DH: Trinity of Flame, Root, and Mind [ EDIT ]
This game has been retired! That means it's no longer being run.
Campaign Frame: Trinity of Flame, Root, and Mind
"Fly high. Hunt deep. Choose a side."
Tone & Feel
Adventurous & Epic: Bold quests across dangerous frontiers and fractured cities.
Heroic & Thrilling: Players are exceptional individuals, but mortal.
Dynamic & Political: Choices have consequences; alliances and caste roles matter.
Underlying conflict Nature vs Magic vs Man
Touch stone and inspiration
The D&D eberron setting.
Kingdom Come Deliverence 2
Babylon 5
A mix of the official Daggerheart campaign Frame Witherwild and Fire Banners Burning
Core Conflict
Civilisation stands on the brink. The old world is burning slowly—reclaimed by magical wilderness, torn by ambition, and shaped by beasts whose bones fuel empires.
The great houses squabble while the wildlands reclaim what was once tamed. Flying ships rust in forgotten ports. Magic runs rampant in the wilderness. In the shadows of ruined cities and among broken castes, new powers stir.
The ordinary man, woman and child just have to live here
World

The Threefold Caste System
A rigid system governs society, divided into three major castes, each with its own internal hierarchy:
1. The Working Caste The backbone of society, harshly divided by how "clean" their labor is:
2. The Arcane Caste Power from within or through study—but it comes at a social price:
3. The Ruling Caste Bloodlines and magical privilege define power:
Movement between castes is rare and frowned upon.
Yet cracks are forming in tradition...
Civilized Regions
Scattered city-states and noble enclaves, connected by magical trains and the occasional airship—reserved for the highest elite.
Each city enforces the caste system with different intensity, from brutal dogma to barely veiled disdain.
The Wildlands
Once-tamed regions now reclaimed by magical nature.
Ruined cities, haunted relics, and untamed megafauna (think magical dinosaurs, rogue dragons, or arcane leviathans).
Stories tell of forbidden wizard-forges, sunken airship vaults, and cults living among the beasts.
Why it's wild:
Civilization pulled back due to rising magical corruption and beast aggression.
The natural world is evolving, reacting to the overreach of magic.
Cities, families, traditions, taboos are yet undefined. Lets make something cool together.
The number one rule is: It has to make sense somehow!
Themes to Explore
Cultural Clash: Caste boundaries are being questioned, broken, or enforced with renewed fervour.
Ends Justify the Means: Will you break laws to save lives? Kill beasts to preserve cities?
People vs. Nature: Magic behemoths are reclaiming the world. Can harmony exist?
Divided Loyalties: Family, caste, creed—which comes first?
Transformation and Change: Entire bloodlines, castes, or cities may fall or rise.
Tradition vs. Innovation: Is the old way worth preserving?
The pitch
You have gotten the opportunity to join a private airship, going into the wild to hunt mega fauna and harvest their magical components.
This is a chance of a lifetime, but it's also is dangerous and you will have to study the creature and make a thorough plan before even attempting to down it - or be downed yourself.
Offgame Note
I'm not an expert in the Daggerheart system. We will mess up, but we will learn together.
This idea of meaning a airship going mega fauna hunting, is one that I have been toying with for a while now and its going to be the root for my new homebrew campaign world.
"Fly high. Hunt deep. Choose a side."
Tone & Feel
Adventurous & Epic: Bold quests across dangerous frontiers and fractured cities.
Heroic & Thrilling: Players are exceptional individuals, but mortal.
Dynamic & Political: Choices have consequences; alliances and caste roles matter.
Underlying conflict Nature vs Magic vs Man
Touch stone and inspiration
The D&D eberron setting.
Kingdom Come Deliverence 2
Babylon 5
A mix of the official Daggerheart campaign Frame Witherwild and Fire Banners Burning
Core Conflict
Civilisation stands on the brink. The old world is burning slowly—reclaimed by magical wilderness, torn by ambition, and shaped by beasts whose bones fuel empires.
The great houses squabble while the wildlands reclaim what was once tamed. Flying ships rust in forgotten ports. Magic runs rampant in the wilderness. In the shadows of ruined cities and among broken castes, new powers stir.
The ordinary man, woman and child just have to live here
World

The Threefold Caste System
A rigid system governs society, divided into three major castes, each with its own internal hierarchy:
1. The Working Caste The backbone of society, harshly divided by how "clean" their labor is:
- Lowlies (Dustborn) – Latrine-cleaners, tanners, chimney sweeps. The invisible class.
- Fieldfolk (Graincallers) – Farmers, fishers, hunters. Close to nature, often ignored by the upper tiers.
- Makers (Forgehands) – Blacksmiths, carpenters, masons. Highly respected among workers.
2. The Arcane Caste Power from within or through study—but it comes at a social price:
- Artificers (Ironbinders) – Technomancers. Tainted by association with manual labor.
- Sorcerers (Soulmarked) – Magic in their blood. Mysterious, feared.
- Wizards (Scriptlords) – Scholarly elite. Gatekeepers of arcane knowledge and law.
3. The Ruling Caste Bloodlines and magical privilege define power:
- Knights (Shieldsworn) – Enforcers of noble law and order.
- Barons (Stoneholders) – Regional power-holders and administrators.
- Dukes (Skydukes) – Airship-owning, reality-shaping masters of society.
OOC:
The higher the number, the more socially powerfulYet cracks are forming in tradition...
Civilized Regions
Scattered city-states and noble enclaves, connected by magical trains and the occasional airship—reserved for the highest elite.
Each city enforces the caste system with different intensity, from brutal dogma to barely veiled disdain.
The Wildlands
Once-tamed regions now reclaimed by magical nature.
Ruined cities, haunted relics, and untamed megafauna (think magical dinosaurs, rogue dragons, or arcane leviathans).
Stories tell of forbidden wizard-forges, sunken airship vaults, and cults living among the beasts.
Why it's wild:
Civilization pulled back due to rising magical corruption and beast aggression.
The natural world is evolving, reacting to the overreach of magic.
OOC:
As you can see, this is an incompleat world. Cities, families, traditions, taboos are yet undefined. Lets make something cool together.
The number one rule is: It has to make sense somehow!
Cultural Clash: Caste boundaries are being questioned, broken, or enforced with renewed fervour.
Ends Justify the Means: Will you break laws to save lives? Kill beasts to preserve cities?
People vs. Nature: Magic behemoths are reclaiming the world. Can harmony exist?
Divided Loyalties: Family, caste, creed—which comes first?
Transformation and Change: Entire bloodlines, castes, or cities may fall or rise.
Tradition vs. Innovation: Is the old way worth preserving?
The pitch
You have gotten the opportunity to join a private airship, going into the wild to hunt mega fauna and harvest their magical components.
This is a chance of a lifetime, but it's also is dangerous and you will have to study the creature and make a thorough plan before even attempting to down it - or be downed yourself.
Offgame Note
I'm not an expert in the Daggerheart system. We will mess up, but we will learn together.
This idea of meaning a airship going mega fauna hunting, is one that I have been toying with for a while now and its going to be the root for my new homebrew campaign world.
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ANCESTRIES
All ancestries are available, but some might have unique aspects.
CLASSES
All classes are available, but some might have unique aspects
All ancestries are available, but some might have unique aspects.
CLASSES
All classes are available, but some might have unique aspects
Decks
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