SHRINES WORLDS‍ ‍
Drevalynn - The Old Pilgrimage

Drevalynn is the oldest beginning that is still remembered.

With SHRINES WORLDS: Drevalynn – The Old Pilgrimage, the view opens far beyond the pilgrimages revealed so far.

Drevalynn is an old and wounded world. A world of broken boundaries, forgotten realms, dying truths, and shrines that still endure where something should have vanished long ago.

But Drevalynn is not a world waiting to be saved.

The Marked enter places whose conflicts began long before their arrival. They follow the traces of past pilgrimages, recover Lore Fragments, descend into Instances, and encounter factions with their own beliefs about what must be preserved, changed, or destroyed.

Eventually, they will have to decide what remains after their pilgrimage is over.

What is SHRINES WORLDS?

SHRINES WORLDS expands SHRINES – A Dark Pilgrimage RPG with fully developed worlds and their regions.

These books are not linear campaigns or predetermined adventure paths.

Each region serves as an open space for Pilgrimages, providing the Shrinewarden with Locations, Instances, shrines, factions, monsters, Lore Fragments, relics, conflicts, and consequences from which different paths through the world can emerge.

The Marked decide which traces they follow, whom they trust, which truths they uncover, and what part of a region they may ultimately change.

Drevalynn – The Old Pilgrimage

Drevalynn is the oldest beginning that is still remembered.

But memory in Drevalynn is never complete.

Stories contradict one another. Names disappear. Borders are redrawn. Entire places are reshaped while Lore Fragments preserve only pieces of what once happened there.

The Old Pilgrimage leads the Marked through five great regions of Drevalynn.

Each carries its own wound, its own conflicts, and a question without an easy answer.

Roughbacks, the Hills of Separation

Between hills, walls, and ancient seals lies a region whose history has been shaped by the need to keep things apart.

People from dangers. Lands from one another.

And sometimes the world from something that was never meant to be released again.

But what happens when preservation becomes obligation?

And what remains of a boundary when no one remembers why it was raised?

The Mist-Rich Chalicelands

Mist lies across the Chalice Lands, swallowing roads, voices, and certainty.

What is found there may never truly have been lost.

What is desired may never have existed at all.

And the line between longing and truth can disappear faster than the Marked would like.

Not everything that draws a Pilgrimage forward leads where it was meant to go.

The Whitegrounds of Veyrhal

Beneath endless white expanses lie traces of a past that did not vanish.

It was buried.

Names were forgotten. Places disappeared.

Memories became stories, stories became rumours, and rumours eventually became nothingness.

But in Veyrhal, forgotten does not necessarily mean lost.

And lost does not necessarily mean dead.

Shiftpith, the Shattered Expanse

Shiftpith is not a place that can be mapped with certainty.

Paths shift. Borders lose their meaning.

And what was a safe route yesterday may lead somewhere entirely different today.

The Marked must learn to follow a landscape that seems uncertain of what it wants to become.

Because in Shiftpith, it is not only the destination that can change.

Sometimes, so can those who arrive there.

The Ember Paths of Nemathar

The Ember Paths lead through a land where movement means survival.

Tracks are read. Prey is followed.

And anyone who hunts for long enough must eventually consider the possibility that something has begun following them.

Across scorched trails, lingering embers, and creatures capable of pursuing prey across vast distances, the roles of hunter and hunted can change quickly.

The question is not only what the Marked will find.

It is what may follow them.

A Region Is More Than a Place

Every region in The Old Pilgrimage follows its own structure.

Not every decision heals a Wound.

Not every change makes a region better.

But at the end of a Pilgrimage, something may remain that did not exist before.

Or something may disappear that the Marked once believed had to be preserved.

Each region provides its own Locations, Instances, shrines, factions, monsters, Bosses, Lore Fragments, relics, encounter list and regional escalation.

The Marked do not discover these elements in a predetermined order.

They choose which paths to follow.

And which consequences they are willing to carry.

No Hero's Journey

The Old Pilgrimage is not a story about heroes saving Drevalynn.

Drevalynn existed long before the Marked.

Its wounds are older than their Pilgrimage.

Its factions have reasons for what they do.

And even where cruelty appears obvious, a simple truth does not necessarily wait beneath it.

The Marked will make decisions.

Others will have to live with them.

And Drevalynn will remember. Perhaps.

SHRINES WORLDS: Drevalynn – The Old Pilgrimage

Expected Release: Q1 2027