Blood of the Irminsul is now live on DriveThruRPG.
This is a folk horror, mythic chivalry adventure for Durandal, set on the cold marches of Charlemagne’s empire. Late autumn rain across stripped fields, doors barred before dusk, the bell of Saint Remigius answering the wind. In the Saxon mothers’ nights, Modraniht, candles are shaded and old names are whispered. Beneath the abbey, a grove has been burned, and the valley cannot agree on what was done, or who must pay.
You ride as sworn envoys under Count Gerold’s seal. Your charge is simple to speak and heavy to bear, learn the truth of the grove, prevent bloodshed around Modraniht, and return with a settlement that can be read aloud before lords and altars as just.
This is an adventure about witness, debt, and the price of mercy. There is no single villain waiting at the end. Instead, fear tightens into a crowd, oaths become traps, and something older than banners listens to every promise spoken in the rain.
What you’ll find inside
Three escalating phases that run like a tightening noose, arrival and investigation, thresholds and pressure, judgment at the ash ring.
GM tools tuned for folk horror as social pressure, omens, Crowd Heat, bell tolls, and bindable clauses.
A climactic finale where the valley judges the judges, and a single sentence can become law.
A printable table prop, The Roll of Ash and Salt, designed to sit on the table and shape play.
Six pre generated characters for immediate play, with Passions built to spark loyalty and tension inside the company.
If you’ve been looking for a Durandal adventure that leans hard into dread without relying on a pile of combat encounters, I made this for you.
Find it on DriveThruRPG, and if you play it, I’d love to hear how your table’s judgment ended.
Best,
-Rui


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