Before the stars fell and the Haze? Is it woe is us to talk in past tense these days?
Ah, yes, but who's to say it's not beautiful now?
Now that the dark clouds hang outcast and the monsters roam around. Skittish feet upon sullen city streets. Tentacled slop replacing skin and bones.
The blood, sweat, and tears we call home. A sort of music that makes it known. That we are never fully alone.
Who do you think will help us? No Lord, no King, nor Vassal.
Delirious it did us that delerium. Pulled upon our heartstrings, pressed warm pus sore down on our greed.
Leave the blame to puppeteers when looking up we're the ones tangled in our own strings.
To make or break? Or make it our master?
How much longer can this carnage last? What last strength do we must muster?
Drakkenheim is a dark gothic fantasy world based the livestream/podcast of the same name. Immersed in a shady city of a once formidable monarchy, players will embark on their personal journey across a landscape laid waste through natural disaster of meteor strikes some 15 years ago. It brought about a new world order of civil wars and five factions that each lay claim to different viewpoints on what to do with the new material that fell from the sky- the substance known as delerium, iridescent crystals containing unnatural energies that induce madness and monstrous transformations. Along with it came a billowing mist called the Haze, a phenomenon that makes it so that long-rests (rest assured) are out of the picture and leave no benefit.
Worst of all may be the eldritch contamination, a ravenous plague that, where by some means or the other, inflicts debilitating symptoms to its victims that ultimately lead up to horrifically grotesque otherworldly mutations.
Exploration: Characters embark on dangerous expeditions into monster filled ruins, haunted streets, decrepit garden, shattered mage towers, baroque cathedrals, and ancient castles, to plunder treasure and solve mysteries.
Interaction: Five rival factions clash over the ruins of Drakkenheim. A tangled web of secrets, subterfuge, and sabotage awaits when faction's opposing objectives and your characters' personal goals come into conflict!
Combat: Beyond fierce warriors dispatched by the factions, all manner of otherworldly horrors inhabit Drakkenheim . Characters battle undead husks, predatory beasts, mutated monstrosities, and terrifying abominations produced by the mysterious meteor.
Content Warning (straight up taken from the book):
Violence, murder, blood, gore, cannibalism, and body horror
Degenerative mutations that cause psychical 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
The "world" or "continent" Drakkenheim is located in is divided into several nations which people refer to as the "realms." The largest and most politically influential are Caspia, Elyria, Westemar. Neighboring each are several petty kingdoms and dozens of city states.
I'm very much into roleplaying so you can go ham on your writing; I love it. In this campaign, the players are the heart of the story. Their choices, conflicts, and personal goals can decide the fate of Drakenheim!
Adventurers can be of any race or class. The common races of Drakkenheim are follows: Elves, Dwarves, Halflings, and Humans. I'll pretty much accept any race though (why limit yourself when there's a world of possibilities?!)
Characters would likely not be affiliated with any of the factions at the start. We start at level 1 and hopefully work our way to level 13! I'll get around 4-5 players.
Personal Quests:
Apocalyptic Vision: Your character has 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.
Arcane Secrets: 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 spell-books containing secret arcana. My personal quest is to learn these spells.
Blighted Landscape: 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 I can develop a way to reverse the contamination.
Claim the Throne: Though my family has fallen on hard times, we were distantly related to the royal House of Kessal. 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 prove my inheritance. Then I will take the crown for myself.
Faction Aspirant: I strongly believe in the ideals and goals 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.
Family Matter: One of my family members or close friends has been mixed up with one of the factions. Perhaps they foolishly decided to join the organization. Alternatively, they're taken prisoner by the faction due to some trespass or misunderstanding. Either way my personal quest is to bring them back home.
Find a Cure: 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.
Lost Heirloom: I used to live in Drakkenheim. My personal quest is to recover a lost heirloom from my old home, which was located somewhere in in the Inner City. Perhaps this item is sentimental, valuable to only members of the family. Alternatively, it may have magical properties, and I wish to use these powers to aid my own ambitions.
Monster Slayer: I wish to leave behind a heroic legacy by defeating dreaded 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 own level when I defeat them. My allies can assist me, but I must strike the divisive blow myself!
Overwhelming Debt: 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 by collecting delerium plundering, and completing work-for-hires. Meanwhile, I must hide from bounty hunters sent to kill me.
Personal Pilgrimage: As an acolyte of my 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.
Score to Settle: I have come to Drakkenheim to kill one of the faction's leaders: either Archwizard Eldrick Runeweaver, Knight-Captain Theodore Marshal, Lord Commander Elias Drexel, Lucretia Mathias, or the Queen of Thieves. Perhaps, I came to 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.
Any other you wish to make up!
Everyone is welcome! Let'ssss gooooo
Roll twice for ability scores or use Standard Array.
Personal Goal: Harness lost power. (See backstory for details.)
Background: Mageborn
Personality/Backstory: Heiboros was born in the rafters of the city clock tower a year before the meteor struck. After the meteor struck, harpies took over the clock tower from his family. As you well know, the clock tower shows the position of the planar spheres as well as the time, but it has been frozen for the past 115 years but the modrons still work at the machine, trying to fix it. Heiboros was taken in at a just under a year old, (since Aarakockra mature at 3 years old, I thought there would be an exception to the *taken at six* rule in the Edicts of Lumen) by the Amethyst Academy. This was just before the harpies attacked, mutated and evil versions of the Aarakocra. They massacred his family and took over his nest. He does not yet know of this. He came to Drakkenheim on under hire of the Amethyst Academy to investigate and collect the Delerium.
Also you said level 1 to 13, does that mean we're playing road to drakkenheim as well? Cause Dungeons of Drakkenheim starts level 3...
Yeah I was thinking to start at Road to Drakkenheim, but honestly anything is okay with me. I tend to like a slow ride in but if everyone wants to start at Dungeons of Drakkenheim then yeah sure! I've only gotten one other application so far by PM
Rollback Post to RevisionRollBack
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
I was made an orphan the day the fire fell, taken in by priest of the Sacred Flame. I have worked, studied long and trained harder and longer to join the Silver Order, now I look to do my part in protecting the faithful by finding and putting an end to demonologist and necromancers.
I look forward to serving in your company if my application is selected.
Forgot about the second set Ability scores: 15121511813
Name: Tendilius Mondhaven Paxaramus (he/him) Class: Warlock (The Fiend) Race: Half-Elf Background: Sage Character Sheet: https://www.dndbeyond.com/characters/79075407/RGfmcc Personal Goal: Arcane Secrets (variant) Would certainly be interested by the spells, but predominantly interested in compiling the histories and other facts into a personal tome with the hope of making a name for himself. Personality: See him as interested in investigating things. Also a Lawful Neutral alignment. Will hold his end of any bargains he makes. Willingness to help others. But also okay with going a bit dark if seen as necessary. See him as fairly friendly, willing to talk with others and share a love for history. Backstory: Tendilius was a scholar at heart. Always interested in learning lore and delving into history. With the fall of Drakkenheim came an exciting opportunity. But with all its dangers he searched for a source of power to help defend himself while exploring the ruins. Now with his warlock magic he's ready to journey into the haze in the hopes of finding secrets he can write into his own personal tome to become a renowned scholar.
"Roll twice for ability scores or use Standard Array."
Ok.
Ability scores: 1391413137
Ability scores: 9814111214
Wow. Makes std array viable. I'll see what I can do.
When you say "any race or class" do you mean ANY or WOTC approved? Cuz "Exiled Illithid" is available for Homebrew. Though I was thinking Thri-Kreen. And reception? If the race can't pass for human will they be attacked on sight?
"Roll twice for ability scores or use Standard Array."
Ok.
Ability scores: 1391413137
Ability scores: 9814111214
Wow. Makes std array viable. I'll see what I can do.
When you say "any race or class" do you mean ANY or WOTC approved? Cuz "Exiled Illithid" is available for Homebrew. Though I was thinking Thri-Kreen. And reception? If the race can't pass for human will they be attacked on sight?
Useful to know.
oof the dice are not good today.
yeah honestly really any race that is humanoid enough!
Exiled Illithid sounds pretty cool. I checked it out and wow in Drakkenheim a face like that would probably make someone think you're contaminated, which would make for pretty fun interactions and scenarios (so possibly reacted with hostility but not outright you'll be killed)!
If you're fine with that then I'm fine with that. Whatever makes you happy is my belief!
You can't not make a paladin with stats like that... Here we go.
Name: Hadrian Darlington Pronouns: He/Him Race: Human Class: Paladin (Oath of Conquest - in the future) Personal Goal: Monster Slayer… But also more. See backstory.
Personality/Backstory:
Born amidst the crashing waves and salty breeze of the high seas, Hadrian Darlington was the eldest son of the pirate lord, Captain Edward Darlington. From the moment he could walk, the notorious ship "Sea Serpent" became his cradle and his battlefield. Under the stern eye of his father, young Hadrian was schooled in the ruthless arts of piracy—swordplay, navigation, and the harsh code of leadership that ruled the cutthroat world of pirates. The crew, who feared and respected Captain Darlington, watched as Hadrian grew into a fierce and proud warrior, his confidence bordering on arrogance, certain that greatness awaited him.
As the years rolled by like the ceaseless tides, the relationship between Hadrian and his father became strained. Edward, a cautious and experienced captain as he is, valued the safety and loyalty of his crew above all. In contrast, Hadrian's growing desire for independence and glory led to numerous heated arguments. One stormy night, under a sky rent with lightning and thunder, their simmering conflict reached a boiling point, when Hadrian proposed a raid on a heavily fortified coastal town, lured by the promise of immense wealth and renown.
"You’re a coward, Father! Always playing it safe! We could be legends, yet you hide us away like rats!" Hadrian’s voice, sharp with contempt, cutting through the howling wind and driving rain.
"Watch your tongue, boy!” Edward's voice boomed back, louder than the storm itself. “This crew relies on my judgment, not your foolhardy dreams. Your arrogance will get us all killed!"
However, Hadrian was done taking Edward’s orders. As Hadrian attempted to push past his father towards the helm, Edward grabbed Hadrian's arm, spinning him around. Instinctively, Hadrian shoved his father back. The crew, caught in the middle of this familial clash, watched in stunned silence as both men drew their weapons - not with the intent to kill, but to assert dominance.
"You think you’re ready to lead? You know nothing of the true burdens of command!" Edward growled, his face and greying hair soaked in the rain, eyes locked on his son.
"And you know nothing of glory! I won’t waste my life in your shadow!" Hadrian retorted, his voice cold and resolute, his eyes blazing. The storm raged around them.
The deck became their battlefield, slick with rain and saltwater. Lightning flashed, illuminating their faces twisted in determination and anger. The clash of steel rang out, mingling with the thunder, the duel mirroring the tempest around them.
Hadrian fought with the intensity of a man possessed, driven by years of pent-up frustration and resentment. Edward’s blows were calculated and precise, a testament to his decades of experience. Despite this, Hadrian's sheer force of will and unrelenting drive gave him an edge. Ultimately, Hadrian disarmed his father, sending Edward's sword skittering across the deck. Breathing heavily, Hadrian stood over his defeated father. Instead of delivering a final blow, he hurled his own sword into the churning sea, the weapon swallowed by the waves.
"I’m leaving, and when I return, it will be as a legend," Hadrian declared. Without another word, he turned his back on the ship that had been his home and the father who had shaped him.
Hearing tales of monstrous creatures lurking in the ruins of Drakkenheim, Hadrian set his sights on the city. He vowed to slay these beasts and bring back their heads as trophies, proving his worth and cementing his legacy. However, his ambition soon became insatiable. The more he achieved, the greater his thirst for power and control grew. Hadrian became convinced that Drakkenheim would be a better place under his ironfist rule. His belief in his destiny to conquer and restore order led him to make increasingly impulsive and rush decisions, sacrificing morality for the sake of his goals, as he seeks to impose his will on Drakkenheim and carve his name into history.
Drakkenheim Campaign
Drakkenheim is a dark gothic fantasy world based the livestream/podcast of the same name. Immersed in a shady city of a once formidable monarchy, players will embark on their personal journey across a landscape laid waste through natural disaster of meteor strikes some 15 years ago. It brought about a new world order of civil wars and five factions that each lay claim to different viewpoints on what to do with the new material that fell from the sky- the substance known as delerium, iridescent crystals containing unnatural energies that induce madness and monstrous transformations. Along with it came a billowing mist called the Haze, a phenomenon that makes it so that long-rests (rest assured) are out of the picture and leave no benefit.
Worst of all may be the eldritch contamination, a ravenous plague that, where by some means or the other, inflicts debilitating symptoms to its victims that ultimately lead up to horrifically grotesque otherworldly mutations.
Exploration: Characters embark on dangerous expeditions into monster filled ruins, haunted streets, decrepit garden, shattered mage towers, baroque cathedrals, and ancient castles, to plunder treasure and solve mysteries.
Interaction: Five rival factions clash over the ruins of Drakkenheim. A tangled web of secrets, subterfuge, and sabotage awaits when faction's opposing objectives and your characters' personal goals come into conflict!
Combat: Beyond fierce warriors dispatched by the factions, all manner of otherworldly horrors inhabit Drakkenheim . Characters battle undead husks, predatory beasts, mutated monstrosities, and terrifying abominations produced by the mysterious meteor.
The "world" or "continent" Drakkenheim is located in is divided into several nations which people refer to as the "realms." The largest and most politically influential are Caspia, Elyria, Westemar. Neighboring each are several petty kingdoms and dozens of city states.
I'm very much into roleplaying so you can go ham on your writing; I love it. In this campaign, the players are the heart of the story. Their choices, conflicts, and personal goals can decide the fate of Drakenheim!
Adventurers can be of any race or class. The common races of Drakkenheim are follows: Elves, Dwarves, Halflings, and Humans. I'll pretty much accept any race though (why limit yourself when there's a world of possibilities?!)
Characters would likely not be affiliated with any of the factions at the start. We start at level 1 and hopefully work our way to level 13! I'll get around 4-5 players.
Personal Quests:
Everyone is welcome! Let'ssss gooooo
Roll twice for ability scores or use Standard Array.
Character Applications:
Name:
Pronouns:
Race:
Class:
Personal Goal:
Personality/Backstory:
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Name: Heiboros Ganneva
Pronouns: He/Him
Race: Aarockakra
Class: Shadow Sorcerer
Personal Goal: Harness lost power. (See backstory for details.)
Background: Mageborn
Personality/Backstory: Heiboros was born in the rafters of the city clock tower a year before the meteor struck. After the meteor struck, harpies took over the clock tower from his family. As you well know, the clock tower shows the position of the planar spheres as well as the time, but it has been frozen for the past 115 years but the modrons still work at the machine, trying to fix it. Heiboros was taken in at a just under a year old, (since Aarakockra mature at 3 years old, I thought there would be an exception to the *taken at six* rule in the Edicts of Lumen) by the Amethyst Academy. This was just before the harpies attacked, mutated and evil versions of the Aarakocra. They massacred his family and took over his nest. He does not yet know of this. He came to Drakkenheim on under hire of the Amethyst Academy to investigate and collect the Delerium.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ability scores: 12 7 15 10 15 14
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Holy crap those are good.
Can I keep these?
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Character sheet: https://www.dndbeyond.com/characters/122991216
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Also you said level 1 to 13, does that mean we're playing road to drakkenheim as well? Cause Dungeons of Drakkenheim starts level 3...
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Yeah I was thinking to start at Road to Drakkenheim, but honestly anything is okay with me. I tend to like a slow ride in but if everyone wants to start at Dungeons of Drakkenheim then yeah sure! I've only gotten one other application so far by PM
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Greetings,
I am Lara Keenflow, here are my papers, I think you'll find in order.
www.dndbeyond.com/characters/125500994/PkjWEF
She/her
Human female
Paladin, soldier of the Silver Order
Currently on a personal pilgrimage
I was made an orphan the day the fire fell, taken in by priest of the Sacred Flame. I have worked, studied long and trained harder and longer to join the Silver Order, now I look to do my part in protecting the faithful by finding and putting an end to demonologist and necromancers.
I look forward to serving in your company if my application is selected.
Best regards
Considering this.
Ability scores: 15 16 15 16 11 12
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Forgot about the second set
Ability scores: 15 12 15 11 8 13
Name: Tendilius Mondhaven Paxaramus (he/him)
Class: Warlock (The Fiend)
Race: Half-Elf
Background: Sage
Character Sheet: https://www.dndbeyond.com/characters/79075407/RGfmcc
Personal Goal: Arcane Secrets (variant) Would certainly be interested by the spells, but predominantly interested in compiling the histories and other facts into a personal tome with the hope of making a name for himself.
Personality: See him as interested in investigating things. Also a Lawful Neutral alignment. Will hold his end of any bargains he makes. Willingness to help others. But also okay with going a bit dark if seen as necessary. See him as fairly friendly, willing to talk with others and share a love for history.
Backstory: Tendilius was a scholar at heart. Always interested in learning lore and delving into history. With the fall of Drakkenheim came an exciting opportunity. But with all its dangers he searched for a source of power to help defend himself while exploring the ruins. Now with his warlock magic he's ready to journey into the haze in the hopes of finding secrets he can write into his own personal tome to become a renowned scholar.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
"Roll twice for ability scores or use Standard Array."
Ok.
Ability scores: 5 15 12 16 12 7
Ability scores: 14 10 13 14 9 14
Wow. Makes std array viable. I'll see what I can do.
When you say "any race or class" do you mean ANY or WOTC approved? Cuz "Exiled Illithid" is available for Homebrew. Though I was thinking Thri-Kreen. And reception? If the race can't pass for human will they be attacked on sight?
Useful to know.
First Roll: Ability scores: 16 12 16 18 15 11
Second Roll: Ability scores: 17 13 11 13 12 13
Will see rolls then decide what to make :)
oof the dice are not good today.
yeah honestly really any race that is humanoid enough!
Exiled Illithid sounds pretty cool. I checked it out and wow in Drakkenheim a face like that would probably make someone think you're contaminated, which would make for pretty fun interactions and scenarios (so possibly reacted with hostility but not outright you'll be killed)!
If you're fine with that then I'm fine with that. Whatever makes you happy is my belief!
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Ability scores: 11 11 16 10 16 12
Ability scores: 18 15 18 13 14 14
Ability scores: 13 15 14 13 6 13
Ability scores: 13 12 4 12 15 12
Okay then, Standard Array it is. I have two character ideas, going to post them both and give it some more thought.
WIP
Name: Harrow
Pronouns: She/Her
Race: Human (Variant)
Class: TBD
Personal Goal/Quest: To unravel the secrets of necromancy in all of its forms
Personality/Backstory: WIP
Name: TBD
Pronouns: She/Her
Race: Human (Variant)
Class: TBD (Barbarian or Monk)
Personal Goal/Quest: To get a place of my own. Somewhere that I can raise a family in safety. Somewhere no one can ever take away us.
Personality/Backstory: WIP
You can't not make a paladin with stats like that... Here we go.
Name: Hadrian Darlington
Pronouns: He/Him
Race: Human
Class: Paladin (Oath of Conquest - in the future)
Personal Goal: Monster Slayer… But also more. See backstory.
Personality/Backstory:
Born amidst the crashing waves and salty breeze of the high seas, Hadrian Darlington was the eldest son of the pirate lord, Captain Edward Darlington. From the moment he could walk, the notorious ship "Sea Serpent" became his cradle and his battlefield. Under the stern eye of his father, young Hadrian was schooled in the ruthless arts of piracy—swordplay, navigation, and the harsh code of leadership that ruled the cutthroat world of pirates. The crew, who feared and respected Captain Darlington, watched as Hadrian grew into a fierce and proud warrior, his confidence bordering on arrogance, certain that greatness awaited him.
As the years rolled by like the ceaseless tides, the relationship between Hadrian and his father became strained. Edward, a cautious and experienced captain as he is, valued the safety and loyalty of his crew above all. In contrast, Hadrian's growing desire for independence and glory led to numerous heated arguments. One stormy night, under a sky rent with lightning and thunder, their simmering conflict reached a boiling point, when Hadrian proposed a raid on a heavily fortified coastal town, lured by the promise of immense wealth and renown.
"You’re a coward, Father! Always playing it safe! We could be legends, yet you hide us away like rats!" Hadrian’s voice, sharp with contempt, cutting through the howling wind and driving rain.
"Watch your tongue, boy!” Edward's voice boomed back, louder than the storm itself. “This crew relies on my judgment, not your foolhardy dreams. Your arrogance will get us all killed!"
However, Hadrian was done taking Edward’s orders. As Hadrian attempted to push past his father towards the helm, Edward grabbed Hadrian's arm, spinning him around. Instinctively, Hadrian shoved his father back. The crew, caught in the middle of this familial clash, watched in stunned silence as both men drew their weapons - not with the intent to kill, but to assert dominance.
"You think you’re ready to lead? You know nothing of the true burdens of command!" Edward growled, his face and greying hair soaked in the rain, eyes locked on his son.
"And you know nothing of glory! I won’t waste my life in your shadow!" Hadrian retorted, his voice cold and resolute, his eyes blazing. The storm raged around them.
The deck became their battlefield, slick with rain and saltwater. Lightning flashed, illuminating their faces twisted in determination and anger. The clash of steel rang out, mingling with the thunder, the duel mirroring the tempest around them.
Hadrian fought with the intensity of a man possessed, driven by years of pent-up frustration and resentment. Edward’s blows were calculated and precise, a testament to his decades of experience. Despite this, Hadrian's sheer force of will and unrelenting drive gave him an edge. Ultimately, Hadrian disarmed his father, sending Edward's sword skittering across the deck. Breathing heavily, Hadrian stood over his defeated father. Instead of delivering a final blow, he hurled his own sword into the churning sea, the weapon swallowed by the waves.
"I’m leaving, and when I return, it will be as a legend," Hadrian declared. Without another word, he turned his back on the ship that had been his home and the father who had shaped him.
Hearing tales of monstrous creatures lurking in the ruins of Drakkenheim, Hadrian set his sights on the city. He vowed to slay these beasts and bring back their heads as trophies, proving his worth and cementing his legacy. However, his ambition soon became insatiable. The more he achieved, the greater his thirst for power and control grew. Hadrian became convinced that Drakkenheim would be a better place under his ironfist rule. His belief in his destiny to conquer and restore order led him to make increasingly impulsive and rush decisions, sacrificing morality for the sake of his goals, as he seeks to impose his will on Drakkenheim and carve his name into history.
Ability scores 1: 11 14 4 7 13 11
Ability scores 2: 10 11 14 6 9 13
Ability scores: 17 9 9 12 12 12
Ability scores: 9 15 12 15 15 12