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A Wanderer's Guide to Drakesblood

Drakesblood is a setting created for the D&D 5th Edition ruleset, a dark, gothic fantasy rendition of the typical adventurers-against-monsters trope that defines Dungeons and Dragons on the whole. It draws inspiration from the Forgotten Realms and Ebberon settings, combined with elements of other fictitious worlds such as Bloodborne, Dragon Age, and the original Thief games. Fighters stand toe-to-toe with their enemy, garbed in heavy leather coats and richly adorned breastplates, as slender greatswords, rapiers and broadswords flash in lightning-fast combat. Wizards, openly branded for all to see, wield a power drawn from their own blood, painting the world as they please. Rogues, armed with a dizzying array of mechanical contraptions and gunpowder weapons, lay clever traps for their foes. Clerics change the fabric of reality with spells besought from higher powers, or seemingly drawn from nothing other than the strength of their own faith and conviction.   This article gathers together the defining themes and features of the setting, to paint the world in broad strokes and give the discerning reader a picture of what the world of Drakesblood would be like.  

Magic and The Arcane

Perhaps the most definitive trait of Drakesblood as a universe is its odd relationship with magic. Before the Sundering, a major event in the world's history, Drakesblood was dominated by magic; since then, magic has become feared and reviled, even though the arch-magisters of eras past have fallen far from their world-shaking origins. Magic-users in Drachen have become rare, victims of a nearly millennia-long witch-hunt. Even now, by the authority of the Church of the Hammer, mages in Auldlund must wear their abilities openly, as a branding scar upon one's left cheek - the Dragonseal. Unbranded mages and sorcerers are considered Apostates, a danger to both themselves and the world around them. Mages of all kinds are considered outcasts to society, and those who bear the seal are often treated with equal parts fear and disgust.  

The Era of High Magic

Before the Sundering, the single unified plane of the Prime Sphere was a place of high magic, where the simple everyday was dominated by the use of magic beyond the imagining of those in the modern era. Because of this, the most powerful mages ruled much of the world - and atop this was the Archfey, ancient and immortal beings who could reshape entire continents with a flick of the wrist.   This all changed with the coming of the Sundering, however. History of the Era of High Magic and the true nature of the Sundering are difficult to discern, as most of the relics and writings of that era have been destroyed, but the Sundering lead to the downfall of the Era of High magic and split the Prime Sphere into three - Drachen, the material plane; the Shadowfell, plane of shadows; and the Feywilds. The collapse of magic affected each of these planes differently, and each clung to their heritage in different ways.   Within Drachen, that heritage was retained through Drakesblood - those who had the blood of Dragons coursing through them - who retained their ability to cast magic, even diminished after the Sundering as it was. However, with the majority of the world unable to access this power, and with the collapse of the magocracies of the past, power in Drachen passed to the mundane everyman who overthrew the old empires. Magic became outlawed, feared, and reviled; those who practiced it would be hunted. Magic in Drachen would not come to be accepted within society until 600 years later, with the controversial decision of the College of Archdeacons to found the Collegia Magi.  

Drakesblood and the Forms of the Arcane

Since the sundering, Arcane might can only be accessed by an individual in two distinct ways - either by being innately capable, born into a bloodline where Drakesblood is already present, or by taking on Drakesblood and learning to manipulate it through careful spells and rituals. The only capable vessel of retaining or controlling magical power in Drachen is the blood of Dragons, and thus it does not lend itself well to enchantment or similar usage that may once have been prevalent in the Era of High Magic. Because of this, artifacts are exceptionally rare, and items with magical properties are both expensive and heavily controlled.   Arcane spellcasters come in two types - Wizards or Sorcerers. These are alike in that their power is internal - and in Drachen, that is literal. Arcane power can be drawn from Drakesblood, the distilled blood of Dragons. Sorcerers possess this from birth; it is thought that every Sorcerer can trace their lineage back to those who joined the Dragons in the great Dawn War, a world-spanning war that pre-dates the Sundering, in which distinguished Eladrin who joined the Dragons were 'gifted the blood of Dragons' and a closer understanding of magic, and all their ancestry have manifested some form of Sorcery every few generations. These manifestations can vary from the ability to manifest and control arcane power to full-blown draconic features, sometimes resulting in Dragonborn. Wizards (and by extension Arcane Tricksters and Eldritch Knights) also possess Drakesblood, but they have had it injected into them and have instead learned to control it through study and incantation, rather than the innate understanding possessed by Sorcerers.   While others may be able to manifest magic, it is normally Divine rather than Arcane in nature, and is therefore unrelated to Drakesblood. These purveyors of miraculous ability are usually subject to intense scrutiny and mistrust outside of the Church itself, though they are mostly free of the perils that are associated with manipulating Drakesblood.  

Arcane Materials

Drakesblood itself is the primary material that enables Arcane magic to happen. Thought to be the blood of Dragons from generations past, Drakesblood has the unique property in that it can shape and control magic, channeling what would otherwise be dangerously unfocused magical energy into spells and incantations of various kinds.   The control of Magic in Drachen, particularly in Auldlund where the Valturian Church keeps a very tight rein on mages, normally employs the use of Viridian; a metal with a dull green metallic sheen. Viridian is unique in that it vibrates in the presence of arcane energies - which has naturally lead to it being used in alloys for tools such as Witching and Scrying bells, tools that can be used to detect magic. Sufficiently pure Viridian alloys can be used to impair or even block magic completely, though pure Viridian is exceptionally expensive due to the scarcity of the material. Viridian is often found in the presence of old Leylines on Drachen, though whether or not there is a connection is unclear.   Ley, the near-mythical crystalline material that once flowed through beneath the ground, is still present in Drachen, though in a far-reduced state, far rarer than the veins (once known as 'Leylines') that once flowed freely through the ground. Areas where Leylines once ran are often awash with magical energy, which is unfocused and uncontrolled, and attempting to manipulate magic in their vicinity leads to a variety of wild and dangerous effects. Ley has some interesting effects, however - contrary to Viridian, Ley serves to amplify and scatter magical effects, which can be used for a variety of purposes. Leycrystal can often be utilized in magical artifacts as a source of arcane energy, even though it is uncontrollable without Drakesblood. Interestingly, those who travel to the other planes of the Prime Sphere do note that Ley is significantly more common in both the Feywilds and the Shadowfell, perhaps related to how the denizens of those planes retained some control of their ancient magicks.  

The Collegia Magi - Mundane controlling Arcane

The Collegia Magi was created by the Church of Valtur as an institution devoted to the control of magic; this is achieved primarily by indoctrinating sorcerers and offering teaching on how best to use their powers, and controlling access to Drakesblood - limiting those who would seek to become Wizards to becoming a part of the Collegia. Once a Sorcerer or Wizard has been indoctrinated by the Collegia, they are branded openly on their left cheek with the Dragonseal, a symbol that represents both the Collegia and the Arcane, serving as a warning to anyone they will encounter in their lifetimes.   The Collegia also is the only legal way in which a common man can choose to become a Wizard; this is achieved through a process known as Sangination. Wizards possess Drakesblood artificially, which is injected into them as part of the Sangination process. This process is closely guarded by the Collegia, though there are whispers of those who have managed to complete the process outside of the church - particularly foreigners, who are outside the reach of the Church.   While these branded Faithful are regarded with fear and suspicion, and watched by the Templar order, to be found as a mage without a brand is the crime of Apostasy - and the righteous punishment for apostates is to be burned at the stake, a punishment saved only for those who have run afoul of the Church. Mages who go against the will of the Templars can have their brand revoked, a process known as Excommunication. Excommunicated mages are treated as Apostates and hunted in much the same fashion, despite possessing the mark. The punishment for them differs, however - while an Apostate is normally sentenced to death by sword or to be burned at the stake, an Excommunicated faithful is normally sentenced to Exsanguniation, an excruciating reversal of the process that makes them mages. For Wizards, who only possess Drakesblood artificially and have learned to control it with careful study, the process is damaging but rarely fatal - but for Sorcerers, who have possessed Drakesblood since birth, the process either kills them or leaves them practically brain-dead.  

Divine Magic and Miracles

Unlike Arcane Magic, which can be easily traced back to Drakesblood as its immediate source, Divine Magic is much murkier. The most pious men in history were not all clerics - and some of the most athiestic are able to manipulate the world as they do. Instead, what clarifies one as a 'cleric' appears to stem from someone's strength of conviction, and their world-weariness - though exactly how these qualities attract and influence Divine Magic is unclear.   While Arcane magic is abhorred and shunned, Divine Magic is somewhat misunderstood. Those who possess the ability to cast divine magic are classed as savants within the Church of Valtur in Auldlund, and often find themselves quickly accelerated through the ranks as the abilities to heal with prayer or bind the unholy is treated as a sign from Valtur himself. Despite this, not all of the Archdeacons are capable of manifesting divine power.   Despite the usefulness of this miraculous power, divine magic is still controlled within Auldlund. In perhaps the strangest of double-standards reinforced by the church, those who are loyal to the cloth and capable of manifesting such miracles are regarded with awe and reverence, while those outside of it are regarded with suspicion and disdain nearly on par with that experienced by Apostates.  

Forms of Divine Magic

Divine magic primarily comes in two forms, either from a strength of ideals or a closeness with the primordial aspects of nature. Those who have a particular strength of ideals and a strength of conviction may manifest the ability to cast divine magic, and these types are typically known as Clerics or Paladins despite not always being religious. Clerics are able to manifest their abilities as extensions of their will, and often describe their abilities as a particular closeness with a physical manifestation of their particular ideal - some savants within the Valturian Faith, for example, claim that they are able to 'see' Valtur in their dreams, still working upon the Anvil of the World. Others claim to speak with him or hear his voice.   Those who instead exhibit a closeness with the primordial nature of the world are known as Druids, and while they share a similar conviction to Clerics, they often are able to reshape the world by manifesting their abilities. Many Druids follow the old Elven religion known as the Way of the Wildwalker, which teaches one to venerate and listen to the old Fey spirits of the natural world, but Druids often describe their power as being innate, rather than gained through spirits. Indeed, there are Druids within the Valturian Faith, who are often treated as savants in that they are able to shape the primordial world much as Valtur himself once did.   Warlocks are also often thought to exhibit Divine magic, but the distinction is unclear; while a Warlock and their magic would not trigger a Witching Bell as it is not arcane in nature, the source can always be traced back to an actual being, but normally one that is extraplanar in origin. The most common Warlocks are found in Wilderling culture - their 'Seers' have taken a ritual in which they offer servitude to their Archfey patron, in return for forgiveness for their races' transgressions and guidance for their flock.  

Theurgy

Theurgists are a unique type of wizard, found within the Theogonist's Guild of the Valturian Church. Their role is primarily as research, but they have the ability to replicate Divine Magic through careful incantation and manipulation of Drakesblood. Within the guild, their magic is used to gain a greater understanding of how Divine Magic manifests and is able to manipulate forces that are otherwise so alien on the Prime Sphere.   Theurgists are rare outside of the Guild, as the Guild treats each Theurgist as both property of the Church and a valuable asset. However, when one is granted a leave of absence, they are treated much as any other mage outside of the walls of the Guild's colleges - with fear and suspicion, despite their magic being primarily used to help the people of Auldlund. Despite its origins, their magic still stems from Drakesblood, and that means that it does still trigger Witching Bells and those who practice it still must be branded with the Dragonmark.  

Religion

Religion is a cornerstone of life in Drachen, not least as the Church of Valtur is an organization that holds authority across multiple nations. While at its core, the Valturian faith is a religious movement, the Church itself is much more - the Church offers control over mages, the undead, and the supernatural. While the two are closely entwined, not all Valturian followers support the church, and not all under the thumb of the church follow the Valturian faith.   Other religions exist within Drachen as well. The Way of the Wildwalkers is a religious philosophy adopted by the Wild Elves, who venerate the spirits of the Fey who permeate the natural world. Dragon worship is a common practice in the world also, though considered a heresy within the lands of the church and often stamped out.  

The Valturian Faith

The core tenet of the Valturian Faith is that there may be multiple deities, but only the one is worthy of respect - Valtur, the architect of creation. It is not an inherently xenophobic religion, but some may take the tenet of only one worthy deity to mean that all other religions are unworthy. Valtur himself is often depicted as a craftsman or smith, and is credited with the creation of the Prime Sphere - or more specifically, "shaping it from the primordial chaos".   The Valturian faith is widespread in both Human and Dwarven culture, where it supplants or overrules other, older religions. It is especially focused in Auldlund, in which the seat of the Valturian Church, the most organized branch of the Valturian Faith, resides. In the northern reaches of Nordlund and into the Silver Coast worship of Valtur is still found, but not as regimented and often supplanted by elements of other local faiths, insofar as worshipping Valtur as part of their own pantheon.  

The Valturian Church

Seated in the grand city of Sanctus, among the Free Baronies, the Valturian Church is both the centre of organized worship of the Valturian Faith, and the largest religious institution in the entirety of Drachen. Governed by the College of Archdeacons, a selected comittee of the most pious and prestigious holy men from within the Church's influence, the Church has acted as the spiritual head of most of Auldlund since its establishment over a millenia ago in 613AS. In this time it has become a cornerstone of governance in Auldlund - so much so, that during its height of influence in the 13th century, kings and rulers had to petition the Church for permission if they wanted to go to war.   While the governments of Auldlund are much more independent now, the Church still holds a considerable amount of power within its reach, especially with the Templar order serving as Auldlund's chief method of policing magic. Deacons also serve as advisors and spiritual leaders in many noble structures, particularly in The Grand Duchy of Asteren, in which the most senior Deacon in a Count or Duke's domain are expected to sit on his council and offer advice.   The Valturian Church takes its teachings from their holy book, known as the Chronicle of Valtur. They also have a number of holy scriptures known as the Tenets, which detail the different branches of the Church and how they should operate.  

Sects of the Church

The Valturian Church is both ancient and well-regimented, with a number of individual institutions that all serve the Church in different ways. As the Church is such a large entity, many of these are granted their own elements of autonomy, but are all ultimately all beholden to the College of Archdeacons and their immediate servants, the Deacons that serve as the heads of the Church's worship in each region. These institutions are covered below.  
The Pilgrims
The primary acolytes and clergymen of the Church are known as Pilgrims, who deal with the day-to-day administration and duties of the Church and clergy. Immediately recognizable in their grey and blue robes, Pilgrims ensure that every place of worship, from chapel to cathedral to monastery, are all run effectively and teach the tenets of the Valturian Faith as the Church wishes. Pilgrims are also responsible for the conversion of others to following the Valturian Church, so can often be found in the frontier lands around Auldlund, offering sermons and teachings to their flock elsewhere.  
The Templars
Templars act as a policing force for mages, with mages of all kinds being beholden to rules and tenets set aside by the Templars. Mages who run afoul of the Templar order are often put to death. Templars are also responsible for the hunting of apostates and rogue mages, either bringing them before the Collegia Magi, or burning them at the stake, as is the punishment for their crime. Each Templar order is organized into a Chapter, with their own Chapterhouses being attached to major churches and cathedrals throughout a region.  
The Collegia Magi
The Collegia Magi is the Church-sanctioned governing body for mages, which consists of a loosely-organized body of mentors and mages, primarily teaching Mages how to use magic sparingly and in service to the church. All mages in Church-dominated lands are expected to submit to the Collegia - those who do not are marked as Apostates. Induction to the Collegia is completed by branding a mage with a Dragonmark, which they are expected to wear until death, and also marks them as a Faithful - a mage who practices magic lawfully. Organized bodies of mages outside the Collegia is also strictly forbidden, giving the Collegia a monopoly on how magic is lawfully practiced within the Church's domain.  
The Theogonist's Guild
Often forgotten, the Theogonist's Guild is a research institution set up by the Church to study the origins and practice of Divine magic. In particular, the Guild is known to train mages of the Collegia Magi as Theurgists, who experiment with using Arcane magic to emulate and better understand Divine magic. A long-standing rumour states that the Theogonist's Guild pre-dates the Collegia - the Collegia was created to validate this practice by the Guild.  
The Witchfinders
The historical order which gave rise to the Church of Valtur, the Witchfinders were a group of pilgrims who followed the early teachings of Valtur and spread the faith across much of Auldlund. The Witchfinders are now a defunct sect, having been replaced in function by the Templars; but rumours persist of a shadowed organisation within the church that shares the name, its dealings unknown to the world.  

The Way of the Wildwalkers

Outside of the reaches of the Valturian Church, other religious ideals and concepts flourish. One of these is the Way of the Wildwalker - a spiritual philosophy taught by the Seers of the wandering Wilderling tribes, espousing a return to the veneration of the natural world. Wildwalkers ultimately worship the Archfey, but they primarily pay homage to the living spirits that inhabit every corner of the natural world - the hundreds of fey spirits that cross the veil into the verdant places that spread across Drachen. Some do this out of simple respect, though the Wilderlings believe that, through faith, they can atone for the treachery of their race during the Dawn War.   The Way is venerated by multiple cultures, from the tribes of hunter-gatherer Goliaths that inhabit the wide expanses of primeval forests and tundra to the north of Drachen, to the secluded Wilderling peoples that travel the globe, to even hunters and frontiersmen among the more civilized areas of the world, forming perhaps the most widespread religion on the entire plane - even if it is one that seems so thinly spread across it.   While the heart of the Valturian faith in Sanctus proclaims the Church to be the one true faith, the Way often coexists or even intermingles with the Valturian faith towards its more extreme reaches. Indeed, in the eastern reaches of Asteren, some are known to practice elements of both religions together, venerating only Valtur as a true deity, but also paying their respects to the spirits of the lands on which they tread. For, it seems, even if one does not follow the Wilderling's path to redemption, the superstitious never did any harm in being respectful.  

The Archfey

While the Archfey themselves are long since removed from Drachen, the Way still teaches that they are the undisputed lords of nature - a fact stated even by the Chronicle of Valtur, which details the 'Kings of the Fey' to be the guardians and rulers of Valtur's newly created paradise before the creation of man. The Archfey still stand as the core of the teachings of the Way, and some choose to venerate one patron over all else. Many of these worship Oberon, the king of the Summer Courts and the patron of nature; perhaps the least follow the Solitaire, the wandering spirit that forsook his own kind to follow the story of the Darklings.  

History


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Author's Notes

This article was written as a gathering point for my many ideas and concepts for Drakesblood and how I wanted it to appear as a setting, long before I actually sit down and get everything divided and categorized for the sake of the wiki. Think of this article as the jump-off point to the rest of Drakesblood on the whole - a collection of lore and details that haven't yet been split into smaller articles, which will allow a taste of everything the world has to offer.


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