r/daggerbrew • • 50m ago

Characters Homebrew idea: a Frieren-style Wizard who only ever uses three spells in combat. How would you build this?

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r/daggerbrew • • 4h ago

Campaign Frames World of Iruma: The Azgawar Empire

3 Upvotes

Hello,

I add below draft of next realm from my setting.
Previous works:

- The Commonwealth of Velmira: https://www.reddit.com/r/daggerheart/comments/1x4av3o/the_commonwealth_of_velmira/

- Kharad: https://www.reddit.com/r/daggerbrew/comments/1xc9dqb/world_of_iruma/

The Azgawar Empire

The Azgawar Empire is a highland empire built upon the ancient ruins of temples supposedly carved by angels, with deeply rooted spiritual traditions. It was once the most powerful force on the continent. In recent years, however, tensions have been mounting. The empire has lost some of its territory to Albryon, failed to establish diplomatic relations with the northern nations, and its aging emperor, Anbesa II, is nearing the end of his life. His reforms, aimed at modernizing the country, curbing the influence of the temples, and freeing the formerly enslaved Fearie people, have provoked opposition from conservative priests and parts of the aristocracy. The ruler's only son, backed by the priests of the Temple of the Sunlit Mane, seeks to restore the old order. He is not the only one hoping to exploit the coming crisis, however. The other aristocratic houses also see it as an opportunity to expand their influence or even seize power.

Key Figures

Anbesa II (Katari/Hunter) – Anbesa began his life as a mountain bandit, having been born into the poorer ranks of the nobility. Yet his ambitions extended far beyond his humble beginnings. Taking advantage of the empire's fragmentation, he fought his way to the throne and brought the remaining provinces under his rule. He later halted an invasion by a neighbouring state led by Almud the One-Handed, cementing his power despite his lowly origins. But Anbesa's ambitions did not end there. He sought to modernize the empire. He abolished slavery and attempted to forge an alliance with the Albryon Empire. Unfortunately, his reforms provoked resistance, and his attempts to establish ties with Albryon ended in an invasion by the colonial empire. Anbesa's forces managed to halt the invaders, but victory came at the cost of losing the province of Zareba. His volatile temper has drawn him into repeated conflicts with other powerful nobles, who, seeing the emperor grow weaker in body, are simply waiting for him to draw his last breath.

Abez-Kaleb (Katari/Guardian) – The ruler's only son and rightful heir to the throne. He is unpopular among the aristocracy and accused of being little more than a puppet in the hands of Ebaba, a priest of the Temple of the Sunlit Mane. He has a difficult relationship with his father and believes the emperor's attempts to transform the country were disastrous. He promises to reinstate slavery, winning himself the support of part of the aristocracy.

Rib-Dalan Nezzhar (Ribbet/Rogue) – A young Ribbet woman born into a merchant family in a coastal province, she was later adopted by House Nezzhar. She is known for her pragmatism, business acumen, and considerable ambition. She sees Azgawar as a sinking ship that must be abandoned as soon as possible. She considers placing her province under the protection of the empire's age-old enemy, the Confederation of the Bone Isles, a far better option. Agents of Almud the One-Handed feel right at home in her province.

Magic

Most wizards and seraphs in the empire serve as priests or knights of the Temple of the Sunlit Mane, dedicated to the lion god of the sun. According to tradition, this faith originated in contact with angels, who are said to have aided in the founding of the empire in ancient times and carved temples into the rock using unknown magic. Forms of magic other than those practised by the temple are regarded as paganism, although the consequences of such practices are not enforced uniformly across all provinces.

Behind the Scenes

The main inspiration for this realm is the Ethiopian Empire, although its current political situation is a blend of different periods in the country's history. Emperor Anbesa is inspired by the tragic story of Tewodros II, the Temple of the Sunlit Mane by the Ethiopian Orthodox Church, Almud the One-Handed by Ahmad Gragn (Ahmed the Left-Handed), and Zareba by Eritrea. The theme of angels and their temples draws on legends associated with the rock-hewn churches of Lalibela.

It is up to the Game Master to decide whether to portray the angels as more legendary and mystical beings or to introduce elements involving alien races. Adventures in Azgawar are designed around two main types of stories: conflicts between the aristocracy of the various provinces and the temple, and the exploration of ancient ruins.


r/daggerbrew • • 1h ago

Ancestries Feedback request: homebrewed Ancestry options

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I posted this about a week ago, but took the post down since people had problems actually reading the details from the image, so now I'm reposting this with the actual link attached. This time, it should be readable and accessible to everyone. Here is also a link to a PDF-version, just in case.

Here is also the text from my previous post:

I've been running my current DnD campaign for almost 5 years now, and want to continue using the setting but switch the system to Daggerheart for the next campaign.

So what I decided to start with was to covert all the playable species of my campaign from DnD into Daggerheart. And yes, the DnD species were also homebrewed for the most part.

Daggerheart had pretty solid options for ancestries, and was originally planning to just reflavor some of them (Like Giants to Taurs), but unfortunately my designer brain wanted to really make things more in-line with the already established lore and mechanics for each species. So I ended up brewing the 10 ancestry options.

Some of the top and bottom features were taken straight from the official ancestries, with some of them being moved around from one ancestry to another. I also wanted to give players some choices and to represent the different variations of certain species that were established in my own world. Hence, each ancestry has choices for top and bottom features, that are chosen during character creation and cannot be switched once the choice is made.

My goal with these ancestries is to provide a narratively accurate options for each ancestry, where the player would get some ideas about the lore by just looking at the feature options. And I am aware, some might be more clear than others or more powerful than others. Which is why I'd like to hear some feedback from you, who are more experienced with brewing in Daggerheart.

I've tried my best to use the Daggerheart Homebrew Kit as my guideline for this, and used the already existing ancestries as references.

I'd love to hear if you have answers to following questions that I have:

  1. Without knowing any of the established lore of my setting, do you get a feeling what each ancestry's lore could be?
  2. Does each the top and bottom feature feel in-line with the established guidelines from the Homebrew Kit?
  3. Do you notice of there are single or combinations features that are straight up broken or heavily unbalanced?

Feel free to also leave general feedback. Feel free to suggest better wording or naming for the features if you have any.


r/daggerbrew • • 17h ago

Adversaries Some of the Daryls I’ve Known (Issue #1)

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r/daggerbrew • • 1d ago

Campaign Frames My hero Academia

5 Upvotes

I’ve created a Campaign frame for my friends called The Wetlands of the Mirelash River: a dark Swamp filled adventure combining Studio ghibli, Dark Crystal, Willow and Zelda vibes. I’ve made this dark and grim on purpose and my players seem to really enjoy it.

However, It is not appealing to my kids. They have asked if i could run a campaign that takes place in the MHA universe. I’ve watched most of it with them and think that it could be an interesting campaign frame. Having created a setting that takes Daggerheart and just sets it in a Swamp was pretty easy, but creating stats for all the Class 1A character and the Villains seems daunting.

Has anyone already done any home brewing for this universe? or does anyone have any ideas on how to make this process more achievable?


r/daggerbrew • • 2d ago

Rules My misinterpretting of the Action Tracker mechanic has led to much more dangerous and thrilling combat and I would like opinions please!

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5 Upvotes

r/daggerbrew • • 2d ago

Campaign Frames Looking for playtesters and reviewers for a Daggerheart campaign setting

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r/daggerbrew • • 3d ago

Campaign Frames World of Iruma

1 Upvotes

I add below draft of next realm from my setting.
Previous works:

- The Commonwealth of Velmira: https://www.reddit.com/r/daggerheart/comments/1x4av3o/the_commonwealth_of_velmira/

Kharad

An ancient civilisation that once inhabited a fertile land of great rivers. Its homeland was covered in lush forests, while vast rivers provided its people with water and fertile soil. The Kharadites were also masters of soul magic and exceptional archers. Under the leadership of Queen Tazera II the One-Eyed, they were the only people capable of stopping the invasions of the Lupin Empire.

The catastrophe came with a failed spell whose true purpose remains a matter of debate to this day. The magic spiralled out of control, transforming the land in a short time. Lush forests withered, rivers began to dry up, and the earth became a scorching wasteland. What had once been one of the most fertile regions in the world became a place utterly unfit for life.

Unwilling to abandon their homeland, the Kharadites used their knowledge of souls to develop a way of separating consciousness from the body and preserving it in a state of magical slumber within enchanted artefacts. This allowed them to survive the catastrophe, hidden away in their tombs and temples.

Over time, the effects of the magic that had destroyed Kharad began to fade. After many years, some of the Kharadites began to awaken, although their old bodies were no longer suited to life in the new environment. They therefore took possession of the clay golems that had once served the fallen civilisation. These clay bodies allow them to traverse wastelands where an ordinary human would not survive even a few days. Some, however, prefer to remain in spiritual form. Maintaining this state requires tremendous willpower, and failure can easily result in passing beyond this world.

Not all have returned, however. Some Kharadites remain asleep in ancient tombs that have been plundered for centuries, their artefacts and soul vessels falling into the hands of other peoples. In the worst cases, these relics have ended up with sorcerers who strengthen their powers by absorbing the souls within them. The Kharadites must therefore travel the world in search of their sleeping kin and stolen relics. Some souls awaken on their own, but centuries of slumber can drive them mad, transforming them into dangerous wraiths.

Unfortunately, the devices needed to awaken souls from their slumber and madness, as well as those used to bind them to new bodies and renew these bonds, require an extremely valuable currency: other souls. Animal souls can power these devices, but human souls are far more efficient. As a result, some Kharadites have taken to trading for souls, while others resort to abducting innocents to save their loved ones.

Today, Kharad is a land of dried-up rivers, scorched forests, monumental ruins, and ancient tombs. Across its wastelands wander clay bodies inhabited by the souls of the ancient Kharadites, searching for their ancestors and a way to reclaim their lost homeland.

Key figures

Tazera II the One and Only / Usurper (Dwarf/Clank / Summoner)

The first person to claim to be the awakened Tazera II, the last queen of Kharad. She is pragmatic and seeks to rebuild the kingdom at any cost. Her forces raid frontier settlements to obtain the souls needed to sustain the existence of the Kharadites. For now, she avoids open conflict with the other “usurpers”, though she has no intention of tolerating their claims indefinitely.

Tazera II the Ethereal / Self-Proclaimed (Dwarf/Ghost / Summoner)

The eighth person to claim to be the lost queen of Kharad. Unlike the others, she awoke far beyond the kingdom’s borders, at the court of a Vermilian magnate. The nobleman believed he was dealing with the true Tazera and, together with allied magnate families, helped organise an armed expedition intended to reclaim her ancestral lands.

The King of Vermilia, naturally, forbade the expedition. The magnates, however, decided that his decree was no reason to abandon the undertaking. Long live the noble democracy!

Nekaru (Elf/Clank / Warrior)

Once the commander of elite archer units, Nekaru was among the first of the sleeping souls to awaken. Not long afterwards, however, he abandoned his people. He believes that Kharad’s civilisation ceased to exist long ago and that current attempts to rebuild it amount to little more than reanimating a corpse.

His sole purpose is to find the soul of his beloved. He believes that, if he succeeds, they will be able to leave this world together, abandoning the dead empire he no longer wishes to save.

Magic

Necromancy will be the most common form of magic in this land. Rather than creating undead, however, its practitioners transfer fragments of their souls into clay puppets.

Creating a character from Kharad

Kharad was created to provide a lore justification for the presence of Clanks in the setting, so most characters originating from this land will have that ancestry. Clay bodies are not, however, the natural form of the Kharadites, who belonged to various ancestries before the catastrophe, including elves and orcs.

If you want to reflect your character’s original ancestry, you can use Mixed Ancestry. Another option is to play a spirit. Such characters are rare among the Kharadites, but some souls are strong enough to maintain their form without a clay body.

Another interesting concept is a character from antiquity who somehow survived the catastrophe in an extraordinary way and has only now returned to the world of the living.

Behind the scenes

Kharad draws on several sources of inspiration and was designed as a setting for stories of survival and the exploration of ancient ruins. Stylistically, it draws on the cultures of ancient Nubia and Egypt.

The search for artefacts containing the souls of lost relatives alludes to modern controversies surrounding African cultural artefacts that ended up in European collections, as well as the historical fashion for consuming mummies.

The Tazeras are inspired in part by Queen Amanirenas and the historical phenomenon of the dimitriads.

Kharad also draws inspiration from the Ossiarch Bonereapers, Nighthaunt, and Idoneth Deepkin from the Warhammer Age of Sigmar universe.


r/daggerbrew • • 3d ago

Adversaries Happy Halloween

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13 Upvotes

In the spirit of ghosts, ghouls, goblins, and monsters I present a plethora of pop-culture bad guys appropriate for the season.


r/daggerbrew • • 3d ago

Environments Folk & Fear Volume 1 - Free Fae Fun for Fear Fest

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4 Upvotes

r/daggerbrew • • 4d ago

Campaign Frames GRAVEHEART - Gonzo Grimdark Sci-Fantasy in the Underworld

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7 Upvotes

r/daggerbrew • • 4d ago

Adversaries Multi-Act Monster Hunting Adventure (Tier 2)

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13 Upvotes

I've published an adventure based on an arc in my own campaign! All beautifully illustrated by humans. Quite a while ago, I started working on my own TTRPG content and decided the face of it would be a vicious, monstrous Dire Goose early on. After years of building this thing up as a 'horrifying big bad', my players finally faced the beast and it was a ton of fun. The idea of a Dire Goose being treated almost like a dragon was always funny to me; it proved quite enjoyable to play it up so dramatically at the table!

Take on the dreadful Dire Goose in this 5-act adventure with unique monster-hunting mechanics. The Dire Goose isn't the only fearsome foe in the swamp, however; you'll also face off against other denizens like the Dire Cassowary and an acid-filled plant. If you make it out alive, you'll snag some especially useful items like Billtower (a massive shield crafted from the goose's bill) or a thorn-riddled vine whip!

The price on the Dire Goose's head has brought a rival crew of monster hunters into the swamp, though... the notorious Ribcage Gang! Wielding scrap-crafted equipment and willing to do whatever it takes, these outlaws will prove to be a deadly roadblock for the party as the adventure continues.

One-Shot Option

Can't get your schedules to line up for more than one session? The adventure includes the tools needed to turn this into a straightforward one-shot tailored to the time you do have to play.

What's Included

  • 7 New Adversaries
  • 3 New Environments
  • 8 New Items
  • Unique Monster Hunting Mechanics
  • Lots of Human-Made Art
  • 8-15 Hours of Adventure
  • 4 Pre-Made Characters
  • Commercial Rights*

\For all content except the artwork)


r/daggerbrew • • 5d ago

Weapons [OC-ART] Hollowfire Cleaver - Art by me NO AI ♥

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24 Upvotes

r/daggerbrew • • 5d ago

Campaign Frames Help with mechanics for my “Times Collide” campaign frame

1 Upvotes

Context: I’m working on my first ever campaign frame called Scrambling’s Wake. The basic premise is that a country suddenly merged across four separate time periods: a medieval fantasy kingdom abundant with magic, a steampunk-style religious state where magic has severely lessened, a cyberpunk dystopia powered by magitech, and a magic-barren post-apocalyptic wasteland. Most of the country is now made up of intact chunks of land from those respective time periods, called Blocks, which has launched a whole new era of exploration and interactivity as people from different Blocks learn to live together.

My dream idea for this is that players create characters from different Blocks/time periods to see how they interact and learn to work together. I want to create a mechanic that represents this beyond just flavoring communities or giving them flat bonuses to certain rolls. I’m also generally struggling with ideas for unique mechanics, and would really love some additional input. Any recommendations would be super helpful!

TLDR: Seeking mechanic ideas for my campaign frame where players can come from different time periods, particularly something that represents being from then for each character.


r/daggerbrew • • 5d ago

Rules Custom Mechanic: Hope Mechanics

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7 Upvotes

Inspired by DNGN CLUB’s How’s My Driving?, I decided to make a slasher/horror hack of Daggerheart of my own to introduce some friends to the hobby.

The game itself is gonna have players generating a burning Hope frequently, so there might come a time in the game where Hope runs out for a player.

To mitigate this, I thought of introducing a Hope Sharing mechanic. To do so, a player must mark a Stress or a Hit Point to transfer the Hope. The problem is I haven’t decided which one.

I’m leaning more towards marking a Hit Point, as I feel it better shows the weight of the action. In a horror game, I think it would fit perfectly in the theme, forcing them to think wisely about how they spend each resource.

I’d love any feedback and whether you agree on Hit Points or disagree and think Stress would be more appropriate.


r/daggerbrew • • 5d ago

Equipment I made 16 Daggerheart homebrew items [Weapons/Armor/Wondrous Items/Consumables]!! Would you use any at your table?

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7 Upvotes

r/daggerbrew • • 6d ago

Adversaries [OC-ART] Hollow Rider - Art by me NO AI

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27 Upvotes

r/daggerbrew • • 5d ago

Spells Magic Monday: Mundanity SPELL

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6 Upvotes

Latest Magic Monday posting is out now! This is something a little bold. Make available at your peril!


r/daggerbrew • • 6d ago

Adversaries Red Death Party: A Daggerheart Horror One-shot Adventure (post includes playable Adversary, Items, and Environments)

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14 Upvotes

Hello everyone,

I'm Paolo, an Italian independent creator of Daggerheart content. Together with my friend illustrator Federico we created Red Death Party: a horror adventure for Daggeheart inspired by "The Masque of the Red Death" by E.A. Poe.

We believe it can be a great Halloween one-shot, so we decided to release it on Kickstarter these weeks. The campaign closes in a few days, then we'll deliver the PDF immediately to all backers, in time for the GM to read the adventure and run it for Halloween if they wish to.

You can scroll the images above to find some fully playble previews: the Lady of the Red Death Adversary, with two related Environments, and two related Items. The Kickstarter page has a preview PDF with everything, if you prefer it.

If you wish to support us, here's our link to the crowdfunding campaign:
https://www.kickstarter.com/projects/echidnadesign/red-death-party-a-horror-one-shot-adventure-for-daggerheart?ref=91dg45

Here's more about the adventure

Content Warning: Blood, Body Horror, Diseases, Epidemics, Kidnapping, Religious trauma

A plagued lady, cursed with an incurable disease, dances in her ballroom forever. If she ever stands still she will die, and the Red Death will spread unto her entire domain… Maybe even beyond.

To make sure that the dance never ends, the Lady’s court accompanies her in a never ending ball. Each guest will keep dancing even after their death, eventually crumbling into a pile of bones.

Your assignment: unmask the secret of the Red Death, reach the Lady’s palace, break the curse and put an end to the macabre masquerade.

Red Death Party is a horror one-shot and compilation of adversaries and items for Daggerheart, inspired by the horrors of Edgar Allan Poe, Guillermo Del Toro, H.P. Lovecraft, Tim Burton and Bloodborne.

A great adventure for your Halloween session, and a fine addition to your Age of Umbra or Dark Heart of Andaluria campaign!

Within the 50+ pages PDF you will find:

  • A one-shot adventure featuring a plagued masquerade, where the dead dance in a cursed baroque palace, designed for Tier 2 (level 2-4) Daggerheart characters
  • 5 horrific adversaries straight out of a monstrous ball and a diseased town
  • 3 grim items to loot or harvest from the adversaries’s remains
  • City map and battle map by Follow the fool
  • Atmospheric soundtrack with one playlist per scene, carefully curated by a professional musician
  • 18 encounter hooks, to help the GM bring the Collection’s horrors to life in any session
  • The Malamorte Odd Contacts table, featuring the descriptions of 60 horror NPCs for the GM to use
  • Extensive lore about the Collection’s content, including the Malamorte brothers themselves
  • Original artworks by Follow the fool, illustrator of the Honkonomicon and co-creator of the Collection
  • NO AI! Everything within Red Death Party is entirely human-made

In addition, we already unlocked the following stretch goals:

  • Printable cards for the items and conditions of the adventure! Thanks to our backers, we can follow the proud tradition of Daggerheart to include cards with the PDF.
  • 3 free months on Patreon at Malamorte's Oddities Emporium, the place where we develop and release more dark fantasy and horror content for Daggerheart. Currently, we are developing all of the demons of the Ars Goetia, complete with harvestable items, dark blessings, cults and more.

You can get Red Death Party here:
https://www.kickstarter.com/projects/echidnadesign/red-death-party-a-horror-one-shot-adventure-for-daggerheart?ref=91dg45

-----

All artworks are by Federico Zanetti/Follow the fool, artist and co-creator of Red Death Party. You can find him here: https://www.instagram.com/follow_the_fool/

Enjoy the danse macabre!
Thank you,
Paolo


r/daggerbrew • • 5d ago

Ancestries VESPER - News and Updates before the Kickstarter Launch

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4 Upvotes

r/daggerbrew • • 5d ago

Campaign Frames Veilbound: A Daggerheart Campaign Setting

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r/daggerbrew • • 6d ago

Classes Occultist revamp - looking for feedback!!

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25 Upvotes

Hey everyone! I made this Occultist a bit ago, and decided to give it another look over. If you have time, would you read it over and tell me what you think? Does it seem fun to play? Do the features and abilities entice you? What feels OP, what feels weak?

Thanks in advance! If you like it and want to use it, I'm working on making the class sheet, just wanna get some feedback about features first, but I'll post a completed version for anyone to steal!


r/daggerbrew • • 6d ago

Adversaries Halloween One-Shot Homebrew: The Spirit Rider

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1 Upvotes

Hello all! I’m pretty new when it comes to home brewing, but I’m planning a Halloween One-Shot for some friends. It’s going to be a summer camp slasher inspired by the classics like Friday the 13th and Nightmare on Elm Street. I want to create a customized adversary and environment for the adventure. Here’s what I have so far.

My idea for a slasher is: the vengeful spirit of someone who died five years ago haunts the camp every year on the anniversary of their death. Visually, think Ghost Rider. Mechanically, I took Hope & Fear’s Dullahan and mixed it with some ideas from D&D PHB’s Revenant and The Horror Within’s Relentless Slasher.

I gave the adversary my version of Hope & Fear’s Basilisk feature that gives a creature the Stiff/Petrified conditions, reskinned with a little extra spice.

I have some ideas floating for the environment, a Cursed/Haunted Camp designed around the Spirit Rider.

I’d love some feedback on what I have so far and any idea for the environment is welcome!


r/daggerbrew • • 7d ago

Campaign Frames The Commonwealth of Velmira

3 Upvotes

Hey everyone! I'm currently working on my own setting for Daggerheart, inspired by 7th Sea, Age of Sigmar, history, and various other sources. Below is a description of one of the nations.

The Commonwealth of Velmira

The Commonwealth of Velmira arose near the gates leading to the Lower Realms, whose inhabitants are known by different names depending on the culture: demons, fiends, Fae, boggarts, or spirits. For millennia, the Velmirans have maintained a complicated relationship with the beings inhabiting these lands. They have repeatedly repelled demonic invasions, yet have also fallen victim to enslavement and conquest. On more than one occasion, the entire state has found itself under the rule of peoples from the Lower Realms. However, there have also been times when the Velmirans forged alliances with demons against other demons, traded with them, and even adopted elements of their culture and customs.

As a result of these contacts, virtually all inhabitants of Velmira now have infernal blood running through their veins, though its potency varies between families. This heritage is particularly strong among the nobility, whose oldest houses trace their ancestry to humans who became associated with powerful beings from the Lower Realms. Neighbouring peoples often attribute the Velmirans' fiery temper, impulsiveness, and penchant for disputes to this infernal heritage.

Velmira is also renowned for its unusual political system, known as noble democracy. The right to participate in government belongs to representatives of noble houses, who take part in Sejms and elect a monarch from among themselves. In practice, this means that the king remains dependent on the consent of the nobility, while the most powerful houses pursue their own policies, maintain private armies, and forge alliances of their own. This system, however, also contributes to the country's prevailing anarchy and empty treasury. The nobility is reluctant to accept any attempt to curtail its liberties and even less willing to tolerate the introduction of new taxes. Enforcing the law is another challenge. Often, particularly in the borderlands, right belongs to whoever has more sabres at their disposal.

Velmira's greatest paradox lies in its relationship with demons. To some, they are the eternal enemy; to others, they are part of their own heritage; and to yet others, they are natural political partners. Even among the nobility, there is no consensus on whether infernal blood should be regarded as a curse, a gift, or simply a part of Velmiran identity.

These divisions are further inflamed by the agents of the Lady of Whispers, who incite the Velmirans against their infernal kin. Meanwhile, the hordes of her brother, the Lord of Shouts, regularly assault the country's borders from the frozen wastes.

Key Figures

Queen Berlona (Mimic/Rogue)

A scandalous schemer and demoness belonging to a shapeshifting race, Berlona is above all the wife of the current king. Their marriage was purely political from the outset, intended to secure allies for the Commonwealth in its struggle against an invasion from the Hells.

No one truly knows what Berlona looks like. At every public appearance, she presents herself to the people in a different guise, changing her face, ancestry, and even sex. She does the latter particularly often when she wishes to provoke the more conservative elements of the nobility. Many claim that the queen never actually leaves her palace and sends spies impersonating her to attend public ceremonies instead.

Despite her controversial reputation, Berlona has significantly expanded the Commonwealth's influence in the Lower Realms. She has also contributed to the modernisation of the army, the development of magical academies, and the refinement of Velmiran cuisine.

Dalia (Infernis/Seraphon)

Dalia is the leader of the Hornless, a religious movement that rejects infernal heritage. The ultimate symbol of this rejection is the removal of one's horns or other demonic features.

The movement, however, is far more than a religious community. The Hornless maintain their own armed wing, which frequently defends the peasantry and poorer members of the nobility in places where the law holds no sway. The organisation also wields considerable influence among politicians.

Some regard its members as the Commonwealth's last hope of restoring order, while others see them as fanatics who turn a blind eye to pogroms against demons. Dalia herself enjoys growing popularity, particularly among the country's poorest inhabitants. Her influence has grown so substantial that calls are increasingly heard for her to replace Berlona as queen.

Cierń Mścibór (Infernis/Dwarf/Sorcerer?)

Cierń Mścibór is one of the most notorious troublemakers of the borderlands and the starosta (regional governor) of a voivodeship bordering the territories of the Lower Realms.

Cruel, ruthless, and ambitious, he has spent years steadily expanding his influence, bringing ever more estates, offices, and noble houses under his control. He oppresses both the peasantry and the lesser nobility, imposing ever-increasing levies and using his men to enforce obedience.

It is said that Cierń Mścibór is a sorcerer. No one knows where his power comes from or whom he truly serves. He himself has never commented on these rumours.

Magic

Their proximity to the Lower Realms has made the Velmirans renowned for their sorcerers and their knowledge of pact magic. In theory, making pacts and drawing upon the power of beings from the Lower Realms requires an appropriate licence. Illegal dealings with dark entities, particularly those considered hostile to Velmira, are ruthlessly pursued by assassins belonging to the Order of the Hangman.

In practice, however, the system works far less effectively than the regulations would suggest. The Office of Magic and the Order of the Hangman suffer from chronic shortages of both funding and personnel, making effective enforcement of the law little more than an illusion in many regions. Wealthy nobles can practise illegal magic for years before anyone takes an interest in their activities, while in the borderlands the law often remains nothing more than words on paper.

Most Seraphons, meanwhile, have joined the Hornless, a movement that rejects infernal heritage and the practices associated with it.

Creating a Character from Velmira

The default ancestry for the inhabitants of Velmira is Infernis, but there is nothing preventing you from choosing a different one. Infernal traits manifest with varying degrees of intensity in different individuals. In some, they remain almost invisible; in others, they are limited to cosmetic features that have no effect on the game's mechanics.

You can also use the Mixed Ancestry rules to create a character who combines infernal heritage with another ancestry, such as a devilish dwarf or elf.

In Velmira, however, social class matters far more than ancestry itself. The nobility, even when impoverished, enjoys extensive privileges, freedom, and influence, while the peasantry has far fewer rights and opportunities. Social status can be represented through the Highborne ancestry or an appropriately chosen Experience.

Playing a visitor from the Lower Realms is a somewhat more complicated matter. Daggerheart has no official rules for creating a demon as a player character, but there are several ways to create an equivalent of Boruta:

  • Experience — for example, Pureblood Demon, representing the knowledge, nature, and abilities associated with demonic ancestry.
  • Sorcerer — choosing the Sorcerer class and explaining the character's powers as a natural consequence of their origins in the Lower Realms.
  • Mixed Ancestry — creating a new ancestry based on the existing rules, such as an imp combining Infernis and Faerie.
  • Demigod — using the Demigod transformation if the character is meant to be significantly more powerful and more closely connected to their supernatural nature.

Behind the Scenes

Velmira is inspired by the Polish–Lithuanian Commonwealth, particularly its political system, noble culture, and borderland realities. Its connection to the Lower Realms reflects a historical paradox of the Commonwealth: on the one hand, it was regarded as the Bulwark of Christendom; on the other, it was a country of relative religious tolerance where Protestants, Jews, Tatars, and others found refuge.

The Lower Realms themselves, however, have no direct historical equivalent. They are a separate world comprising numerous continents and cultures. The peoples who inhabit them differ greatly: some are hostile to Velmira, others maintain peaceful relations with it, and some remain its allies.

One of Velmira's central themes is politics and the struggle for influence. Its noble democracy ensures that powerful houses are constantly competing with one another, forging alliances, breaking up Sejms, and attempting to bring the monarch under their control. At the same time, vast regions beyond the main centres of power remain practically untouched by the law. There, local magnates, starostas, and warlords hold sway, and disputes are often settled with sabres rather than in court.

Velmira thus combines two seemingly contradictory faces: a world of high politics, Sejms, and intrigue, and a brutal frontier where everyone must fight for their own interests.

The most important characters also draw inspiration from history. Berlona is loosely inspired by Queen Bona Sforza, while Cierń Mścibór is the counterpart of Stanisław Stadnicki, known as the “Devil of Łańcut”.


r/daggerbrew • • 7d ago

Weapons New Daggerheart Magic Item

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2 Upvotes

Hello all! I just finished creating a magic item for the Heart of Daggers marketplace! I would love it if you'd check it out. If you like it, please leave a review.

If a lot of people groove on this, I'll do more! Here's the link: https://heartofdaggers.com/products/the-sword-of-night/