail-Oriented You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim. [b]Treasure Hunters’ Secrets[/b] (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. [b]Personality Trait[/b] (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 [b]Ideal[/b] (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) [b]Bond[/b] (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. [b]Flaw[/b] (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. [b]Variant Treasure Seeker[/b]: 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.[/hider] [/hider]