Locations#
Places the party has visited or learned about.
Places the party has visited or learned about.
A street of ramshackle taverns and makeshift barricades deep inside Drakkenheim, controlled by the Queen’s Men. Rough-shod fences block off the muddy street from the surrounding ruins; crudely built bridges stretch between rooftops; crooked streetlamps glow in the mist. The atmosphere is rowdy but self-regulating — all five gangs operating here follow the Queen’s rules, and in return they enjoy an unusual degree of safety from the city’s monsters.
Entry is guarded by bugbear bruisers at the gate, with sharpshooters on the rooftops. Visitors invoking Blackjack Mel’s name (or another recognized contact) are waved through.
To operate in Buckledown Row — or to make initial contact with the Queen — drop 100 gold into the ancient moss-covered well on the terrace behind Smee’s Palace. A skeleton nailed to a nearby tree bears a sign reading “Make a Wish.” Dues are 100 gold per month.
| Name | Gang | Notes |
|---|---|---|
| Smee’s Palace | Wounded Hearts | Ornate performance venue; chandelier of 100+ candles; open mic after the main show; fighting pits in the basement |
| The Old Imperial | Rose and Thorns | Polished and professional; carved maple bar; raised section for the crew; run by Rose |
| Sneaky McGee’s | Catacomb Cobras | Neon ram’s skull sign; cobra-motif door |
| Padlock Tavern | Pins and Clubs | Door covered floor-to-ceiling in keys; lowest entry bar of any crew |
| Sweaty Bugbear | Howling Dogs | Ramshackle; missing door; bugbear cook on the grill |
Beneath Smee’s Palace, accessible via a staircase behind the bar. Underground fight club; bettors ring the pit and bookies circulate taking wagers. A medic (human woman) and her gnomish assistant stand by to stabilize fallen fighters. Notable pit fighters:
Log
Base of operations for High Flamekeeper Ophelia Reed and the Silver Order knights.
Log
A grand clock tower at the heart of Market Square. One of the few landmarks visible from the city’s outskirts. Its “cosmological” mechanism likely tracks celestial or magical cycles in addition to ordinary time.
Now believed to be home to a group of harpies.
Log
A once-great city destroyed by a meteor fifteen years ago. Now covered in a purple haze (octarine glow) and crawling with mutated creatures. The source of delerium.
Log
About four hours’ journey from Emberwood Village (skirting outside the city). River uses this as a discreet meeting location for academy business.
A dilapidated windmill atop a lonely hill. Its stone base is covered in moss and ivy, the rotting wooden walls riddled with holes. The blades still spin softly but the machinery is damaged beyond repair. Scattered about the mill are remnants of countless expeditions: a bonfire pit, tattered tents, abandoned bedrolls, and battered cookware.
The walls are covered in chalk graffiti — names of adventurers who ventured into the ruins, many crossed out to mark those who didn’t return. Among the messages: “The noble man in his noble home, withered old and all alone. His stare can chill you to the bone — a pale man on a pale throne.”
Log
The only functioning settlement near Drakkenheim. A haphazard collection of buildings that grew up after the meteor fell. Originally a farming town, it emptied out when crops stopped growing, then came back to life as a staging ground for adventurers.
| Name | Type | Owner | Notes |
|---|---|---|---|
| Gilded Lily | Entertainment | Madame Rochelle | Open mic nights, named after someone named Mike who died in the meteor |
| Bark and Buzzard | Inn | Karen | 2gp/night, cottages available |
| Skull and Sword | Tavern | Frida | Rowdy, say hello to the skull at the entrance |
| Red Lion Hotel | Hotel | Kosta Stavros | 25gp/night, fancy, mages stay here |
| Chapel of St. Ardenna | Temple | Flamekeeper Bella | Sacred Flame, neutral between factions |
| Crowe and Sons Smithy | Blacksmith | Tobias Crowe | “Best blacksmith in 100 miles” |
| Watchtower | Military | Hooded Lanterns | Ansom Lang commands |
| Caravan Court | Market | Various | Armin Gainsbury, Orson Fairweather, Aldor the Immense |
| Haunted House | Abandoned | — | Doors open and close on their own |
Log
Where pilgrims of the Falling Fire gather. Nathaniel Flint, a Falling Fire chaplain, can be found here.
Log
An abandoned tavern now almost entirely obliterated. The first-floor walls stand only chest-high; the roof and upper levels have collapsed into a rubble-filled crater fifteen feet wide and five feet deep. A painted sign still juts from the building across the street — a smiling obese rat lying on a plate of food.
A tunnel at the back of the crater descends into an extensive sewer and warren system below, lit by a faint ochrine (yellowish) glow from a large delerium node within. The building walls appear to breathe slightly, with eyes visible in the masonry from the corner of one’s eye. At least one creature animates or inhabits the stonework — a piece broke free revealing a mouth full of teeth and eyes in unexpected places.
The sewer warren beneath contains ratling-built barricades with sharpened logs, tripwire traps (acid pail on a pipe, spiked rolling log, spike pit), and at its deepest explored point, an inner sanctum housing a Rat God shrine: a large delerium crystal dressed as a demonic obese rat idol, surrounded by skull and bone offerings.
Petra Lang and other Hooded Lanterns are believed held somewhere in the warren.
Log
A narrow street in the northwest of Drakkenheim, running between ramshackle tenements just inside the outer walls. Home to the Rat’s Nest Tavern.
Log
The Shepherd’s Gate Garrison is a fortified military position controlled by the Hooded Lanterns within Drakkenheim. It marks the gate through the 30-foot-high stone walls of the inner city and serves as a forward base for reclaiming order within the city and eventually retaking Castle Drakken.
Structure
Defense & Magic
The area beneath the garrison is shielded from the delerium haze through magical fortification—an impressive feat of defensive magic that keeps the headquarters safe from contamination.
Personnel
Log
Connections
The main road entering Drakkenheim from the northwest. A broad boulevard roughly 40 feet wide. Forks about half a mile in — the southern fork leads toward Scrag Lane and the Rat’s Nest Tavern.
Log
A large delerium mining operation run by dwarves on the far side of Drakkenheim.
Log
The party’s starting location. A large town that serves as the jumping-off point for expeditions to Drakkenheim.
Log