![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e7bf74e9-b229-4084-a285-70853af2b91c/d4xbqyo-3c76f659-d389-44a0-9dea-065cf4176de2.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2U3YmY3NGU5LWIyMjktNDA4NC1hMjg1LTcwODUzYWYyYjkxY1wvZDR4YnF5by0zYzc2ZjY1OS1kMzg5LTQ0YTAtOWRlYS0wNjVjZjQxNzZkZTIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.RCjj0QZNzl8G49hSoijyrZIbi2XCdJThn2_a64DuA44)
Wanderer's journal of Dranaheim
A homebrew creation by Daredevil22
Welcome To Dranaheim
I hear drums echo in the distance. A distant horn sounds across the wasteland littered with bodies, all bearing flags and shields of different lords. A war like this is sadly commonplace in this forsaken land. Moving through the corpses on the ground, I shove aside a man clad in steel, scaring the crows feasting on the remains. As they fly into the sky, i wonder what events they will witness next...
New Lands
Here we are! You've arrived on the shores of Dranaheim, a continent in the world of Jar'Da. Dranaheim is a place of adventure and mystery, of Gods and Monsters, of war and political games. A land that's all yours to do with as you please. Will you plunder the shores of the Iron Coast? Wander through the Woods of Dranhurst? Or play the political game and get involved in the War of the Clans? It's all up to you, my friends. So sharpen your swords, ready your staves, don your armour and learn all about the wondrous world of Dranaheim...
PART 1
The History of Dranaheim
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The History of Dranaheim
Many songs and poems have been written and sung about the creation of Jar'Da, each with their own deities, events, legends and myths. This is how it happened according to the people of Dranaheim.
The Era of Gods
The End of the Abyss
Long before Sigurd the Allfather came to rule and created the Veil, the world was an Abyss, ruled by Kronshu, The Primordial and Drangr, the Wildfire. Many unspeakable horrors lived in this chaotic plane, created from the Dark Embrace of Kronshu. But not all his creations followed his will...
The Primordial shaped two beings called Gods, for he desired successors to his rule. But these Gods longed for a world beyond the Abyss, beyond eternal Darkness. Unchaining themselves from the Dark Grasp of Kronshu, they bound themselves to different forms, distancing themselves from their Creator, and took on the names Sigurd and Nylla. They fell in love, and the sparks in their hearts formed a third of their kind they named Bressa, Goddess of the Sun and Moons. Her radiance cast a bright light across the Abyss, and the dark creatures that dwelled there fled from her reach. The Abyss had now become a vast open plane of jagged rocks and thick mists of magical energy, also known as Magick, free for the Gods to do with as they pleased.
The Birth of the Gods
Sigurd and Nylla had many children over the Eons that followed, and allowed each of them to help shape the New World. First came Vestar and Thodan, who created for themselves the Seas and and Heavens respectively. Bressa quickly fell in love with Thodan, and so the Sun and Moons were forever intertwined with the heavens.
Their love too bore children, Twins they named Tenra and Gunhild. Close as only siblings could be, the Twins created as one, Gunhild weaving flowers and trees, as life started to grow everywhere. Tenra however, eager as he was, quickly lost control of his creations, and these transformed into rough wilderness and wild beasts. To help Tenra control his creations, Gunhild's gentle hands created the Flow of Time. All living beings, including her own creations, had to return to the earth when it was their time. And so both sides of nature could exist in harmony, one never threatening to destroy the other.
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Sigurd and Nylla had another child, whom they named Lassanar. Lassanar desired wisdom above all else, and spent his time studying the creations of his kin. Learning from his father's magic, he grabbed tendrils of the Magick mist all around him, and shaped them into living beings, which he named Dwarves. Sigurd was so impressed that he decided to give the Dwarves, whom Lassanar named Snorri and Borri, knowledge of his magic. The Dwarves used this knowledge to craft beautiful stones, brimming with powerful magic. Sigurd took these Stones, and in them carved his Divine Runes, anchoring the Magick Mist inside the beautiful gems, creating the Runestones. Harnessing these Runestones, the Dwarven Twins continued to craft mountains, caves and beautiful gemstone mines. With the Knowledge of Lassanar, the Gods shaped more life on Jar'da. Together they created Elves, beautiful and graceful, Halflings, full of life and joy, and Humans, driven and passionate, among a host of other beings, including mortal Dwarves, for The Dwarven Twins too desired children on Jar'Da who would worship them. With the worship of mortals fueling their deeds, the might of the Gods grew even greater.
The Coming of the Cursed Ones.
The Gods and their children lived in harmony for a long time. The youngest Gods, Floki and Niada, were born. Floki had much love for mortals, and mortals for him, and they spent a lot of time feasting, dancing and singing. Niada on the other hand, prefered solitude, and spent her time hunting in the woods with the Elves. Mortal sages discovered the Runestones, and spent centuries studying the stones, learning from them the Secrets of the Arcane. Using their newfound power, the sages erected castles and civilizations, and Jar'Da thrived. Regrettably, mortals were easily corrupted. A Human Sage named Desiderius Raika spent his life studying and mastering the Stones. He became so powerful that he began forming life of his own. Creatures that became more and more awe-inspiring the more he spawned. The mortals began worshipping him as if he was divine, and he reveled in this worship. His power grew great enough to spawn a new race of beings, with massive wings and breath of flame, which he named Dragons. Word of his deeds spread like wildfire, and reached the Gods. Sigurd, fearing this Human would follow the path of Kronshu, struck down Raika, much to the outrage of the mortals. From their rage came Ranveig, who embodied Death, Rage and Vengeance, and Baldara and Koris with her, Greed and Disease. Where once Jar'Da was a paradise, the world was now plagued with evil once again, and the mortals lived in fear of what they had done. Horrified by these beings, The Gods in turn named into being Magnus, a Divine Warrior to defend their Children and fight these Cursed Gods. Magnus fought tirelessly for centuries, and in the end he cast out the Cursed Ones from Jar'Da. But not before Ranveig cursed the Gods and their Children.
The Veil & The Reckoning
The Goddess of Death spoke with magic of a vile tongue. The Gods may rule now, but they would never again live on the same land as their children, for if they did, they would be cursed to live as mortals. And so the Gods were forced to separate themselves from their creation, as they feared what would happen should their magics abandon this world. They fled into the Heavens, creating the Veil, a gate in the Heavens to lock themselves away from the mortal world, limiting their influence. Beyond the Veil they built a magnificent palace to spend their days. But Ranveig was not satisfied yet. She spoke the Prophecy of the Era of Reckoning. Were the first of the Gods to fall, She would return, and bring with her the destruction of all things, casting the world into the Abyss once again. The Gods, in their hubris, scoffed at her words. But patiently Ranveig waits in her domain, The Hells, for she knows her revenge will come one day.
The Era of the Dwarven Lords
The Fracture of Jar'Da
With the Gods' influence limited from the world, the future of Jar'Da now lay in the hands of the mortals. But not every being had the same vision for the future of this world. Some held on to their faith in the Gods, believing they watched from beyond the Veil. Others felt abandoned, and wished to rise to Godhood themselves, believing Jar'Da needed new rulers. As tensions rose across the world, The High Council of the Runekeepers stepped in to solve this conundrum. Using their immense control over Magick, they split the earth, dividing Jar'Da into it's different continents. Those still holding faith in the Gods stayed in Dranaheim in the North, and those who desired another life left for Cassador to the South, Ra Nishi in the East, and Nertenna, Westward, each forming a different way of life on their own respective continent.
The founding of Norn Kadrash
After the Fracture, there was once again a fragile peace in Dranaheim. The Elves felt a connection with Gunhild's creations, and made their home in the woods of Dranhurst. Here they built huts in the massive trees, and learned to bend nature to their will. The Humans traveled North, and settled all over Dranaheim, building many towns and cities. The Dwarves used this time to mine deeper into the Southern Mountains, acquiring many riches, which they used to build a massive city, with high towers and sprawling mining tunnels, which they named Norn Kadrash. Lead by a council of Dwarves of a royal bloodline, the city was a gathering place for merchants, sellswords, inventors, academics and many more, becoming the first of the Great Civilizations of a new Era. Because of the great treasure chamber the city possessed, it quickly became a trading hub for the other continents, and it wasn't long before ships from all over Jar'Da were a regular sight in the port of Norn Kadrash. Using both Magick and invention, it quickly became the most technologically advanced Civilization in all of Dranaheim. The city's territory expanded. It became a Kingdom. Then an Empire. But the Dwarven Lords grew greedy and arrogant, believing themselves divine, for they were created in the image of Snorri and Borri. They wanted more.
The Discovery of the Narska
The Dwarves extended the reach of the city into the mountains, where they discovered something peculiar. A race of Abyss giants who had evolved to withstand Bressa's light, and had made their territory in the solitude of the mountains. The Dwarves gave these beings the name Narska, which in the dwarven tongue means Cold Ones, for these giants were pale and cold to the touch. The Dwarves were distrustful of these beings, who rejected the Gods, and rather worshipped the spirits of their ancestors. Still hungry for more territory, the Dwarven Lords ordered their soldiers to wipe out the Narska. The atrocities the Dwarves committed that day is a dark page in the history books of Dranaheim, and many common folk are still distrustful of the Dwarves because of it. Although some Narska survived, they are a rare sight these days, especially among the common people.
The Dwarven Wars
For many decades the Dwarven Lords, corrupted by greed, conquered and held large areas of Dranaheim for themselves, plundering and pillaging wherever they went. Many people fled into the Northern mountains and the Woods of Dranhurst, seeking refuge among the Elves. The Gods beyond the Veil witnessed this, for they had not abandoned their land. And though they could not interfere directly, they each chose Champions, mortal beings whom they granted access to Divine magic once more, like the days of yore. These Champions were to forge an alliance between the Northern Civilizations, to stop the Dwarves from destroying all of Dranaheim. They traveled all over the land, and sought help from anyone willing to fight for a free Dranaheim. a war followed, which was recorded in history books as the Great War, and changed the history of the land forever. Over many battles, the Dwarves were pushed back to Norn Kadrash. After a long siege, the city was taken. Many Dwarves were taken prisoner and The Dwarven Lords were executed for their crimes against the people. A steward was appointed to rule the city, to make sure order was restored. Many Dwarves were happy with this, as they did not agree with the wars of their lords. Those who did were banished from Dranaheim or executed. The names of the Dwarven Lords were cursed, and generations to come were told of the condemned lords and the atrocities they committed.
The forming of the Clans
After the defeat of the Dwarven Lords, many people were of the opinion a tragedy like this should never occur again. Thus, for the protection of the people, the Clans were formed. The Clans were a way to keep the people safe, and prevent another Great War. Each Clan Leader were given power over one of Dranaheim's provinces, and were free to enforce whatever laws they see fit. However, each Clan was also required to elect a representative for the Council of the Clans. This council held an annual diplomatic gathering to discuss the political state of Dranaheim. Although things often got heated at these gatherings, the council kept peace and order for the most part.
The Era of The Clans
Intrigue and deception
In the years that followed many people were pleased with the rulings of the Clans, oblivious to the heated debates and rising tension in the council meetings. The lords of the Clans were paranoid and distrustful of each other, and all of them sent out spies to keep an eye on the others from the inside. To capitalize on this, a group of former thieves founded the Clan of the Nightingale. Though not an official Clan, it was still named as such to mock the Clans and their leaders. The founders of the Nightingales played all sides, selling information and spies to the highest bidder. Through this they managed to gain quite a bit of influence everywhere in Dranaheim, and no one was any the wiser.
The rebuilding of Norn Kadrash
Under the watchful eye of Steward Lavius Bulward the city of Norn Kadrash was rebuilt on the ruins of the old city, and the Dwarves once again thrived under new leadership, reigniting their passion for inventing. This time they shared their inventions and technological prowess with the rest of Dranaheim, and the Guild of Silver, a trading organization founded by international merchants, grew influential in Norn Kadrash, keeping both the city and the trade routes of Dranaheim running with their riches. The once great Dwarven empire had become an oligarchic city-state, and Steward Lavius became nothing more than a representative in the council of the Clans.
Power Struggle
The Clans were not the only groups of people vying for influence in Dranaheim, however. There were many smaller groups of people trying to gain their own power, whether it be their own territory or a greater influence in the Clans themselves. The Sun Priests, a clergy worshipping Bressa, felt the Gods needed more say in how their children should be ruled. The Runekeepers however, an independent group of scholars and sages honing their skills in the manipulation of Runestones and the Magick Mist, felt the rule of the gods had become obsolete, and mortals could rule themselves, without the Gods' interference.
Meanwhile, out west, across the Sea of Wisps, independent tribes of pirates had banded together to form the Iron Trident, a collective with one leader, The Pirate Lord. With their powers combined, they began raiding small towns along the Iron Coast and the Isle of Wyver, much to the annoyance of Fargus Braithwood, who held this territory.
Lastly there were the Foltest Nomads, a Tribe of Berserker sellswords and monster hunters who roam the icy tundra's of Dranaheim, looking for their next trophy. Though they didn't seek to rule, their warrior prowess was highly sought after by the Clan lords, always on the verge of declaring war on the other clans...
Of The Gods
Ah, The Gods. The beginning and the end. Whether you like one or the other, I don't much care. Nonetheless I hope to enlighten you by telling you the stories of old.
The Gods of the Veil
Sigurd, The Allfather
Sigurd is God of Magic, Freedom, Peace and Justice. A charismatic and respected leader, his presence commands entire halls without even needing to raise his voice. Still actively worshipped by kings, rulers and mages, his presence is strongly felt in the mortal world. He is mostly invoked by name in criminal trials and the recruitment of new mages in the Academy of the Runekeepers.
Depiction. Sigurd is depicted as a pale blindfolded old man in peasant's clothing, as opposed to the grandeur of the other Gods. He has white hair, intricately braided, and his body is covered in magic runes.
Holy Day. The Holy day of the Allfather, New Dawn, takes place on the first day of the first month, when the year begins anew. It's a day where people feast and celebrate until sunrise, to welcome the new year.
Nylla, The Eternal Mother
Nylla is the Goddess of Love, Marriage, Beauty, Parenthood and Fertility. She is the wife of Sigurd and the oldest Goddess in the Veil Palace. Mostly worshipped by parents and young lovers, she is very loved by both mortal and god alike. Those who carry her blessing are considered the most charming and beautiful of beings.
Depiction. Nylla has many forms, for she is always seen as the most beautiful creature anyone has laid eyes on. But beauty is in the eye of the beholder, and everyone sees the Goddess differently.
Holy Day. Nylla's Holy Day, Lover's Embrace, is held on the fourteenth day of the second month. It is a day to celebrate familial, platonic and romantic love, and for many young people it is considered the best day to confess love to someone. Many families give each other gifts and end the day with a big feast for the entire family.
Thodan, The Stormborn
Thodan is the God of Storms, Weather and The Elements. Often passing through the Veil for as long as he is able to spend time in the Heavens of the mortal realm, he is one of the few Gods choosing not to live in the Veil Palace. It is said that on stormy nights, his spear will pierce the heavens in the form of lightning. Thodan is an arrogant God. Firstborn of Sigurd, he believes he is the rightful heir to the throne of the Veil, and he is willing to challenge anyone who lays claim to it in his stead. It is foretold that Thodan will be the first to perish in the Reckoning.
Depiction. Thodan's visage is that of a large bearded muscular man with long blonde hair, clad in shining armor made of the divine metal Aeru with a beautifully ornate spear in his hand.
Holy Day. Thodan does not have a day honoring him. Instead thunderstorms are seen as a holy occurence for those who worship him, and any child born during a storm is seen as blessed by Thodan.
Gods of the Veil
Deity | Alignment | Province | Suggested Domains | Common Symbol |
---|---|---|---|---|
Sigurd | LG | Magic, Freedom, Peace, Justice | Peace, Arcana, | A piercing blue eye |
Nylla | NG | Love, Marriage, Beauty, Parenthood, Fertility | Life, Trickery | A bright red rose |
Thodan | LN | Storms, Weather, The Elements | Tempest, War | A lightning bolt ending in a spear tip |
Gunhild | LN | Nature, Fate, Time, Cycle of Life | Nature, Death, Grave, Life | An hourglass |
Floki | CN | Art, Illusion, Feasts, Mischief | Trickery, Knowledge, Twilight | A serpent coiling around a dagger |
Tenra | CG | Animals, Monsters, The Wilds | Nature, War, Life | A Wolf's head |
Bressa | NG | Sun, Moon, Light | Light, Life, Twilight | A crescent moon surrounded by stars |
Magnus | CN | War, Competition, Honor | War, Order | a flaming sword |
Snorri & Borri | LG | Creation, Riches, Craft | Forge, Knowledge | Two hammers crossing eachother |
Lassanar | NG | Knowledge, Luck, Order | Knowledge, Order, Arcana | A stone with a rune carved into it |
Niada | N | The Hunt, Elves | Nature, Grave, Trickery | A bow made of branches |
Vestar | CG | The Seas, Travel | Life, Death, Nature | A battleaxe with blades in the shape of waves |
Gunhild, the Fateweaver
Gunhild is the Goddess of Nature, Fate, Time and the Cycle of Life. Watching over every being's life, she decides when and where it's their time, without malice. All beings must eventually return to their creator. Being the Goddess of Life, she is often associated with Spring and gentle nature, as opposed to her twin brother Tenra, who represents the Wilds. Despite this, the two are not enemies, but rather two sides of the same coin. One can't live without the other. This is why their respective followers hold no ill will towards eachother. Though she is mostly a pacifist, it is foretold that during the Reckoning, Gunhild will ride Tenra into battle to face the Great Worm Grassk. Gunhild holds a deep hatred for only one being…Ranveig, the Goddess of Death and Undeath. She thinks Ranveig disturbs the natural order of life, and Gunhilds champions work tirelessly to end all who follow her.
Depiction. Depicted as a beautiful redhaired woman with piercing blue eyes, Gunhild is donned in armor made of tree bark, adorned with leaves and flowers.
Holy Day. Gunhild's Holy Day is called the Harvest Festival. It is a day of celebration of the yearly harvesting of crops. Across all Dranaheim people celebrate with festivals and feasts. In the Woods of Dranhurst the day is spent with a ritual of planting new trees and plants, keeping Gunhild's cycle going.
Floki, The Divine Jester
Floki is the God of Feasts, Art, Illusion and Mischief. The youngest among the gods, Floki is mostly worshipped by outcasts of society. Being a trickster, his champions usually work from the shadows using illusions and magic to fight rather than brute force. He's a jokester, and will always try to talk or deceive his way out of trouble, something he succeeds in more often than not, considering how much trouble he gets in. He is also the god who interacts with mortals the most, even if it’s just to prank them.
Depiction. Few depictions of Floki exist, considering how secretive he is. The few illustrations of him depict a genderfluid androgynous being with bright green hair and shimmering brown eyes.
Holy Day. Floki's Holy Day is called Jester's Pride. it's celebrated on the third day of the third month. Many spend each year crafting elaborate costumes and going out to prank people and laugh with eachother. The day ends with singing and dancing around enormous campfires.
Tenra, The Spirit Wolf
Tenra, God of Animals, Monsters and the Wilds, is the twin of Gunhild. The brash side of her gentle nature, he prefers to be alone in the Wilds, only attending court when called upon. The only person he truly enjoys being around is his sister, whom he often gives gifts from the wild side of nature. He rarely attends the Veil Palace, as he cares not for the solitude of an ivory tower. Having a short fuse, he does not handle court gatherings well, and needs his sister to keep him in check during long meetings. Tenra is mainly worshipped by Berserkers, warriors who channel the power of wild beasts in combat. If you anger Tenra, his teeth will likely be the last thing you see…
Depiction. Tenra's form is that of an enormous naked man, covered in fur, with a wolf's head and massive claws. He wields a giant blade on his back.
Holy Day Tenra's Holy Day is called Animal's Feast. It is celebrated on the fifteenth day of the seventh month. On this day people bring offerings to animals to appease the spirits of the Wilds. The Foltest Nomads spend this day reconnecting with the Wilds, and hold shamanic rituals to ask wisdom of the spirits that dwell there.
Magnus, The Flaming Commander
Magnus is the God of War, competition and sports. Warmaster of Sigurd, he is mostly worshipped by soldiers and conquerors, Magnus has not always had the best reputation, for many wars were fought in his name. Any who die an honorable death are chosen as his personal guard in the Afterlife, destined to fight to the glorious end in the Reckoning. Often forgetting there are other solutions to conflicts besides war, he is not extraordinarily popular amongst his fellow gods and is almost always feuding with his brother Thodan.
Depiction. The form Magnus prefers is a towering Goliath with a massive shield and flaming blade, and armor designed to be functional over fashionable, apart from a beautiful feathered helmet.
Holy Day. Magnus' Holy Day is called Day of the Battleborn. Celebrated on the twenty-first day of the sixth month On this day tournaments are organized across the land where aspiring warriors seeking glory can test their mettle and improve their skills. Those who do not fight take great enjoyment in witnessing these spectacles.
Bressa, The Golden Radiance
Bressa is the Goddess of Light and the Sun and Moons. She came into being from the very first sparks of light. She is seen as the Protector of travelers looking to stay warm in the grim cold of Dranaheim. Having her followers spread across all of Dranaheim, instead of contained in a Clan, Bressa is one of the most popular Goddesses among the general populace, even outside of the more dedicated Sun Priests, for all citizens of this cold continent desire warmth and shelter.
Depiction. A being of pure light, Bressa very rarely takes a humanoid form, preferring to let her presence be felt in the shape of beams of sun or a warm breeze in the air. On the rare occasions she does present herself, she is depicted as a dark skinned woman in a glittering golden dress, that almost seems to float around her.
Holy Day. The Holy Day of the Golden Radiance is called the Equinox, celebrated on the day where both day and night are equal in length. It is a day where many people celebrate by singing and dancing through the night. The Sun Priests spend this day isolated in prayer.
Snorri and Borri, The Twinhammer
The Dwarven Twins Snorri and Borri are the Gods of Crafts, Riches and The Forge. Worshipped by Smiths, Craftsmen, Miners and Guild Masters, they have a dedicated following amongst the Dwarves in the Southern Mountains, who keep to themselves in their Mines, inventing new technologies and being responsible for most of Dranaheim's economy. Grumpy and focused on their crafts, the Twins rarely leave their forge, powered by the radiance of Bressa's light.
Depiction. The Twins are depicted as identical grey skinned Dwarves, with great, braided beards. They are adorned with jewelry and a magical toolbelt.
Holy Day. The Twinhammer's Holy Day is called Generosity. It is a day where the wealthy give back to the common people, usually through massive festivals or gifts of wealth. Generosity is celebrated on the nineteenth day of the tenth month.
Lassanar, the All-Knowing Sage
Lassanar is the God of Knowledge, Order and Luck. The wisest of all the Gods, and most trusted advisor of Sigurd, he has the answer to almost any question. When he speaks, everyone listens, God and mortal alike. Ever since it was prophesied, he has been feverishly looking for a way to avoid the Reckoning, with no success thus far. He is considered the protector of modern civilization, and is often prayed to before any meeting of the Council of the Clans.
Depiction. Depicted as a horned bald man with a beard that reaches his feet, and eyes of shimmering Aeru, Lassanar is a gentle presence in any room.
Holy Day. Lassanar's Holy Day is called Past Knowledge. Celebrated on the second to last day of the year, it is a day of reflection on the past, learning from any mistakes you may have made to become a better person.
Niada, The Emerald Huntress
Niada is the Goddess of the Hunt and Protector of the Elves. Spending most of her time with nature, she and Gunhild are very good friends. Rarely she is seen in the Veil Palace, for like Tenra, she prefers the embrace of Nature. The Elves worship Niada and Gunhild both, for they cannot sustain their home without the influence of both Goddesses. Besides the Elves most of Niada's worship comes from hunters and trappers, often praying to her for a bountiful hunt. It is said that those who devote their life to her will join her on the Eternal Hunting Fields beyond the Veil after death.
Depiction. Niada is seen as a beautiful Green skinned woman with brown hair and a crown of antlers.
Holy Day. Niada's Holy Day is called Hunter's Grace. Though not widely Celebrated in Dranaheim, The Elves in Dranhurst Woods celebrate it by praying in solitude to their Goddess, after which they have drinks with their families.
Vestar, the Drowned God
Vestar is the God of the Seas, and all life within. Among the first of the Gods, he helped shaped Jar'Da, and connected all the continents after the Fracture. Not much is known about the Drowned God, for rarely has anyone seen his visage. He is worshipped mainly by sailors, pirates, and fishermen, for these people desire the seas to remain calm.
Depiction. Depicted as a pale blue skinned, bearded shirtless man wielding a trident with long hair of seaweed, Vestar is an intimidating yet calm presence, much like the seas
Holy Day. Vestar's Holy Day is called Bounty of the Sea. It is a day where many go sailing or fishing and appreciate what secrets the oceans hold. People on the Isle of Wyver celebrate this day with huge banquets of seafood.
The Cursed Gods
Banished from the Veil, these Gods are as wicked as they come. Even speaking their name may invoke their wrath. Eternally scheming, it is foretold they will cause the Reckoning, destruction of all things, and lead an army of unspeakable horrors from the Underworld and Beyond...
Kronshu, The Primordial
God of Darkness, Lies, and Despair. Kronshu is the most ancient of the Cursed Gods, even older than Ranveig. Where once he ruled over all of Jar'Da, he has been banished, and now slumbers below the earth, waiting for his revenge. It is foretold he will end the Reckoning, and plunge the world into the Abyss once more to begin the cycle anew. To grow his power, he lures lost sould into his Dark Embrace to do his bidding until he grows strong enough to rise again.
Depiction. Much like Bressa, Kronshu rarely takes physical form. He often appears as a disembodied voice, swirled in a cloud of darkness. However, when he does take a humanoid form, he is depicted as a beautiful pale man with long black hair, clad in black armor.
Enemies. Though he hates all who reside in the Veil palace, The Primordial will forever hold a grudge against Bressa, for she was the one who ended his rule, and banished him to the pit he now wallows in. He has vowed to do battle with her come the Reckoning, and he always seeks ways to sabotage her and her followers.
Drangr, The Wildfire
Drangr is the God of Destruction and Chaos. He is the only Cursed God who remains in the mortal plane, for he could not be tamed by the Gods of the Veil. Chaotic and unpredictable by nature, he destroys all in his path, regardless of whose side they are on. Therefor, even the other Cursed Gods stay away from him, for they cannot trust him. The Gods managed to limit his destructive power using magic, but should the full power of the Wildfire be released, it could spell disaster for the entire world.
Depiction. Taking the form of a Giant made of Fire, with a Crown of blazing flames, even being in the vicinity of the Wildfire could be damaging to ones body and soul.
Enemies. Drangr holds a deep hatred for the oldest sons of Sigurd, Thodan and Vestar, for they pretend to hold power over the elements, when in reality, no one can tame him. He will teach them that fact one day.
Ranveig, Lady of the Hells
Ranveig is the Goddess of Death and Undeath. She was born from the rage of mortals, and can still easily corrupt the weak-minded to do her will. She waits patiently in the Underworld, gathering followers in the mortal Realm and honing her dark magic, until she will return with her army during the Reckoning. She is regarded as an evil presence, and invoking her on anyone is an insult of the highest order. Worshipping her or any other cursed God is strictly forbidden in the Mortal Realm, yet not everyone heeds this rule.
Depiction. She has many depictions in legends, but the most common one is a beautiful woman, whose face is half stripped of flesh, cloaked in a murder of crows, with nails so long and sharp they might as well be claws.
Enemies. The Lady of the Hells is a being of pure hatred, but even she holds a grudge especially against Magnus, the only one who defeated her in combat, and banished her to the Underworld. It is foretold his guard and her undead army will clash on the field of battle, and their fury will be endless.
Baldara, The Conqueror
God of Greed, Corruption and Conquest. Be careful around him, for he will promise you your greatest desires, and twist them for his own gain. The instigator behind the Dwarven Wars, he is a cursed being among the citizens of Norn Kadrash, for he influenced the Dwarven Lords to wage war against the people of Dranaheim. He is the General of Ranveig's army and will lead them into war come the Reckoning.
Depiction. Baldara is depicted as a giant minotaur, made of rock, with great curling horns and bleeding eyes. He has six arms, and wears no armor, for his stone flesh protects him. He wields two massive hammers as his weapon of choice.
Enemies. The Twinhammer absolutely hate Baldara, for it is he who corrupted their Dwarven children. It is foretold they will duel him come Reckoning. Any followers of the Twinhammer will always seek out cultists of Baldara and destroy them.
Koris, The Plague Witch
Goddess of Disease, Fear and Envy. Underling of Ranveig. Koris is often invoked as an insult or a threat. Many a plague has been written up as her doing, and her children often gather on battlefields to consume and corrupt the corpses of brave warriors to her army.
Depiction. Koris is most often seen as an old, leathery figure covered in maggots and insects, with rotting flesh and bat wings.
Enemies. Koris despises Nylla the most, for she desires to be as beautiful as the Lady of the Veil. This envy sparked a hatred that runs deeper than most other grudges, and Koris vows to destroy the Eternal Mother to taker her place in the Veil.
Grassk, The World Eater
Grassk, the World Eater is the God of Hunger and Oblivion and Father of all Creatures of the Abyss. Kronshu regards Grassk as his pet, and granted him Divine power to do his bidding. Grassk eats away at the foundations of Jar'da, rotting the earth away layer by layer, gnawing his way to the surface to destroy the world as we know it and begin the Reckoning.
Depiction. Grassk is depicted as a worm of unfathomable size, with eyes all over his body and a mouth with a million teeth. Legends say the sight of it alone is enough to drive a man mad.
Enemies. Grassk's mortal enemies are the twins, Gunhild and Tenra, for they keep creating what he tries to destroy. They even poorly attempted to create their own creatures when he had already perfected the art of creating life in the Abyss. He will see to it personally that they are destroyed in the Reckoning.
Raika, The Dragon-King
God of Necromancy, Dragons Vengeance and Secrets. Once a mortal carrying the name Desiderius, Raika grew too powerful in the mortal realm, according to the Gods. For this supposed transgression he was struck down by Sigurd. Though he was presumed dead, he was cast into the Underworld, where he learned the art of Necromancy from the Lady of the Hells. Honing his arcane power and knowledge, he eventually learned the secrets of ascension to Godhood, and vowed revenge on the Allfather for destroying his legacy so callously. Gathering an army of his own creation, the Dragons, he is single minded in his pursuit of vengeance on the Lord of the Veil.
Depiction. Raika is depicted as a dark-skinned man with white eyes and a body covered in scars. His right hand is a Dragon's claw, and he is clad in tattered rags.
Enemies. Raika's mortal enemy is the Allfather, Sigurd. He holds a deep grudge against the God of the Arcane ever since his death, and will stop at nothing to get his revenge.
Cursed Gods
Deity | Alignment | Province | Suggested Domains | Common Symbol |
---|---|---|---|---|
Kronshu | LE | Darkness, Lies, Despair | Twilight, Order, Trickery | A sun split in two |
Drangr | CE | Chaos, Destruction | Light, Tempest, Nature | A burning tree |
Ranveig | NE | Lady of Death and the Hells | Death, Arcana, Knowledge | A heart stabbed by a dagger |
Baldara | NE | Conquest, Greed | War, Forge | A bleeding eye |
Koris | CE | Disease, Fear, Envy | Grave, Death | A rotting apple |
Grassk | CE | Hunger, Oblivion | Twilight, Trickery | A worm eating itself |
Raika | LE | Necromancy, Dragons, Vengeance, Secrets | Knowledge, Arcana, Trickery | A dragon claw |
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Lesser Idols
Besides the Gods, many powerful creatures exist in Dranaheim who have risen beyond mortality and acquired massive power. Many of these beings have gathered themselves a respectable following of their own, and have their own agenda in this world, whether it's to return to the mortal world, gain more power to overthrow the gods or simply cause chaos. These beings often make deals with mortals to extend their reach across the Realm. In return these powerful mortals act as conduits for their influence.
Ragnar, The Watcher
Ragnar is the Guardian of the Veil, and Shepherd of Souls. Less mighty than the Gods, but still very powerful in his own right, He is the being that guards the Veil, and makes sure only those worthy trespasses into the Divine Palace that lies beyond it. Honorable and immovable by nature, he guides those who died honorably to the halls of the Veil, to fight on in the Reckoning. He hopes to find a soul worthy of taking his place as Watcher of the Veil, so he can finally rest. Most of his followers are aging warriors, hoping for a spot in the Halls of the Veil.
Depiction. A towering man in golden armor with angelic wings, Ragnar looks like the Gods of the Veil in appearance, which is why many people believe he is one, though technically he was once mortal.
The Wight Lord
A once honorable warrior, this mortal was given the secrets of eternal life by Ranveig, and it corrupted him. Now he serves as her lifeline to the mortal realm, dwelling in the deepest caves and dungeons of Dranaheim. Adept in both martial combat and necromancy, he strikes deals with lost souls to corrupt them to Ranveig's cause to fight on her side in the Reckoning. Though he lives in the dark caves below Dranaheim, he has a connection with those he strikes deals with, and can appear to them in dreams. Many of his followers hope to gain the secret to eternal life themselves.
Depiction. A decayed corpse-like humanoid with glowing blue eyes, The Wight Lord is often seen sitting on a throne of skulls, his icy blade at his side.
Rikard, The Elemental
Rikard is a spectral elemental squirrel who only wants one thing: hoards of riches. They already have a huge collection of all kinds of exotic treasures, but they cannot do much themselves being trapped in a golden ring by a powerful mage. So they seek a lackey to acquire these riches for them. In return they promise great power, and hope to get the ability to free themselves from their prison. But alas, Rikard's Ring was lost to the ages. They are very arrogant, rude and thinks mortal struggles are hilarious.
Depiction. An elemental spirit who takes the form of a squirrel, Rikard can take form in any of the elements, whether it be fire, water, earth or air. It depends on what he feels like that day.
The Crew of the Idannar
According to legend, The Idannar was once the most feared pirate ship in all of Dranaheim. Until it disappeared in a storm that was said to be magical. Though many believe this is just a myth, there are sailors who claim to have seen the ship sailing below the waters, and have heard the ghostly voices of the crew wailing in the deep. Now they reach out through the waters of Dranaheim, looking for new warriors to join their crew and share their might...
Depiction. A ghostly ship at the bottom of the sea, withered away and covered in sea life. It's crew a pale empty husk of the feared and respected men they used to be.
Xyutul, The Abyss Dweller
An ancient Abyss creature, older than time. Having fled from Bressa's light, he didn't join his master in the Abyssal plane, but instead burrowed underground, seeking the safety of darkness in the mortal world. From the foundations of the world, where he has slumbered for Eons, the sheer magic power he possesses can influence and drive to madness mortal minds above him...
Depiction. Xyutul's visage is one beyond mortal comprehension.
The Arms of The Dwarven Lords
This collection of swords, axes and blunt weapons used to belong to the leaders of Norn Kadrash. Brimming with magical potential, The Lords found a way to create a soul link with these weapons in case of their demise. Now possessed by the Souls of the Dwarven Council, any who wield these weapons can hear the whispers of the Lords in their mind, trying to convince them to become a new vessel to rule Dranaheim once again. Norn Kadrash will return to the empire it once was. Though these weapons are scattered all over the realm, each of them calling out to a new master.
Depiction. A beautiful collection of ornate weapons made of the intensely strong Dwarven metal Nauril, inlaid with gems and golden accents, these weapons look fit for the highest of society.
The Wandering Tree
Originating from the Feywild, The Wandering Tree is a being older than Dranaheim itself. It was sent to the Mortal Realm to defend the Fey creatures that lived in Dranaheim. Ever traveling, it gives power to those willing to protect others, and act as an extension of his branches. His followers are an eccentric bunch, often carrying with them pieces of nature on their body, such as branches, leaves or tree fruits. Nobody knows his real name, so many just call him the Wanderer. It is said that if you stay in nature at night, you may hear his thundering footsteps in the distance.
Depiction. A Giant walking Oak Tree, with many branches reaching for the skies. Even in Winter, the Tree is always blooming.
Lesser Idols
Idol | Alignment | Warlock Patron | Suggested Domains | Common Symbol |
---|---|---|---|---|
Ragnar | LG | Celestial | Light, Grave | A War Horn |
The Wight Lord | LE | Fiend, Undead | Death, War | A Broken dagger |
Rikard | CN | Genie | Trickery | A Golden Ring |
The Crew of the Idannar | NE | Fathomless, Hexblade | Grave, Tempest | A helm's wheel |
Xyutul | N | Great Old One | - | Nine eyes in a circle. |
The Arms of the Dwarven Lords | CE | Hexblade, Undead | War, Order,Forge | A Battlehammer with Dwarven Heads |
The Wandering Tree | NG | Archfey | Nature, Life | A golden oak leaf |
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PART 2
The World & its Inhabitants
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Factions of Dranaheim
This land has many people vying for influence. Some more aggressive than others in their methods to do so. Knowledge may aid you in your adventures. Here's what I know about the major players in Dranaheim...
Clan Thulfgard
Clan Thulfgard is the largest and most influential of the Clans. During the Dwarven Wars, it was Lord Falka Thulfgard who succeeded in uniting the Northern Lands under one banner, and thus he was chosen to lead the Clan as a result. Ruling from Mystra, a fortified city nestled deep in the Numbara Peaks, Lord Anders, Falka's descendant and current ruler, has a firm, but fair grip on the Northern Lands of Dranaheim. With Thodan being the primary Deity worshipped in the North, the weather plays an enormous part in the lifestyle of Northeners. Thodan's Clerics use it to tell the future, farmers rely on it for their crops and livestock and hunters need a good day to hunt. Because of this, many superstitions exist regarding the weather in the North. Rain is seen as a good omen for the future, and hot sunny days are reason for caution. Storms are a holy occurence, and many relish the chance to watch the Heavens break open when they have the chance.
Though Clan Thulfgard had it's humble beginnings during the Dwarven Wars, it has quickly grown to a sizable kingdom. When the Dwarves were defeated, the North decided to stay united, instead of being individual settlements. Desiring strong leadership, they democratically elected Lord Falka as their leader. Falka accepted, and under the rule of his bloodline, the Clan thrived. However, ever since Anders has taken the mantle of Northern King, The influence and prestige of the Clan has slowly but steadily been declining. Constantly being compared to his forefathers, Anders feels immense pressure to grow beyond the shadow of those who came before him. Thus, he will do anything to improve his standing among the people, as well as the other leaders of the Clans. For now he has his advisors to keep him in check, but who knows how long they will be able to do so.
Goals
Clan Thulfgard is a mostly self sustaining monarchy. Though the first lord was elected by the peoples of the North, nowadays the lords are chosen based on heirs and bloodlines. Though Thulfgard is still the Clan with the most territory, recently Clan Braithwood has begun waging skirmishes and taking territory along the Iron Coast for himself, much to the anger of Lord Anders and his advisors. Reclaiming these territories, and their reputation with them, is a priority for Clan Thulfgard.
Furthermore The Clan still holds a grudge against the Dwarves of Norn Kadrash, and diplomatic tensions between these groups could reach a breaking point at any moment. Some believe a treaty should be signed, others want to go to war with the Dwarves. This is still a hotly debated topic amongst Lord Anders' advisors. At the same time The Northern King must be careful not to risk the wrath of the Council of Clans more than they already have. They could be forced to disband the Clan if they go too far in their grudges...
Relations
Thulfgard used to be highly respected in the Council of Clans, but lately they have been criticized for being too rigid and stubborn in their ways, and not evolving with the times. Because of this, the diplomatic relations between Thulfgard and the other Clans have begun to strain. This has the Northern King rattled, for this could have huge consequences for his influence in Dranaheim. Desperately he searches for ways to regain the respect of the members of the Council.
Despite the strained relations with the Council, Clan Thulfgard has the largest territory in Dranaheim. Many citizens enjoy living in the North and look up to The Northern King. Although the Clan hasn't really gotten with the times, the standard of living is pretty high in the territory of Thulfgard. There's a reason it's the largest Clan in Dranaheim. Even so, A large share of the Clan is human, and reasonably seldom will you see members of other races living in Thulfgard. However, like any kingdom, there are exceptions.
Notable Figures
Lord Anders Thulfgard, Northern King
Male Lawful Neutral Human
Leader of Clan Thulfgard and descendant of Lord Falka. As a child it is said he was struck by lightning and survived. Because of this he believes he is chosen by the Lord of the Heavens as his champion, causing him to be quite arrogant. Whether this story is true has always been a heated debate, but so far, no one has dared question Lord Anders. At least not to his face. Lately Lord Anders has been desperately seeking ways to gain favour in the Council, and thus has gone against the advice of his council in many political decisions.
Dragar Ryndol, Court Magister
Male Neutral Evil Air Genasi
Despite being Lord Anders' most trusted advisor and Court Magister, Dragar has always had trouble with his Lord's tall tales about conquest and furious battles, while his own contributions to said events were downplayed in favour of stories about Anders' heroics. Holding an evergrowing grudge, Dragar is scheming in secret to overthrow the Northern King and take his place as rightful Chosen of the Storm Lord. Being able to pull many a string, he has more infuence in the North than he may seem to have at first glance...
Lady Bellona Thulfgard, Northern Queen
Female Lawful Good Elf
Lord Anders' beloved wife and Queen of the Northern Lands, not many are aware of Lady Bellona's past as a slave from beyond the continent. Anders freed her from a human trafficking ring and the two fell in love. Very much respected among the citizens of the North, she has a reputation as the fairest maiden in the North, and is the only one able to get through to her husband when he makes a rash decision.
Lord Falka Thulfgard, Warden of Mystra.
Male Neutral Good Human
A leader past his prime, Lord Falka now has an honorary position as leader of the City Guards in Mystra. Though this position brings with it a lot of paperwork, Falka is happy still being able to keep his former kingdom safe. Even if he is an old man now, the fury of Lord Falka is still one to be feared. After all, beware of old men in a profession where most die young....
Raylass Sterrmont, Warmaster of the North
Male Lawful Neutral Human
Raylass commands the armies of the Numbara Peaks. He has proven his mettle time and time again protecting the borders of the North, but lately he has been having his hands full with the skirmishes with Lord Braithwood's men. This has caused him to be very irritable, and this combined with his temper has caused many to avoid talking to him unless absolutely necessary.
Portia Trellum, Mistress of Coin
Female Lawful Good Human
Portia handles the finances and trade of Mystra and it's surrounding area. Eternally buried in paperwork, Portia is a scatterbrained individual, seemingly always in a hurry and occupied with her work. A bit of a stickler for rules, she is often regarded as a bore, with her quoting of protocols and laws. Even so, she lives by this code, and will not be corrupted.
Vesper Sarron, Council Representative
Female Chaotic Good Half-Elf
Vesper is the representative of Clan Thulfgard in the Council of the Clans. Because of her age, a mere twenty-three winters, and her inexperience in the field of diplomacy, her opinion is often disregarded by other members of the council. Despite this, she works hard to prove herself, and won't rest until she has gained the respect of the other members of the council.
Ulf Laurey, High Priest of the Storm Lord
Male Lawful Good Narska
Despite his frightening appearance of a heavily scarred Ice Giant, Ulf has a disarming aura around him, and is a very loving and gentle person. Very fond of animals, he has a pet hummingbird named Honey, who is ever by his side. An experienced fortune teller, Ulf is regarded among the kingdom as the bearer of good news, and his presence is welcomed wherever he goes. He is also the only one who knows the truth behind Lord Anders' stories about being the Storm Lord's Chosen.
William Nestor, Lord Chancellor of the North
Male Neutral Human
William Nestor is a renowned ex-commander of the Shieldbearers, an elite division of warriors in the Northern armies. He was a masterful tactician, but has never seen combat. Despite this he firmly believes in law, order, and the following of commands. Criminals deserve no mercy, according to Nestor. Because of this reputation, nobody would ever expect the man to have a gambling addiction, something quite frowned upon in The North.
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Clan Brigge
Named after the oldest family of Elves in Dranaheim, Clan Brigge is the clan with the deepest roots in Dranaheim. Mostly made up of hermits and recluses, it has it's home deep in the Woods of Dranhurst. The clan is led by Lady Anastasia Brigge, an Elven queen of high renown and battle prowess. Clan Brigge has a deep connection with nature, and they harness the Mists of Magick to influence and strengthen the animals and plants around them, and use said Magick to build magnificent homes high in the trees of the Woods. Holding a mostly neutral stance in the politics of Dranaheim, and being a mostly peaceful people, the citizens of the Woods are often called upon as a mediator in diplomatic meetings, and their word holds a lot of sway in the Council of the Clans. Besides this, they mostly keep to themselves, and prefer to stay out of conflict. Clan Brigge enjoys a stable rule under the bloodline of it's namesake, with the eccentric monarch Anastasia living among her subjects, without the desire for a fancy life.
Life in Dranhurst is mostly quiet, save for the occasional celebration of nature or magical ritual. Denizens of the Woods mostly worship Gunhild and Niada, the two Goddesses most closely associated with nature, with druids and mages mostly worshipping the former, while Trappers and Hunters pray to the latter. Very open to other cultures, Anastasia welcomes anyone with open arms, whether for diplomatic or trade visits, or to escape their old life and build a new one in Dranhurst, as long as they are respectful and don't draw weapons. Though a pacifistic people, anyone who knows what's good for them knows not to underestimate the combat strength of the clan. Those with a desire to be left alone, very often have a reason for that desire...
Goals
Clan Brigge desires peace and prosperity. Not holding much faith in the current state of the Clans, Anastasia has instructed her representative in the Council of the Clans to suggest the abolishment of the current status quo, or at least reform it, since the current way of Dranaheim only fosters tension and aggression. Prepared for the worst, Clan Brigge is more militaristic than ever, readying themselves for the inevitable war that is to come.
Another aspiration for many in the Woods of Dranhurst is evolution, whether that be magical or mechanical in nature. Besides mages and druids, Dranhurst is also host to a large group of Artificers, who have begun blending the natural with the mechanical, to varying degrees of success. Regardless, both fields of expertise have brought Clan Brigge to new heights, most of it kept away from the rest of Dranaheim, these secrets guarded by the densely grown woods.
Relations
Anastasia has fostered a relatively good standing with most of the political powers across the realm over the years. Tensions are few and conflict is a distant memory. Even so, Anastasia is always prepared for the worst. Especially now that conflict seems unavoidable.
Clan Brigge is both respected and feared. The diplomatic skills of Anastasia are known by all, yet what isn't known about the dwellers of the Woods is just how strong their army really is. This caused quite a few of the Lords of Dranaheim to be fearful and wary of Clan Brigge, and they prefer to leave Queen Anastasia to her own devices, unless absolutely necessary.
Anastasia's representative in the Council of the Clans is the oldest member of the group. Because of their experience in politics and life in general, the opinion of Brigge holds a lot of power and sway, much to the annoyance of some of the other Lords.
Notable Figures
Anastasia Brigge
Female Neutral Good Elf
Anastasia leads her people with the grace and kindness that is expected from Elven royalty. Choosing to forgo a lavish lifestyle, she instead lives amongst her subjects, and helps them out wherever she can. A fierce warrior when the need arises, many outsiders are fearful to anger the Queen of the Woods. Although her reputation precedes her, she feels immense pressure to maintain said reputation, and be a good leader for her people.
Grisha Chestnut
Non-binary Chaotic Good Gnome