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Wither Wild

The document outlines a campaign setting called 'The Witherwild,' where players navigate the consequences of an invading nation attacking an ancient forest deity, leading to a dangerous overgrowth threatening the land. It provides guidance on project downtime mechanics, campaign frames, community aspects, and character ancestries, emphasizing themes of survival, cultural clash, and transformation. Additionally, it includes GM principles for creating a dynamic and engaging narrative within this richly detailed world.
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
476 views6 pages

Wither Wild

The document outlines a campaign setting called 'The Witherwild,' where players navigate the consequences of an invading nation attacking an ancient forest deity, leading to a dangerous overgrowth threatening the land. It provides guidance on project downtime mechanics, campaign frames, community aspects, and character ancestries, emphasizing themes of survival, cultural clash, and transformation. Additionally, it includes GM principles for creating a dynamic and engaging narrative within this richly detailed world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PROJECTS DURING DOWNTIME The Witherwild

The Work on a Project downtime move requires more GM


input than other downtime moves and is best suited for long-
When an invading nation attacks an ancient
term endeavors the PCs wish to undertake. forest deity, a virulent overgrowth spreads
These projects are typically tracked using a Progress throughout the land.
Countdown. When deciding the starting value of the Designed by Carlos Cisco, Rowan Hall, & Spenser Starke
countdown, consider the complexity of the project, the
availability of relevant tools, and the impact of the project on
the story.
COMPLEXITY RATING: •
Simple projects advance their countdown each time a player THE PITCH
uses the Work on a Project move, but complex projects
require a roll. Read this section to your players to introduce them to the
campaign.

EXTENDED DOWNTIME Fanewick was once a place of great abundance and


When you fast-forward the story across an extended period, peace—dangerous to those unfamiliar with the land, but a
use montages to illustrate the passage of time. You gain cornucopia to those who respected its ways. When Haven
1d6 Fear per PC and advance any long-term countdowns as invaded the wilds and forced the land into eternal spring, a
appropriate. dangerous bloom known as the Witherwild took hold and
now threatens the lives of all who live there. In a Witherwild
CAMPAIGN FRAMES campaign, you’ll play unlikely heroes from humble
beginnings who are reckoning with their newfound duty to
A campaign frame provides inspiration, tools, and mechanics save Fanewick’s people from dangerous corruption.
to support a particular type of story at the table.
Every campaign frame has a complexity rating that indicates
how much its mechanics deviate from or expand upon the TONE & FEEL
Daggerheart core ruleset.
Adventurous, Dynamic, Epic, Heroic, Thrilling, Uncanny,
Each campaign frame includes the following sections. Whimsical
• A pitch to present to players
• Suggestions and guidance on tone, feel, themes, and THEMES
touchstones Cultural Clash, Ends Justify Means, Grief, People vs.
• An overview of the campaign’s background Nature, Transformation and Change, Survival
• Guidance for fitting communities, ancestries, and classes
into the setting TOUCHSTONES
• Principles for players and GMs to focus on during the Princess Mononoke, The Legend of Zelda, The Dark Crystal,
campaign Nausicaä of the Valley of the Wind
• Unique setting distinctions
• An inciting incident to launch the campaign OVERVIEW
• Special mechanics to use during the campaign
If your group decides to play this campaign, give your players the
• Questions to consider during session zero following information before character creation.
You can find each campaign frame map in the appendix of Fanewick is a wild and untamed land, long avoided by outside
the core rulebook or at www.daggerheart.com/downloads. forces. The woods are dark and twisting, filled with Faint
Divinities who perform small miracles and services for its
inhabitants, but are just as likely to lure travelers off narrow
paths to their ruin. Seemingly harmless expanses of field hide
bogs that engulf entire armies, consuming heavy artillery as
quickly as it can cross the border. This wilderness fosters
hardy people who are bold enough to raise families where
others have not and strictly follow the unique rules that keep
them safe. These Wicklings remained insulated from their
neighbors’ wars until plague forced the people of Haven to
desperate acts.
Haven was once the most powerful force in the region; for
centuries, the high stone walls into the capital bore the phrase
“The Godless Gate.” While the original meaning has been

Daggerheart SRD 113


lost to common knowledge, some dusty tomes and ancient
records state that the founders of Haven wished to be free
COMMUNITIES
of the influence of the Faint Divinities that dominated the All communities are available, but some have unique aspects
surrounding regions. They hatched a plan to kill one of the within a Witherwild campaign. As needed, provide the following
mightiest of these deities, known as Shun’Aush the Granite information to your players and choose one or more of the
Ophid. While their exact method of deicide is forgotten, their questions to ask them during your session zero.
victory ensured Haven’s dominance in the region for centuries
to come. They made their home behind his remains, which LOREBORNE AND HIGHBORNE
became the mighty walls that Haven is known for.
In Fanewick, knowledge is the most valuable commodity, and
But Shun’Aush would have his revenge. As the Havenites those who have expertise have the most power. This economy
carved through his stone body, the fine dust left behind of information functions primarily through gifting and trading,
settled into the surrounding earth. There was a time of and wisdom would be considered acceptable collateral for
prosperity over many centuries while the scales of the god a weapon or warm meal. As such, loreborne community
remained undisturbed. But progress is its own pressure. The members are the wealthiest in Fanewick and might be smaller,
growing population demanded increased productivity, and distinct groups of hunters, historians, or artisans within larger
as farmers tilled deeper soil and miners hacked into hidden villages.
stone, the ancient stone dust rose to the surface. The same
walls that brought the city security became the crucible that What knowledge did your community teach you that you
incubated a virulent plague. must now protect or share?
Over the last two years, over half of Haven’s populace fell to a What are you able to accomplish because of your upbringing
disease known as the Serpent’s Sickness. First, victims cough that others outside your community do not understand?
up dust. Soon after, their skin breaks out in a scaling rash.
Finally, their body hardens—first the flesh, bones, and soft You once traded important knowledge for something terrible.
tissue, spreading until, finally, their organs ossify. Once within What did you impart and what did you gain in return?
the organs, “the serpent” moves so quickly that sufferers
petrify where they stand, filling Haven with statues of victims In Haven, the wealthiest members are highborne, having
in their last moments of agony. inherited riches built in the walled city over generations.
The High Magus of Haven, Archmage Phylax, discovered a While the highborne of Haven were more insulated from the
rare red flower called the crimson lady’s veil that could cure Serpent’s Sickness, none were immune.
the Serpent’s Sickness. These buds grow prolifically across
Fanewick in the spring—but for every ten thousand of the Who have you lost to the Serpent’s Sickness? How did it
common white-petaled blossoms, only one red flower blooms. affect you?
Desperate to save their people from the plague, Haven How did your family make their wealth? Have you rejected
invaded Fanewick to amass the scarce red buds. Their forces or embraced their core set of ethics?
plunged into the deep wood and, under the guidance of
Archmage Phylax, plucked out the Reaping Eye from the most You grew up in a world of abundance but were kept from
powerful Faint Divinity that protected the land: The Great learning something about the world. What was this
Owl Nikta, the Shepherd of the Seasons. The Shepherd kept knowledge and when did you discover it?
Fanewick in balance by turning her eyes upon the land, first
for ripening, then ruination. Thus Nikta maintained the cycle
of seasons—of growth and decay, of death and rebirth. With RIDGEBORNE, UNDERBORNE,
her Reaping Eye removed, Nikta can only watch over Fanewick AND WILDBORNE
with the Sowing Eye, forcing the land into everlasting spring. Characters from these communities were likely raised in
In the year since, Haven has conquered the bogs, turning them Fanewick’s deadly environs, which have only become more
into fields to harvest red flowers. The endless growth that dangerous as the Witherwild grows. Each community has
once seemed like a gift quickly evolved into a scourge known unique customs, some freely shared and others kept secret,
as the Witherwild—Fanewick’s flora and fauna flourished, that allow them safe passage through dangerous terrain and
unchecked and uncontrolled. Animals swell to massive size; the Faint Divinities’ territories.
trees warp, twist, and begin to hunt people; and vines creep In exchange for protection from the Witherwild for themselves
along the forest floor, strangling all they touch. This explosive and their families, some Wicklings from these groups have
growth is unconquerable and unrelenting, with no force able been forced to take jobs as farmers in Haven’s flower fields.
to stop the burgeoning verdance for long. Though it is backbreaking work performed for a nation
Prior to the Serpent’s Sickness and the Shepherd’s endless destroying their land, the farmers are offered safety by the
growth, your party lived a peaceful life in Fanewick or a life of Haven fires that burn back the ever-creeping Witherwild.
toil and conquest in Haven. But when the danger demands a
response, even the unprepared—and unwilling—must make
a stand.

114 Daggerheart SRD


What Faint Divinities do you give tribute to, and how have You recently traveled by sea over a vast distance. What
you been rewarded in kind? went terribly wrong on that passage, and how has it
changed you?
You displeased a god of Fanewick. What did you do, and
what misfortune befell you or a loved one? Growing up on the sea taught you a skill few have. What did
you learn, and how did it save your life?
You fled the place of your birth. What circumstances drove
you to leave? You used to sail with a companion. Who were they, and
how do you remain connected?

ORDERBORNE
WANDERBORNE
Players might choose to build orderborne characters if they
want to play current or former members of the Haven Army Wanderborne communities can be found in both Fanewick and
that invaded Fanewick. Though the army brings violence into Haven, though safe travel has been severely restricted due to
this land, they also carry overwhelming grief for a homeland the military occupation and the expansion of the Witherwild.
succumbing to disease. Whether a wanderborne character comes from Fanewick,
Haven, or elsewhere, the player should determine their
What regrets do you carry with you from your conquest of character’s personal views on the invasion of Fanewick, and
foreign soil? how that aligns or departs from their community’s views.

What kindness did an enemy combatant bestow upon you


What do you do to keep your small community safe,
in an hour of need? How did this change your view of the
independent, and hidden from Haven’s forces?
people of Fanewick?
Because of your community’s transience, you have loved
You were charged with planting a rumor in a Fanewick
ones in both Fanewick and Haven. How has this affected
community. What is the rumor, and do you plan to carry
your relationship with the invasion?
out this mission?
Your community travels to protect something. What is it,
and why does it keep you from settling down?
SLYBORNE
As the Haven Army is the current martial power in Fanewick,
those who wish to play slyborne characters might come ANCESTRIES
from Fanewick rebel groups seeking to expel the invading All ancestries are available, but some have unique aspects
forces from their lands. Depending on the tactics their group within a Witherwild campaign. As needed, provide the following
employs, a character from a slyborne community might align information to your players.
with or go against their upbringing.
CLANKS
Who among the Haven Army do you wish to exact revenge
Clanks from Haven are commonly made from iron and steel,
upon and why?
while clanks from Fanewick are typically constructed from
You joined an insurgent group working to free this land wood and stone.
from Haven’s grasp. What has given you doubts about the
leadership’s methods? FUNGRIL
Someone you love is a member of the Haven Army. How Since the Witherwild spread throughout Fanewick, some
have you used your position in the rebellion to protect them? fungril inhabiting the forests have grown noticeably larger than
fungril from other regions.

SEABORNE DRAKONA, FAUNS, FIRBOLGS, AND INFERNIS


Both Fanewick and Haven have a coastal border. The majority After the Witherwild corrupted Fanewick, some drakona,
of Fanewick’s seaborne communities live in small seaside fauns, firbolgs, and infernis have noticed their horns growing
groups and focus on local travel to neighboring regions, while faster and longer.
Havenites tend to live in large ports that ship and receive
goods from distant lands. GALAPA AND RIBBETS
Many families of galapa and ribbets who lived in the bogs of
Fanewick were displaced when Haven’s army invaded.

Havenites and the Serpent’s Sickness


Anyone, but especially those from Haven, may carry the
Serpent’s Sickness, which stiffens their movements and gives
them limited time to survive without a cure.

Daggerheart SRD 115


CLASSES GM PRINCIPLES
All classes are available, but some have unique aspects within Keep the following guidance in mind while you GM this
a Witherwild campaign. As needed, provide the following campaign.
information to your players.
PAINT THE WORLD IN CONTRAST
Druids, Rangers, and Sorcerers
Subvert expectations by giving space for the nightmarish to
Druids, rangers, and sorcerers are commonly found charm and the beautiful to terrify. Give the PCs visions of the
throughout Fanewick. If players choose one of these classes, natural beauty of Fanewick that has run roughshod across
they should consider how their character’s connection to the the region, breaking the bounds of the bogs and forests and
natural world might be impacted by the Witherwild. devastating homes and communities. Show the grim and
ordered life behind Haven’s walls, but also show the culture,
WARRIORS AND WIZARDS art, and progress that has come out of centuries of safety.
Warriors and wizards are prevalent in Haven. A large wizarding Contrast the capricious nature of the Faint Divinities with
school in Haven teaches fighters and healers, and the Haven the devotion of the Wicklings and Havenites fighting to save
Army is largely composed of warriors and School of War their home. In a place of long nights and days, dual seasons,
wizards. If a PC is either of these classes, consider their and two nations in conflict, look for ways to highlight bold
personal relationship to the Haven Army. dualities.

VENGEANCE GUARDIAN SHOW THEM TRUE DANGER


Many Wicklings who seek revenge on Haven or to expel them Though it may be tragic, bodily harm is not the worst tragedy
from Fanewick become Vengeance guardians. If players that can befall the characters. To illustrate what’s truly at
choose this subclass, they should consider what ideals or stake, use the PCs’ origins in Fanewick or Haven to show them
institutions their character protects. what they stand to lose, be it their homes, family, friends,
communities, or even their core truths and beliefs. The events
SYNDICATE ROGUE of this campaign may change, threaten, or destroy these
aspects of their past—when your players create and are
The Haven Army sends spies into Fanewick communities to invested in their character’s backstory, they have something
gain information on planned attacks and manipulate public to fight for.
perception. When selecting the Syndicate rogue subclass,
players should consider how their character might be OFFER ALTERNATIVES TO VIOLENCE
connected to or impacted by these covert operatives.
By illuminating nonviolent approaches to problem-solving, the
PCs can help break the brutal cycle that binds this world. For
PLAYER PRINCIPLES example, showing compassion—rather than swordpoint—
If your group decides to play this campaign, give your players the to a corrupted beast can free them from the Witherwild.
following information before character creation. Similarly, the conflict between Haven and Fanewick shouldn’t
only be solved with blood and blade. What threatens both
MAKE THE INVASION PERSONAL could also unify them. Give the PCs opportunities to mend old
wounds, right past wrongs, and heal the rift between Haven
Consider how Haven’s invasion of Fanewick deeply impacts and Fanewick from within.
your character. Let these details inform what they want and
what they’re willing to do to get it. Everyone has lost a loved CREATE MULTIDIMENSIONAL ALLIES AND
one to the Witherwild or the Serpent’s Sickness, and more ADVERSARIES
are dying by the day. Consider how the growing conflict
caused your character to act in ways they aren’t proud of, No adversary or ally is all good or all bad, and they each have
or transformed personal truths they once believed were multidimensional lives. Even the most congenial ally should
unshakable. be hiding darkness inside them, hoping their failings will go
undiscovered. Those painted as evil should sometimes do the
TREAT DEATH WITH IMPORTANCE right thing, even if it’s for the wrong reason. Just because a
PC or NPC is from Haven doesn’t make them a villain, and,
Taking a life should not be done without consideration, conversely, not all the inhabitants of Fanewick are virtuous.
desperation, and consequences. As your character journeys, Finding the nuance, complications, and deeper motivations
they should remember those they’ve lost and those they’ve of the people of Haven and Fanewick will lead to richer
slain, allowing each death to affect their choices in the future. interactions, more complex moral choices, and a deeper sense
of attachment to the world for the players.
EMBRACE VULNERABILITY
Find your character’s humanity and showcase it whenever you
can. They should be as vulnerable during quiet moments as
they are vicious during violent ones, opening up to their allies
even if they close themself off to everyone else.

116 Daggerheart SRD


DISTINCTIONS THE WITHERWILD
Use this information to prepare your campaign. You can also This corruption, empowered by the endless spring, is
share it with your players as needed. spreading throughout Fanewick. Some believe the overgrowth
began in the forest, while others claim it sprang from the
THE WEEKS OF DAY AND NIGHT bogs. But no matter its origins, this flourishing malignancy
induces horrific changes and massive growth on anything
The day and night cycle occurs weekly, meaning the sun rises it touches, transforming them into Withered beings. Plants
for an entire week before setting into a nighttime of the same spring to life with a desire to consume all around them.
length. This has an impact on everything from agriculture to Animals grow to immense proportions, with onerous
trade, as many merchants refuse to travel through the night. dispositions to match their exaggerated teeth, tusks, and
But this cycle doesn’t just affect Wicklings, it’s dictated how claws. Even harmless creatures that were once hunted for
Fanewick’s wondrous ecology has evolved. Days and nights food have become dangerous and formidable adversaries.
are accompanied by entirely different natural soundscapes When a person is corrupted by the Witherwild, either from
as Fanewick’s nocturnal denizens sleep through the long days a purposeful attack or accidental harm (see the upcoming
and stalk the woods in times of darkness while their diurnal “Corruption from the Witherwild” section), they are
counterparts sleep. The plants similarly live on this strange transformed. They become a nightmarish hybrid—their body
day-night loop, and many live out their entire life cycles in a warped and intertwined with plant or beast. The Witherwild
week. Sun rose vines make a thorny ascent to the top of the slowly replaces the personality of its victims with the same
tree canopy over the course of the week, only to wilt under the drive to consume exhibited by the rest of the corrupted
light of the moon. Conversely, night bloom, a bioluminescent Fanewick. Though the Withered may retain a semblance of
flower that emits the smell of burnt sugar and decay, who they are for a time, they eventually face the final loss of
only blossoms when evening falls, illuminating patches of their personhood. Some Wicklings believe the Withered are
forest—a godsend to anyone forced to travel in the dark. gifted this power by Nikta’s wrath to drive the forces of Haven
from Fanewick and return the Shepherd’s Reaping Eye.
THE SERPENT’S SICKNESS
The plague sweeping across Haven spares no one. Since THE GODS OF FANEWICK
the initial outbreak, Haven officials have worked tirelessly to Gods in this land aren’t ethereal concepts that exist in another
quarantine those in the early stages of the disease, but this realm; instead, they wander the land as incarnate beings,
effort has done little to stop its spread. Due to the rarity of residing in both the natural world as well as within homes and
crimson lady’s veil, many citizens began to carry or consume small villages. As such, they’re generally present in Wicklings’
all manner of flowers and snake sheddings in an attempt to lives. Many communities, and some larger families, even have
protect or cure themselves. their own small god or tutelary spirit who watches over them.
In the initial stages, victims are afflicted with a hacking cough Belief and worship take on a different meaning in Fanewick—
laden with dust that resembles powdered bone. Then a scaled there is a constant push and pull between the goals of people
rash erupts across their skin, cracking their flesh in a unique and their deific neighbors. The gods must curry worship from
and painful pattern that resembles a snake’s skin. Not long mortals, often by performing small miracles, acts of service,
after, the victims’ bodies harden until their organs solidify and or by testing their resolve with tricks and curses. Mortals
cease to function. The final stages of the Serpent’s Sickness is rely on the small blessings from the gods to keep them safe
so quick that many transform into statues where they stand, when traveling and working in Fanewick. The most powerful
leaving all of Haven a cenotaph to a once-great power. and widely acknowledged Faint Divinity is the Shepherd of
Seasons, Nikta, as the loss of her eye had the most recent and
LADY’S VEIL visible impact on everyone in Fanewick.
These small flowers grow in patches of sun throughout Fanewick’s various divinities each have their own opinion
Fanewick. For every ten thousand blossoms of white-petaled concerning the Witherwild corruption. While some enjoy
flowers, one blooms a unique and vibrant red. These flowers nature’s newfound dominance, many of the lesser deities are
have long been used in herbal teas across the region, with the wary of how out of balance Fanewick has become. While their
crimson flowers holding a place in specific ceremonies. Even behavior and motives may be inscrutable, these deities are
so, they were only foraged until the Havenites discovered more accessible than gods who watch from on high.
crimson lady’s veil—the only known cure for Serpent’s
Sickness. Fulg, Stacker of Stones: A small god who favors tribute in
the form of smooth, stacked river rocks. Under his power,
Thus, the Haven Army invaded Fanewick and began cultivating bivalves and limpets grow abundantly on rocks where they
the flowers on massive farms that have overtaken the region’s can be easily harvested. He is largely uninformed about the
bogs. Though the theft of the Reaping Eye has created an problems Fanewick faces, and he prefers it that way.
indefinite growing season, the red flowers remain just as rare,
and Fanewick is permeated by a sickly sweet smell as the Hyacynis, They Who Spread Small Blossoms: A friend of
Haven Army races to mass-produce a cure for the Serpent’s bees and tiny flowers who has embraced the Witherwild
Sickness. after seeing their influence and domain swell (literally)
to immense proportions. They’re enjoying this rampant
growth and do not see a reason to end it.

Daggerheart SRD 117


Ikla, the Sky Painter: Ikla’s artistic prowess and talent are Phylax’s (they/them) decision to steal the Reaping Eye, and
unmatched, painting the skies of each weekly sunrise and the consequences they’ve all paid for that decision have been
sunset over Fanewick in a myriad of scintillating colors. grimly vindicating.
They could not be lazier the rest of the week, and their
Recently, Kreil uncovered the Fanewraith’s plot and is horrified
demeanor is exceedingly unpleasant, offended that anyone
by the possibility of her success. Knowing he can’t send a
would ask a favor of them during their time off.
troop of Haven soldiers deep into the woods to hunt down and
Oove, the Watcher of the Night Bloom: He is one of the stop the Fanewraith from stealing the Sowing Eye, Kreil uses
few local gods who has never been seen, but he is often his vast network of informants and spies to find a group of
heard in the wilds at night, whispering directions to lost adventurers who can bring the Fanewraith to swift justice.
travelers, pointing them to the nearest source of night
The party is sent an invitation from Haven to meet with
bloom. Locals claim he leads those who displease him
Kreil. But is his information correct? Does he have his own
or harm nocturnal creatures into dangerous terrain. It’s
motivation or secret ambition? Whether they come from
rumored that he watches over Fanewick nights from his
Fanewick or Haven, the party must extend some trust to a
home on the moon.
person who is equally as dangerous and mercurial as the
Qui’Gar, Whispered Sweetness for a Thorny End: A quiet “enemy” they pursue. And what will they do when they find the
god who presides over the deaths of those who pass in Fanewraith? Bring her to justice? Side with her? Attempt to
thorny bushes and briar patches. Traditionally, she doesn’t recover the Reaping Eye?
receive many visitors, but the Witherwild’s corruptive
Kreil advises the party to start their hunt for the Fanewraith
growth has made her job harder and upended her quiet
in the treetop village of Alula, where he suspects she runs her
existence.
operation.
Rohkin, the Wandering Horn: Rohkin watches over the
many herds of horned creatures that reside in Fanewick.
In happier times, he preserved the balance of nature
CAMPAIGN MECHANICS
and civilization, preventing overhunting. But since the The following mechanics are unique to this campaign.
corruption of the Witherwild has taken hold, he’s seen his
herds change into unrecognizable, dangerous beasts. CORRUPTION FROM THE WITHERWILD
These are but a small slice of the hundreds, if not thousands, Adversaries and environments in this campaign can gain
of Faint Divinities lurking, relaxing, hunting, and playing an additional type called Withered. When an adversary is
throughout Fanewick. Withered, describe how the Witherwild changed or impacted
how they would normally appear or operate. You also need
What Faint Divinities do the PCs acknowledge and pay about 20 Wither tokens (these can be the same as the tokens
tribute to, if any? you use for Fear).

How has the Witherwild changed the outlook, personality, Any time a PC takes Severe damage from a Withered
and dispositions of the Faint Divinities the characters adversary or environment, gain a Wither token and place it
encounter? on that PC’s character sheet. When you do, the PC must roll
their Fear Die. If they roll equal to or below the number of
Which gods ally themselves with Haven to preserve the Wither tokens on their sheet, they immediately gain a scar and
endless spring? Which align with Fanewick? clear all tokens, describing how the Witherwild changes them
permanently.
At the end of each session, clear all Wither tokens from the
THE INCITING INCIDENT PCs’ sheets and gain an equal amount of Fear. If a character
You can use the prompt below to start your campaign, or create ever dies with Wither tokens on their sheet, their body is
your own. permanently taken over by the Witherwild.

The Reaping Eye is stowed in a secure vault beneath the


central tower of Haven’s wizarding school, seemingly SESSION ZERO QUESTIONS
impossible to recover. A secretive and dangerous rebel group, Ask any of these questions to your players, or make your own.
led by a mysterious figure known only as the Fanewraith (she/
her), has hatched a plan to end the curse of the Witherwild: What dangerous animal comes out during the week of night
find the Great Owl, Nikta, and pluck out the Sowing Eye. that isn’t out during the week of day?
While this may solve the immediate problem, the long-term
consequences are not being considered, just as they weren’t What unique trait (such as appearance, smell, or taste)
when Haven invaded. does anything tainted by the Witherwild have?

Haven’s beleaguered spymaster, Kreil Dirn (he/him), is not What superstitions does your character or their community
a popular person in Haven. He is responsible for rooting out have about traversing Fanewick during the long nights?
insurgents, stopping schemes before they have a chance to Your character has witnessed something beautiful that
start, and keeping a close watch on Haven’s internal activities. came from the Witherwild. What is it and how has it
Kreil has never agreed—at least not openly—with Archmage transformed their view of the corruption?

118 Daggerheart SRD

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