Appendix E explains these background details further, but the setting of Drakkenheim diverges from the default assumptions of Fifth Edition in four key ways:
- The gods are silent and distant. They don’t manifest physically nor speak with worshippers, and do not interfere in earthly matters. Planar cosmology is mysterious and unknowable, but sages have still developed many conflicting (and wildly incorrect) theories.
- Divine spellcasting powers aren’t granted by gods. Instead, clerics, druids, and paladins tap into sacred energies through devotion, meditation, and resolve. Violating one’s religious tenets won’t result in a loss of this ability, but a crisis of faith might.
- Individuals can’t become wizards through study alone. The arcane magic of both sorcerers and wizards alike is borne in the blood, which may be harnessed via practice and study. The laws of the land bar arcane spellcasters from holding noble titles.
- High-level NPCs and spellcasters are exceptionally rare in the wider world. Despite their few numbers, such people still have a profound impact on society. However, Drakkenheim has attracted an uncommonly high concentration of such individuals.