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Dolmenwood Factions #03: The Drune

Druïde-anonymous

A Drune on a stroll through Dolmenwood?

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!

  1. The Nag-Lord
  2. The Cold Prince
  3. The Drune
  4. House Brackenwold
  5. House Guillefer
  6. House Harrowmoor
  7. House Hogwarsh
  8. House Mulbreck
  9. House Nodlock
  10. The Hag
  11. The Pluritine Church
  12. House Malbleat
  13. House Murkin
  14. House Ramius
  15. The Witches
  16. Ygraine Mordlin

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.

| 🐵 → Landmark | 🙈 → Hidden | 🙊 → Secret |






Resources

The Drune have strong resources and need them to stand their ground against many possible threats.





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.

| 📔 → Mission | 📝 → Task | 🕵️ → Agent |


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.


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.


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.


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.


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:

Example

example-notes-for-drune-faction-turns

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
  1. Drune: Members and Organisation—DCB p50

  2. Hex 0904: The Court of the Nag-Lord—DCB p287

  3. Hex 0907: Bafflestone—DCB p291

  4. Hex 0903: The Besieged Nodal—DCB p286

  5. Hex 1802: Chateau Mauvesse and the Dark Mirror—DCB p378

  6. Hex 0606: The Dreaming Dragon (Hidden)—DCB p253

  7. History: 1,700 Years Ago—DCB p16

  8. Drune: Enclaves of the Drune—DCB p53

  9. Hex 0409: The Hamlet of Galblight—DCB p232

  10. Hex 0208: Kolstoke Keep and Illpuke Barrows—DCB p208

  11. Regions: Dwelmfurgh—DCB p9

  12. Ley Lines and Standing Stones: Vorpal Monoliths—DCB p19

  13. Pluritine Church: Bishop Jospher Sanguine—DCB p69

  14. Pluritine Church: Abbot Nedwynne Hargle—DCB p69

  15. History: 850 Years Ago—DCB p17

  16. Drune: The Aubrathon—DCB p55

  17. Witches: The Mirrros of Embala—DCB p75

  18. Regions: Lake Longmere—DCB p11

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