by bazil_au
AWAKENING CAMPAIGN FRAME
The Awakening marks the first steps of the Deep Hold survivors onto a scarred world, where ash still clings to the earth and old ruins whisper of the war that burned it. Hope and fear walk hand in hand, as every horizon promises both peril and the chance to begin anew.
Designed by Gavin Bastiensz
Complexity Rating: ⬤ ⬤ ¡¡¡ (2)
THE PITCH
For generations, the people of the Deep Holds lived by lantern light, their children born beneath stone ceilings and their stories spoken in whispers of a world lost to ash. The day of Awakening comes not with triumph but with trembling — gates long sealed grind open, and the first breath of surface air tastes of soot and strange winds. The mountains above are jagged silhouettes against a gray horizon, forests stand as skeletal husks, and rivers run dark with sediment. What was once the familiar world has become alien, reshaped by fire, ruin, and time. Yet among the ash and silence lies the promise of soil, sky, and a chance to begin again.
The Awakening is not a single moment but a struggle stretched across months and years. Settlers emerge into a land haunted by memory: ruined villages that still bear the marks of the Ashen War, roads cracked and half-buried, and the bones of giants jutting like monuments from the earth. Wildlife has changed, fierce and strange, while ash-born predators stalk the shadows. Some hollows open to find neighboring holds never survived at all, their gates cold and silent. Every step is a balance between fear and hope — the terror of what lingers above, and the drive to carve a life from the wreckage of a fallen age.
TONE & FEEL
Adventurous, Dangerous
THEMES
Survival, Exploration, Politics
TOUCHSTONES
Earthdawn (RPG), Fallout (Game), Zion in The Matrix (Movie)
You are survivors of the Ashen War, descendants of those who sought refuge in the Deep Holds when fire, ash, and ruin consumed the surface. Now, after generations underground, the gates have opened, and you step into a broken world reshaped by cataclysm. The lands you inherit are marked by blackened forests, ruined strongholds, and the bones of fallen giants — but also by possibility. Where the old kingdoms crumbled, new settlements rise, and the choices of the bold will shape the future.
As players, you will explore this reborn world, uncovering its dangers, mysteries, and opportunities. You may find new surface settlements, reclaim ruined holds, parley with survivors and strange creatures, or confront remnants of the old war that still linger in the wilds. Your characters are not just wanderers but the forerunners of a new age, carrying the burdens of the past while forging what comes next. Every journey you take may decide whether the surface is a place of renewal — or a battlefield once more.
Only the following communities are available at the commencement of the Awakening Campaign.
You were born into the administration and management of the Deep Hold, descended from the stewards, scribes, and overseers who maintained order during the long centuries below. This heritage grants you privileges and status, marking you as “upper class” among your people, with access to resources, education, and influence others may never touch. Yet with these privileges comes expectation: to uphold the systems that preserved your community, to balance tradition with the shifting realities of the surface world, and to carry the weight of decisions that may shape the survival — or downfall — of those who look to you for leadership.
You descend from the magistrates, judges, and lawmakers of the Deep Hold — those entrusted not with administration, but with safeguarding the laws and traditions that held society together in the dark centuries below. As a Loreborne, you carry the weight of memory and precedent, serving as a keeper of order and interpreter of justice. Others look to you for wisdom in disputes, guidance in moral questions, and clarity when chaos threatens to take hold. Privilege follows your station, but so too does scrutiny, for every judgment you make echoes across the fragile bonds of the community, and on the surface, where the old laws falter, your words may be all that keeps a settlement from tearing itself apart.
You are descended from those who upheld the law within the Deep Hold, the guards, watchmen, and enforcers who carried out the decrees of the magistrates. Tasked with quelling lawlessness, rooting out crime, and ensuring the safety of the community, the Orderborne became both shield and fist of the Hold’s fragile stability. Among your people, you are seen as a figure of authority and discipline, respected for your duty but often feared for your power to impose it. On the surface, where old laws struggle to take root, your training and presence carry weight — but you must decide whether to uphold the rigid codes of the past, or adapt justice to a world that is raw, broken, and uncertain.
You hail from the shadows of the Deep Hold, where survival often meant bending or breaking the rules laid down by magistrates and enforcers. The Slyborne carved out a living through cunning, barter, and dubious means — smuggling goods past watchful eyes, dealing in secrets, or thriving on schemes others dared not attempt. Among the Holds, you are viewed with suspicion and disdain, yet also with a grudging respect, for when official channels failed, it was often the Slyborne who could make things happen. On the surface, where new settlements rise and the boundaries of law blur, your skills are more valuable than ever — but every deal, every secret, and every shadow you step into may shape the fragile trust of this reborn world.
You are of the countless folk who formed the backbone of life in the Deep Hold — farmers who tilled cavern soil, carpenters who shaped timber from hidden groves, stonemasons who expanded the halls, hunters who braved the tunnels, and countless others whose labor sustained all. The Underborne lacked the prestige of rulers, judges, or enforcers, yet without your work the Holds would never have endured. Among your people you are respected for your grit and practicality, though rarely elevated in status, and on the surface your skills prove vital as new settlements struggle to rise from ruin. Where others debate law or legacy, you know survival depends on strong hands, steady hearts, and the will to build a future stone by stone.
Not all ancestries are available.
A Clank is a sentient construct, forged during the Ashen Wars by humans, from steel, stone, and arcane craft to endure where flesh might fail. Unlike mindless war machines, Clanks possess will and memory, carrying within them echoes of the Ashen War — some were guardians, others laborers, and a few soldiers who fought alongside mortals against the giants and their allies. Their bodies are powered by intricate gears, alchemical cores, and faint traces of magic that give them both strength and longevity, while their faces often bear stylized visages carved or forged by their makers. Though durable and tireless, Clanks grapple with questions of identity and purpose: were they built only to serve, or do they now, in this new age, forge a destiny of their own?
Dwarves are the steadfast children and constructors of the Deep Holds, a people who endured the long centuries of ash and ruin beneath stone while the surface world burned. Stocky, enduring, and fiercely communal, they shaped their lives around the rhythm of forges, echoing halls, and the unyielding rock that sheltered them and the other races. Dwarves prize craftsmanship and memory, seeing every tool, weapon, and tale as something meant to last beyond a single lifetime. Now that the gates have opened, they step into the broken world with cautious resolve — determined to reclaim what was lost, to build anew from ruin, and to prove that nothing forged in stone and fire will ever be undone.
Elves who followed their allies into the Deep Holds carry with them the ache of exile, for their spirits were bound to sky, starlight, and living woods long before the Ashen War. Beneath stone, they endured with quiet grace, weaving gardens of fungi and crystal-lit groves to hold fragments of their lost world, yet their hearts never stopped yearning for open air. Many emerged from the holds with eyes that seem older than their years, voices touched by sorrow, and a fierce determination to see the surface reborn. For these Elves, the Awakening is both a return and a reckoning — a chance to heal the land they once walked beneath moonlight, and to decide whether they will cling to memory or embrace a new destiny.
Faeries who retreated into the Deep Holds became strange and dreamlike exiles, their luminous wings dulled by centuries without sun and their laughter echoing too brightly in halls of stone. They wove beauty where they could — turning crystal veins into glittering courts and coaxing glowing fungi into gardens of color — yet the confines of rock pressed hard against their wild, untamed spirits. Many emerged from the Holds shimmering with an otherworldly melancholy, voices like songs half-remembered, carrying both the wonder of their fae heritage and the shadow of long confinement. To the Faeries, the Awakening is a bittersweet release: the chance to dance beneath open skies once more, but also the challenge of rediscovering who they are in a world scarred and changed beyond recognition.
Firbolgs are gentle giants (and a cousin race to actual giants) tied to the rhythms of earth and growing things, once keepers of ancient groves and quiet stewards of the wild places between mortal realms. When the Ashen War darkened the skies, many sought refuge in the Deep Holds, where their strength turned to carving vast gardens of fungi and shaping hidden caverns into green sanctuaries for all races. Patient and soft-spoken, they carry the memory of every tree lost and every stone overturned, yet their hope endures like roots beneath the soil. Emerging into the scarred world, Firbolgs walk as guardians once more, determined to coax life back into ashen fields and to remind the people of the surface that renewal is possible, even after the deepest ruin.
Goblins are the sharp-witted survivors of the Ashen War, a people whose resilience carried them through centuries in the Deep Holds where others faltered. Small in stature but fierce in spirit, they carved out niches in forgotten tunnels, scavenging, tinkering, and trading until their warrens became indispensable to the greater communities. Goblins are quick of tongue and quicker of hand, often misunderstood by other folk for their cunning pragmatism, yet they are bound by fierce loyalty to kin and those who earn their trust. Emerging into the scarred surface, Goblins see not just ruin but opportunity — where others mourn, they scheme, adapt, and build, ready to claim a place in the reborn world through wit, invention, and sheer tenacity.
The Halflings have emerged from the sheltered burrows of the Deep Holds with a mixture of awe and caution, stepping into a surface scarred by ash and ruin. Small in stature but sharp of mind, they navigate the fractured landscapes with nimble feet and a clever eye, scavenging remnants of the old world while reading the silent signs of danger among skeletal forests and cracked roads. Their kinship and adaptability make them natural guides and mediators, able to broker fragile alliances between scattered survivors, but the Halfling’s curiosity can draw them toward the ash-born predators and secrets buried in the ruins. In this reborn, hostile world, their survival relies not on brute strength but on cunning, courage, and the subtle ways they shape hope amid the shadows of devastation.
Humans step from the shattered gates of the Deep Holds into a surface transformed by fire, ash, and the lingering echoes of war. Once united with their allies, Humans now bear the weight of fractured loyalties: their refusal to commit genocide against the Giants has left old bonds strained and former friends wary. Hardened by conflict with the Infernis yet guided by a cautious moral code, they must navigate a landscape of skeletal forests, ruined villages, and ash-choked rivers, balancing survival with the hope of rebuilding civilization. Skilled in both diplomacy and combat, a Human in this new world can rally scattered survivors, mediate the uneasy truces between wary factions, and confront the threats — both monstrous and political — that rise from the ashes of a fallen age.
The Infernis are fierce, driven, and relentless, they fought alongside their allies to eradicate the Giants and shatter the chains of oppression, seeing themselves as agents of justice and purification in a world of ash. Yet the surface they now tread is as treacherous as any battlefield: skeletal forests, ruined villages, and ash-choked rivers conceal both old enemies and new threats. Guided by an unyielding sense of purpose and honed in the crucible of conflict, an Infernis navigates this reborn world with a blend of cunning, strength, and vigilance, determined to secure freedom and order even as the scars of war complicate alliances and challenge every step forward.
Orcs are survivors of both war and the slow decay of the old order. Fierce, resilient, and bound by clan and honor, they stride across ash-choked lands with eyes sharp for both opportunity and threat. Many Orcs remember the conflicts of the past — battles against the Humans, and the Giants — yet in this reshaped world they are forced to redefine their place, balancing survival with the desire to reclaim strength and territory. Hunters, warriors, and cunning negotiators alike, Orcs navigate ruined villages and skeletal forests with a wary pragmatism, forging alliances where necessary but never forgetting the scars of betrayal and the weight of old grudges.
All classes are available to players – remembering that for the history that they know, they have been mostly living underground.
As this is an introductory campaign and one of our first ventures into the Daggerheart RPG, we need to focus on enjoyment firstly. We will not overly enforce any ruling that may detract from that.
As this is an introductory campaign and my first serious look at Daggerheart – I will try to get everything in line with the RAW, however, I will make mistakes. We will not try to retcon these and just play on to ensure story continuity (unless this affects rule #1).
Daggerheart deals differently with encounters and combat. There is no concept of initiative or priority and thus players can (assuming they avoid rolling with fear) continue taking actions. Please be aware of your fellow players and ensure everyone has their “moment in the sun”.
As Deep Holds and their populations emerge from their self-determined exile from the world above, they may be aware of their immediate surroundings, but the larger world, and what remains, may be a complete mystery. Part of the aim here is to map out the new world.
As mostly everyone sheltered into the Deep Holds, the world above evolved (devolved?). There are previously unseen creatures and threats that no one may know of.
As players explore the world above, emphasize the “different” and unusual nature of the world. Some biomes will have specific conditions, allowing the players to discover these.
Ensure that there is a balance in terms of encounter types: Combat, Environmental, Roleplaying, Puzzles and Lore. Make sure that these remain in context of the region the players find themselves in.
The characters know very little about the world above – leaving the safety of the Deep Hold and new settlements above. Describe the strange and unusual biomes and creatures that they may encounter. Not all unusual items are necessarily bad.
Use this information to prepare your campaign.
As a result of the Ashen War – ongoing magical storms are a blight on the world above. These storms may have different features and effects on the characters.
Some members of certain races remained above ground after the Ashen war. As a result of this, they have changed in a number of ways (not all bad).
The 9 domains remain the same as in RAW, however, manifestations of the domains appear as gods to the remaining populace. The God Heads and their demigods are as follows:
Domain | Description | God | Demigod |
Arcana | Wild Elemental magic | Jynx | Wind Walker |
Blade | Weapon mastery | Veteran of Battle | Mace of Vengeance |
Bone | Battlefield tactics | The Field Marshall | Master of Maps |
Codex | Magic through study | The Archivist | The Scribe |
Grace | Charisma / Performance | Mime | Trickster |
Midnight | Shadows / Secrecy | Mistress of Shadows | Watcher |
Sage | Nature | Druid of the Green | The Wild Hunt |
Splendor | Awe & Wonder | The Child | Puppet |
Valor | Courage / Heroism | Sacrifice | Stalwart |
The Before Time, the Giants reigned supreme, towering over the lands with strength and authority, their rule absolute and often brutal. The other races lived in shadow, their lives constrained by the whims of the colossal overlords, while the Drakona — fierce, winged allies of the Giants — enforced their will with ruthless efficiency. Villages were taxed, forests patrolled, and dissent crushed before it could bloom; stories of rebellion were whispered in secret, and survival demanded caution, cunning, and obedience. Though the land was rich and fertile, it was a world ruled by fear and hierarchy, where the balance of power was measured in muscle, wings, and the relentless assertion of dominion over all who dwelled beneath the giants’ towering shadows.
The Dominion Conflict was one of fire, steel, and unrelenting upheaval, as Humans, Infernis, and their allies rose against the centuries-long reign of the Giants and their Drakona enforcers. Battles raged across shattered valleys, scorched plains, and ash-choked forests, each victory and loss reshaping the land and the hearts of those who fought. Giants fell from their thrones, their cities toppled, while the Drakona scattered or were hunted to the far corners of the world. Amid the chaos, alliances were forged and broken, rivalries deepened, and the old hierarchies crumbled, leaving a world where freedom, vengeance, and ambition all vied for dominance. By the end of this tumultuous era, the old rulers lay defeated, but the scars of war lingered, setting the stage for a fragile, uncertain peace.
The era of the Ashen War was a long and bitter struggle, born from the clash of conviction and vengeance: Humans and their allies sought to preserve the Giants, while the Infernis and their forces aimed for total eradication. For two centuries, battles burned across the land, leaving forests blackened, rivers choked with silt, and villages shattered beneath unending campaigns of fire and steel. Old alliances splintered and new ones formed in the smoke of conflict, as both sides wrestled for control, survival, and the future of the Giants. In its devastating climax, the Infernis unleashed the Ashen Cataclysm, a torrent of magical storms and destructive forces that reshaped mountains, poisoned rivers, and blanketed the world in ash, leaving the surface scarred and silent — a grim testament to centuries of war and the recklessness of unchecked power.
The Time of the Deep Holds was one of retreat, reflection, and fragile cooperation, as the surviving races came to understand the full devastation wrought by the Ashen Cataclysm. Realizing that the surface had become a perilous wasteland, they forged an uneasy truce and, guided by the skill and resilience of the Dwarves, carved vast underground sanctuaries known as the Deep Holds. Within these stone bastions, communities endured, rebuilt, and preserved the knowledge, culture, and histories of a world now shrouded in ash and storms. Life in the Deep Holds was lit by lanterns and sustained by careful planning, secrecy, and trust hard-won between former enemies, yet even in safety, the memory of the ruined surface lingered, a constant reminder of the fragility of peace and the promise of a world that might one day be reclaimed.
Many Elf tribes chose to remain on the World Above and hide in magical groves.
The era of the Awakening marks a tentative emergence from the shelter of the Deep Holds, as survivors step into a surface scarred by centuries of ash, storms, and war. Small settlements rise amid skeletal forests, ruined villages, and rivers dark with sediment, while cautious explorers scout the land for resources, danger, and signs of other Holds. Contacts between scattered communities are fragile but growing, as alliances are tested and trust slowly rebuilt. Every step above ground is a negotiation between fear and hope, for the world is both familiar and alien — a place of ruin, mystery, and possibility, where the people of the Deep Holds strive to reclaim the surface and shape a new beginning from the remnants of a fallen age.
During the Ashen War, there were 2 opposed groups, the Humans and their allies, and the Infernis and their allies. These formed primarily down race lines as such:
The Human League
Humans, Clanks, Dwarves, Firbolg, and Halflings.
The Infernal Coalition
Infernis, Elves, Faerie, Goblins, and Orcs.
You are all descendants of a Deep Hold called GRAVENFAST. This was opened around 40 years ago and a new settlement of NEW HEARTH sits above it now. Not everyone lives above ground, but eventually you believe this will happen. Gravenfast was a typical Hold with around 25,000 souls in residence.
The players know of the following map features:
You can use the prompt below to start your campaign, or you create your own.
We introduce our quest in the World above settlement of New Hearth and its associated Deep Hold, Gravenfast.
Known for its stone work and quarrying, Gravenfast supplies other settlements and areas with quality materials, including some precious stones and metals. What it lacks though is agricultural seed and expertise. Despite having fertile lands around New Hearth, they rely on seed stock from other areas, like Deep Mark and Deepforge Hold, who had extensive seed banks leading into the time of the deep holds.
For the half century that New Hearth has been established, this trade of raw materials for agricultural items has worked well, in a mutually beneficial manner.
The most recent delivery of seed stock from Deep Mark did not arrive within the expected timeframe and now the farming lobby are worried. So it has been decided to still send the normal stone deliveries, together with a few extra bodies to investigate if anything has happened.
Such activities also look to expand the settlement’s knowledge of the surrounding world above and map out increasingly unknown areas.
The following mechanics are unique to this campaign.
There are lingering effects of the Ashen War and the cataclysm that the players may encounter
Roll | Effect |
1 – 2 | A creature of the Cataclysm finds the players’ camp* |
3 – 5 | Ashen storm – gain 2 fear* |
6 – 9 | Non-Magical Ash storm – take 1 stress |
10 – 11 | Character’s rest is undisturbed |
12 | Crystal storm – gain 2 stress* |
· Implies further details for the encounter.
There are lingering effects of the Ashen War and the cataclysm that the players may encounter
Roll | Effect |
1 – 2 | Crystal storm – transformations* |
3 – 4 | Ashen storm – gain 2 fear* |
5 | Acid Rain* |
6 –8 | Normal rain |
9 – 11 | Sunny / Mild |
12 | Unnaturally cold |
· Implies further details for the encounter.
Cover image: Facade of the Palace Tomb in the Petra Archaeological Park in Jordan, Caleb Owens.
Document Format: Homebrew Campaign Frame Templates by ffwydriad.
Ask any of these questions to your players, or make your own.
• If party members hail from places other than Gravenfast or New Hearth, why did they leave their home and why come here?
• How deadly do you want the campaign to be?
• Since the Awakening and opening of the Holds, what has your character been doing?
• Do you know, or have you met the other characters?
• Who is an influential NPC in your background?
• If you were an animal, what would you be and why?