Dolmenwood Factions #03: The Drune
Today, we'll delve into the mysterious and powerful cabal of sorcerers known as the Drune. With a near-global presence and numerous enemies, the Drune are feared throughout Dolmenwood. Let's explore how they might gain the upper hand.
📌 This series explores the Dolmenwood Factions and how to utilize them with a Faction Turn Framework!
Goals
The enigmatic Drune keep their goals secret, known only to their highest members1 (Elder Phanatarch, the Aegis, and perhaps some Audrunes).
✱ Info
Faction goals follow the Landmark, Hidden, Secret principle to determine what information outsiders have.- 🙈 Reclaim Dominion Over Lost Nodal Stones: This goal is closely connected to the Nag-Lord, who holds the Sargstone2 and is responsible for corrupting the Bafflestone3. The latter might be reclaimed without direct conflict.
- Successfully defend the Tenkystone4.
- Find a way to overcome the corruption of the Bafflestone and reclaim it.
- Defeat the Nag-Lord and reclaim the Sargstone.
- 🙈 Locate the Energy Disturbance on Ywyr: A personal goal for the Drune, affronted by the existence of a possible Nodal Stone they didn't create and know nothing about.
- 🙊 Reawaken the Entity Gheillough: The Drune aim to return to their former glory, stung by the loss of their biggest source of power.
- Locate the whereabouts of Gheillough6.
- Learn about the connection between Gheillough and Big Chook.
- Reawaken the Wood God and subdue it again.
- 🙊 Entrap and Subjugate Atanuwë: This goal directly conflicts with the Nag-Lord and requires significant resources, planning, and luck, possibly involving Gheillough's powers7. Success would massively shift power structures in favor of the Drune.
- Learn how to bind the chaos godling.
- Develop a plan to weaken it.
- Subdue the Nag-Lord and claim its power.
Resources
The Drune have strong resources and need them to stand their ground against many possible threats.
- Abundance of Arcane Items and Dark Rituals: Old arcane magic rooted in geomancy and the ancient ways of Dolmenwood, fervently collected and not shared with anyone.
- Subjugate and bind spirits, godlings, and other lesser beings.
- Mastery over ley line energy.
- Further empower followers.
- Living Constructs: Created from wicker or bramble and animated with magic.
- Guard sacred sites.
- Serve as expendable minions.
- Carry out manual labor without rest.
- Fearsome Reputation: Locals whisper about them, referring to them by synonyms.
- Intimidate locals into compliance.
- Weaken opponents' morale.
- Facilitate easier negotiations and interrogations.
Actions
The Drune are likely the busiest of all the factions. They have footholds throughout Dolmenwood8 and are disliked by many, meaning their activities can vary widely from table to table.
✱ Info
For more details on Missions and Tasks, see Faction Turns. Remember, only three active actions should be maintained at any time.- 📔 Send reinforcements to aid isolated Audrune Jhaelloch at Tenkystone.
- 🕵️ Aestgrym Doome
- 📝 Gather large amounts of reed along the Hameth River.
- 📝 Capture Crookhorns and construct new Wicker Giants.
- 📝 Send them with a delegation of Cottagers through the Nagwood.
Aestgrym Doome
A crooked man with raven-black hair and deep-set lines on his face. His piercing green eyes are always alert, reflecting his calculating nature. As the great-great-nephew of Elder Phanatarch Caduceus Doome (DCB p55) and a member of the Aegis, Aestgrym holds significant influence. While he outwardly shows loyalty to his uncle, he secretly harbors ambitions for greater power.
- Demeanour (Neutral): Ambitious and ruthless, known for his sharp wit and political cunning. Quick to belittle those he considers beneath him, relentless in pursuing his goals.
- Speech: Sharp and commanding, often laced with sarcasm and biting remarks. Woldish, Old Woldish, Drunic.
- Desires: To gain favor with the Audrunes and influence over the Aegis. To replace the Elder Phanatarch and take the role for himself.
- 📔 Study the energy disturbance on ley line Ywyr.
- 🕵️ Dhrimmlon Hallow
- 📝 Take seismic readings along the ley line.
- 📝 Analyze them at the lodge.
- 📝 Triangulate the source of the disturbance.
Dhrimmlon Hallow
A rugged man with unkempt, shoulder-length hair and a perpetual stubble. His lean, muscular build speaks to his survival skills and constant outdoor life. Dressed in the traditional black cloak of the Drune. He was once close to Audrune Hermanach (DCB p275) but their relationship strained when Dhrimmlon felt he deserved to be the Protector of Hadrwyl. He distanced himself from Drune gatherings but recently reported a significant disturbance on ley line Ywyr.
- Demeanour (Neutral): Taciturn and stoic, preferring action over words. Serious and often brooding, exuding resilience.
- Speech: Low and gravelly, punctuated with grunts and short sentences. Woldish, Drunic.
- Desires: To become an Audrune and study his own Nodal Stone. To deepen his knowledge of ancient geomancy.
- 📔 Increase surveillance of the Breggles in the south.
Hestor Vaunte
A tall, lean man with intense dark eyes and neatly trimmed hair. A prominent scar runs from his left cheek to his jawline, a reminder of when Breggle under the command of Windore Hoblewort (DCB p267) murdered his family. Since then, Hestor has hunted Breggles, instilling fear with his distinct whistling melody preceding his arrival. He maintains a network of informants within the forest.
- Demeanour (Chaotic): Cunning and fearless, methodical in hunting his targets.
- Speech: Smooth and measured, often with a hint of menace. Woldish, Gaffe, Caprice, Drunic.
- Desires: To exact revenge on Hoblewort. To eliminate the Breggle threat.
- 📔 Survey the emergence of a new ley line.
- 🕵️ Majorus Duskwith
- 📝 Find the locations of the Vorpal Stone12 of current season.
- 📝 Determine the direction of the ley line.
- 📝 Find the other Vorpal Stones.
Majorus Duskwith
A gaunt, severe-looking man with unkempt dark hair and piercing blue eyes. Once a protégé of Audrune Wargfole (DCB p215), their relationship was fraught with tension due to Majorus' impulsive methods clashing with Wargfole's patient approach.
- Demeanour (Neutral): Brilliant and caustic, with a talent for seeing patterns others miss. His obsession with knowledge drives him to bend or break rules to achieve his goals.
- Speech: Sharp and cynical, often laced with sarcasm. Woldish, Drunic.
- Desires: To unravel the mysteries of ley lines and harness the new emerging one. To prevent the bureaucratic Aegis from controlling the appointment of new Audrunes.
Further Thoughts
Following up on these missions relies on the established world fiction. Successfully defending Tenkystone will lead to more conflict with the Nag-Lord, hindering its expansion plans. Investigating the fifth Nodal Stone will eventually bring the Drune into conflict with Ygraine. Unless she can prevent it or gain notable allies, it will likely lead to her demise. She is powerful but not powerful enough to take on the Drune alone. Capturing the power of the new ley line will significantly boost the Drune's influence and reach, involving the creation of new Nodal Stones and the appointment of new Audrunes.
For additional missions, you can counteract aggression from the Church and the Duke by having the Drune prepare, gather intel, and brace for conflict. Alternatively, you might consider removing the Bishop13 and installing someone like Nedwynne Hargle14, who is likely to treat with the Drune, ultimately restoring the Triple Compact15.
Recapturing Sargstone is likely to follow a successful defense of Tenkystone but will require much more power to defeat the Nag-Lord. However, the Bafflestone, corrupted by the Nag-Lord's presence on ley line Lamm, could potentially be restored by the Drune without direct conflict. This would need investigation and preparation of powerful rituals, which might expose the Drune.
Potential Allies
Though generally disliked, the Drune have a few potential allies:
- The Witches: The most likely ally. They share a pact with the Drune, though it lacks much active cooperation. Relations remain strained due to the actions of Aubrathon16, the renegade Drune who stole one of the Mirrors of Embala17. Repairing this relationship would require initiative from the Drune.
- House Guillefer: Another possible ally. They could reach an understanding over the ownership of the village of Odd. House Guillefer might even assist the Drune in opposing Ygraine, should they pursue that path.
- Triple Compact: A highly conditional alliance, which would depend on the imminent threat of the Cold Prince's return. Additionally, the Church and Duke would need to be desperate enough to negotiate with the Drune.
Example
In my campaign, the Drune are making steady progress towards conflict with both the Nag-Lord and Ygraine. Both factions are unprepared, so if the sorcerers don't suffer bad rolls, they will likely succeed in their efforts.
However, they are not focusing on the Breggle Lords or the Church and the Duchy, leaving them vulnerable to potential losses in the southern and eastern regions of Dolmenwood. This is the fate of a faction that is almost omnipresent and in conflict with virtually everyone.
They are also not focusing on the frost elves, giving them a crucial opportunity to establish a foothold in Dolmenwood.
Due to circumstances, the players were stranded on an island on Lake Longmere18 together with a Drune NPC and were saved by some Witches. As a consequence, the Drune NPC made a deal with them to look for one of the Mirrors of Embala. This opens a possible path for a future alliance.
Conclusion
The Drune are one of my favorite factions in Dolmenwood, present everywhere and central to many secrets. They are powerful but fight on many fronts, making it difficult for them to achieve their goals.
Many factions are in direct conflict with the Drune, making it likely that they are forced to take on lots of reactionary missions during a campaign.
This covers another faction. I hope you got some ideas on how to utilize the Drune in your game. If you have other ideas or implementations, feel free to share them!
Next time, I'll be covering House Brackenwold!
References
Drune: Members and Organisation—DCB p50↩
Hex 0904: The Court of the Nag-Lord—DCB p287↩
Hex 0907: Bafflestone—DCB p291↩
Hex 0903: The Besieged Nodal—DCB p286↩
Hex 1802: Chateau Mauvesse and the Dark Mirror—DCB p378↩
Hex 0606: The Dreaming Dragon (Hidden)—DCB p253↩
History: 1,700 Years Ago—DCB p16↩
Drune: Enclaves of the Drune—DCB p53↩
Hex 0409: The Hamlet of Galblight—DCB p232↩
Hex 0208: Kolstoke Keep and Illpuke Barrows—DCB p208↩
Regions: Dwelmfurgh—DCB p9↩
Ley Lines and Standing Stones: Vorpal Monoliths—DCB p19↩
Pluritine Church: Bishop Jospher Sanguine—DCB p69↩
Pluritine Church: Abbot Nedwynne Hargle—DCB p69↩
History: 850 Years Ago—DCB p17↩
Drune: The Aubrathon—DCB p55↩
Witches: The Mirrros of Embala—DCB p75↩
Regions: Lake Longmere—DCB p11↩