Nine shards of a buried god, and nine colossi standing over them.
A Daggerheart Chronicle
In the center of the world there is a mountain, and deep beneath that mountain there is an ancient and terrible god struggling to break free. Most folk in the Drylands took that for a tall tale — right up until the ground outside Wyllin's Gulch split open and something the size of a mesa climbed out of it. This is the archive of the outfit riding out to meet the rest of them.
1 of 9 shards reached · 1 colossus standing
Every session, in order — summaries, dates and what it cost.
1The PosseThe player characters, their mounts, and what each of them stands to lose.
5Dramatis PersonaeEveryone the posse has crossed, from a buried god to the boss of a tent city.
3The ColossiThe Children of Godfell — what has risen, and what is still coming.
7FactionsMine moguls, unions, outlaw posses, sheriffs, and two generations of gods.
9AtlasA gazetteer of the Drylands: the mountain, the mesas, and the outposts.
4RelicsRaw crystal, manufactured cells, a soul shard, and a stone sickle.
5LoreThe shape of the world and how it got this way.
6At the TableThe four principles, the Session 0 questions, and the Drylands-specific rules notes.
3Behind the VeilBehind the veil — campaign state, prep, and the nine shards. Spoilers within.