The Ascendancy of Blood: The Third Arrval, Gaius Vortex – the World Forger

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In the desolate silence following Erebos’s mournful dominion, the ground trembles as the third general arises, a titanic force of destruction and creation. Known as Gaius Vortex, the World Forger, he rises from the carnage left in the wake of the first two generals, not with wings, but as a colossal sentinel, his lower half a swirling vortex that consumes and reshapes the land.

Gaius Vortex is the architect of apocalypse, an agent of change on a cataclysmic scale. Where Krovaxis wrought desolation and Erebos smothered hope, Gaius Vortex’s mandate is to dismantle the remnants of the old world and forge from its ruins a realm befitting the Ebon Overlord. His form, seemingly torn asunder, is a paradoxical union of annihilation and rebirth. The upper half of his body is a monument to the Overlord’s merciless vision, while the lower half is an abyss from which new horrors are born.

He commands the Legion of Genesis, an army that marches not to war but to the rhythm of an infernal drumbeat, echoing the cadence of a world being refashioned. His legionnaires are constructors and destroyers in equal measure, entities that dismantle civilizations with one hand while crafting grotesque monuments to the Overlord with the other.

The World Forger’s arrival is a cataclysm, a reshaping of the very earth upon which history has tread. With each step, Gaius Vortex erases the works of millennia, and in their stead, he raises twisted spires and fortresses that blaspheme the skies. His battles are a testament to his name, for each confrontation ends not with victory or defeat but with a world unrecognizably altered.

To speak the name of Gaius Vortex is to accept the end of an epoch and the dawn of a new, darker age. His presence is not just a harbinger of the Ebon Overlord’s rule but a promise that the world to come will be crafted in the image of the abyss, a place where only the strongest, most ruthless will thrive in the Overlord’s shadow.

And though his power seems insurmountable, the sagas whisper of the cycle of destruction and creation—a reminder that from the ruins of the old, seeds of a new beginning are sown, waiting for the time to break through the cracked earth and reach for the light once more.

Reckoning of Vhal’Dun

Vhal’Dun, the city encrusted within the unyielding Godspine Mountains, had long been whispered to be the sole seedbed of rebellion, a fortress defiant against the darkness that had consumed the land. Its survival through the ascents of the first two generals was not a mere stroke of fate but a testament to its formidable might and the indomitable spirit of its people.

Krovaxis, the Bloodscourge, descended upon Vhal’Dun with his legion, his presence heralding a storm of blood and fire. The city, ringed with fortifications and protected by ancient spells, stood undaunted. Krovaxis’s siege was relentless, his strategies ingenious, but the city’s arcane bulwarks held firm and the spirits of its defenders remained unshaken. The land around Vhal’Dun withered into desolation, yet the city itself emerged unscathed, a lone island in a sea of ruin.

Then came Erebos, the Sorrowbringer, whose silent legion of spectres sought to drown the city’s hope beneath waves of despair. But the people of Vhal’Dun were resolute, their hearts fortified against sorrow by the memories of a time before darkness, their wills anchored by the city’s enduring legacy. Erebos’s ethereal forces faded at the gates, unable to extinguish the flame of defiance that burned within the city’s soul.

It was upon these twin failures that Gaius Vortex, the World Forger, gazed down upon Vhal’Dun with cold resolve. Here stood the city that had withstood the Bloodscourge’s rage and the Sorrowbringer’s malaise. Gaius Vortex, larger and more formidable than his predecessors, did not come bearing the promise of battle. His form, colossal and torn, loomed over the city, a silent challenge to its impervious legend.

With a mere gesture, Gaius Vortex commanded the earth to heave, and the mountains themselves to bend. It was not the walls he sought to breach, but the very foundations of Vhal’Dun to unmake. The Godspine Mountains, which had cradled the city for eons, now responded to a new master. The earth beneath Vhal’Dun groaned as Gaius Vortex’s will coursed through it, reshaping the unshapeable, forging a new world from the old.

The city’s enchanted protections, so stalwart against assaults of steel and specter, faltered against the inexorable might of the World Forger. The mountains unraveled, not with violence but with the grim certainty of fate. Vhal’Dun, the unconquerable, was not conquered—it was remade. Its spires that once kissed the skies now twisted into grotesque forms, its walls that held firm for ages now flowed like rivers at the behest of the World Forger’s silent command.

This was the Reckoning of Vhal’Dun. Not a tale of its fall to ruin, but of its rebirth into the image of the Overlord’s dark dream. It was the undeniable proof of Gaius Vortex’s might, where even the most steadfast bastion of the old world was but clay in his hands, sculpted into a monument to the new epoch—the Epoch of Ashes.

Character Sheet

Name: Gaius Vortex, the World Forger
Race: Primordial Titan (Homebrew)
Class: World Forger (Homebrew)
Level: 25

Ability Scores:

  • Strength: 34 (+12)
  • Dexterity: 14 (+2)
  • Constitution: 36 (+13)
  • Intelligence: 26 (+8)
  • Wisdom: 20 (+5)
  • Charisma: 24 (+7)

Hit Points: 725 (50d20 + 325)

Armor Class: 25 (worldforged armor)

Speed: 30 ft., burrow 60 ft.

Saving Throws:

  • Strength: +22
  • Dexterity: +12
  • Constitution: +23
  • Intelligence: +18
  • Wisdom: +15
  • Charisma: +17

Skills:

  • Intimidation: +27
  • Arcana: +18
  • Nature: +18

Attacks:

  • Mountain Maker Fist: +26 to hit, reach 20 ft., one target. Hit: 6d12 + 12 bludgeoning damage.
  • Abyssal Crush: +26 to hit, reach 20 ft., area of effect. Hit: 8d10 + 12 bludgeoning damage plus 8d10 necrotic damage.

Spells: Gaius Vortex has access to the following spells (spell save DC 26, +18 to hit with spell attacks):

  • Cantrips (at will): Mending (as world shaping), Shocking Grasp
  • 1st level (5 slots): Earth Tremor, Shield
  • 2nd level (5 slots): Erupting Earth, Shatter
  • 3rd level (5 slots): Meld into Stone, Wall of Sand
  • 4th level (4 slots): Stone Shape, Stoneskin
  • 5th level (4 slots): Wall of Stone, Geas
  • 6th level (3 slots): Move Earth, Flesh to Stone
  • 7th level (3 slots): Reverse Gravity, Seismic Event (homebrew)
  • 8th level (2 slots): Earthquake, Gaius’s World Forge (homebrew)
  • 9th level (1 slot): Worldform (homebrew, similar to True Polymorph but for terrain)

Equipment:

  • Worldforged Armor: Gaius Vortex’s skin is like armor forged from the core of the earth, granting AC 25 and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Special Abilities:

  • Legendary Resistance (5/Day): If Gaius Vortex fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Gaius Vortex has advantage on saving throws against spells and other magical effects.
  • World Shaper: Gaius Vortex can alter the terrain around him at will, creating barriers, chasms, and other geographical features.
  • Tectonic Presence: Any creature that starts its turn within 120 feet of Gaius Vortex must succeed on a DC 26 Strength saving throw or be knocked prone by a minor tremor.
  • Eternal Forge: Once per long rest, Gaius Vortex can reshape up to one square mile of terrain as if using the Worldform spell.

Languages: Primordial, Abyssal, Common, telepathy 120 ft.

Challenge Rating: 30 (155,000 XP)

Gaius Vortex, the World Forger, stands as the mightiest of the generals before the Ebon Overlord himself. With the power to unmake and reshape the very earth, Gaius is not a mere harbinger of doom but the crafter of a new world—a world of darkness and despair, perfectly sculpted to the Overlord’s design. His appearance heralds the end of an era and the painful birth of another, under the rule of his dark master.


The Ascendancy of Blood: The Second Arrival, Erebos the Sorrowbringer

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As Krovaxis, the Bloodscourge, carves a path of desolation, heralding the Reign of Blood, another shadow looms on the horizon to ensure the Overlord’s dominion is absolute. This second general, emerging from the blood-soaked earth where Krovaxis’s conquests have laid waste, is known as Erebos, the Sorrowbringer.

Erebos was not birthed but conjured from the collective lamentations of a thousand worlds that fell before the Overlord’s might. Where Krovaxis is the blade that cleaves through defiance, Erebos is the darkness that smothers hope, a suffocating shroud that engulfs the survivors in despair. His form, a twisted visage of the grief he embodies, holds a macabre beauty—wings of midnight hue, dripping with the sorrow of the fallen, and eyes that glow with the cold light of extinguished stars.

His purpose is singular and clear: to follow in the wake of the Bloodscourge, to quell the embers of resistance that flicker amidst the ruin. Erebos commands the Second Host, known as the Mourning Legion—a ghastly ensemble of specters and wraiths born from the last breaths of the dying. They do not clash with steel and spell; instead, they seep into the hearts of the living, draining them of will, of the very desire to resist.

Erebos’s arrival is silent, a whisper of loss that chills the soul. His battles are not marked by the clamor of war but by the quiet surrender of those who have lost all hope. Where Krovaxis brings ruin, Erebos ensures it is irrevocable, that from it springs not rebellion, but acceptance of the Overlord’s reign.

The Sorrowbringer’s name is a dirge on the lips of those who speak it, a mourning cry for the world that was. His presence is the assurance of the Overlord’s rule, a grim reminder that even should Krovaxis fall, the darkness is relentless, its generals many and tireless.

Yet, the chronicles speak of balance—a counterpoint to despair. Just as the legends hint at Krovaxis’s downfall, they whisper of a light that could pierce Erebos’s gloom. For sorrow exists only where joy once was, and as long as there are those who remember the light, there is a chance, however slender, to rekindle the flames of hope.

Subjugation of the Shimmering Vale

Following the decimation wrought by Krovaxis at the Siege of the Crystal Spire, the world of Taryndor was left reeling, vulnerable to the darkness that crept across the land. It was then that Erebos, the Sorrowbringer, and his Mourning Legion descended upon the fractured realm to extinguish the flames of resistance that still flickered amidst the rubble.

The most notable of these encounters was the Subjugation of the Shimmering Vale. The Vale, once a place of ethereal beauty with waterfalls cascading into an endless sea of flowers, was a sanctuary to those who had fled the Siege. Here, the survivors gathered, a congregation of disparate races united in grief and the shared dream of rekindling hope.

Erebos did not march upon the Vale with the sound of drums or the clamor of war. He arrived as a shadow at dusk, with the silence of a tomb. The Mourning Legion, ethereal and silent as the grave, spread like a mist among the refugees. There was no battle cry, no clash of steel, only the sudden, profound sorrow that settled in the hearts of the living.

As night fell, the specters of the Mourning Legion passed through the encampment. No barrier could keep them at bay, no magic dispel the despair they wrought. With every touch, a survivor’s hope dimmed, and their will to fight drained away like color from the world. Dreams of rebellion faded, replaced by a yearning for the oblivion that Erebos promised.

The Shimmering Vale, once aglow with life, became muted under the shadow of Erebos. The Vale’s once vibrant colors dulled, and its air, once filled with the fragrance of blooms, carried only the cold, damp scent of mourning. The denizens of the Vale found themselves unable to speak of the future, as if the concept itself had become foreign, lost.

In a single night, Erebos achieved what would have taken armies months to accomplish. By morning, the Vale was silent, its inhabitants standing motionless, their eyes empty of fight, their spirits crushed under the weight of an inescapable gloom.

The Subjugation of the Shimmering Vale was a testament to the Sorrowbringer’s power. It was said that the Vale’s waters wept black tears for centuries thereafter, and no laughter was heard upon its winds. Erebos’s victory was not marked by the fall of bodies or the burning of cities, but by the quiet surrender of souls to the Ebon Overlord’s reign.

Erebos, in his triumph, ensured that the Ascendancy of Blood was not only a period of physical ruin but of spiritual desolation. His was a conquest not over lands but over the very essence of hope, leaving behind a world where despair reigned as sovereign.

Character Sheet

Name: Erebos, the Sorrowbringer
Race: Demon (Homebrew)
Class: Dread Warden (Homebrew)
Level: 20+

Ability Scores:

  • Strength: 26 (+8)
  • Dexterity: 18 (+4)
  • Constitution: 27 (+8)
  • Intelligence: 22 (+6)
  • Wisdom: 24 (+7)
  • Charisma: 30 (+10)

Hit Points: 565 (35d12 + 280)
Armor Class: 21 (ethereal armor)
Speed: 30 ft., fly 100 ft.

Saving Throws:

  • Strength: +15
  • Dexterity: +9
  • Constitution: +15
  • Intelligence: +13
  • Wisdom: +14
  • Charisma: +17

Skills:

  • Intimidation: +17
  • Perception: +16
  • Insight: +16

Attacks:

  • Grief’s Touch: +18 to hit, reach 10 ft., one target. Hit: 3d10 + 8 psychic damage, and the target must succeed on a DC 23 Wisdom saving throw or be overcome by sorrow, becoming incapacitated until the end of its next turn.
  • Tears of the Fallen: 60 ft. radius sphere centered on a point Erebos can see. All creatures within the area must make a DC 23 Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Spells: Erebos has access to the following spells:

  • Cantrips (at will): Chill Touch, Thaumaturgy
  • 1st level (4 slots): Dissonant Whispers, Ray of Sickness
  • 2nd level (3 slots): Crown of Madness, Silence
  • 3rd level (3 slots): Spirit Guardians, Vampiric Touch
  • 4th level (3 slots): Phantasmal Killer, Shadow of Moil
  • 5th level (2 slots): Enervation, Geas
  • 6th level (2 slots): Eyebite, Mass Suggestion
  • 7th level (2 slots): Finger of Death, Etherealness
  • 8th level (1 slot): Feeblemind, Maze
  • 9th level (1 slot): Weird, True Polymorph

Equipment:

  • Shroud of Despair: Ethereal armor that grants AC 21 and immunity to psychic and necrotic damage.
  • Grief’s Touch: As described in attacks.
  • Ring of Mind Shielding: Makes the wearer immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type.
  • Pendant of Sorrow: Amplifies Erebos’s aura of despair, causing all hostile creatures within 60 feet to make a DC 23 Wisdom saving throw or be filled with overwhelming sadness, gaining disadvantage on all attack rolls and ability checks.

Special Abilities:

  • Legendary Resistance (3/Day): If Erebos fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Erebos has advantage on saving throws against spells and other magical effects.
  • Incorporeal Movement: Erebos can move through other creatures and objects as if they were difficult terrain.
  • Aura of Despair: Any creature hostile to Erebos that starts its turn within 60 feet of him must make a DC 23 Wisdom saving throw or be affected by a wave of sadness, gaining disadvantage on all attack rolls and ability checks until the end of its next turn.
  • Telepathy: Erebos can communicate telepathically with any creature he can see within 120 feet of him.
  • True Polymorph9th-level transmutation – Erebos, the Sorrowbringer, wields the “True Polymorph” spell not merely as a tool of disguise, but as a means to walk undetected among the races of the lands he seeks to subdue. His preference is to assume the form of a human, as it allows him to navigate the societies that are often at the heart of resistance movements.
    • Appearance: In his human guise, Erebos adopts the persona of a charismatic nobleman. His appearance is meticulously crafted to be disarmingly handsome, with sharp features, piercing eyes that shimmer with a trace of his otherworldly origin, and a mane of dark hair that seems to absorb the light around it. His noble attire is rich with dark colours and accented with hints of crimson—a subtle nod to his true demonic form—designed to exude elegance and command respect.
    • Preferred Race: Human. He chooses this form for its blend of ubiquity and influence across the realms. Humans are often at the crossroads of power, commerce, and culture, making them the perfect vessel for Erebos’s machinations.
    • Mannerisms: As a human, Erebos is the epitome of charm and grace, speaking with a voice that is both captivating and soothing. However, there’s an underlying current of melancholy in his words, a gentle nudge toward hopelessness in his every interaction. He listens intently, often locking eyes in a way that seems to peer into one’s soul, leaving individuals feeling exposed and vulnerable. His smile is enigmatic, often appearing at moments of others’ distress as if he finds a certain pleasure in the misfortunes that befall those around him.

      Erebos’s movements are smooth and deliberate, exuding confidence and control. He often places himself at the center of gatherings, attracting attention effortlessly, yet he always maintains a sliver of distance—close enough to influence, yet apart enough to remain an enigma.

      Through “True Polymorph,” Erebos embodies the human form to its ideal, using it as a vessel to spread despair in the most personal and insidious ways, ensuring that the seeds of sorrow are sown deep in the hearts of those who might once have dared to hope.

Languages: Abyssal, Common, telepathy 120 ft.

Challenge Rating: 22 (41,000 XP)

Erebos, the Sorrowbringer, is designed to be a formidable opponent, not through sheer destructive force, but by crippling his foes emotionally and psychologically, making him an insidious threat in any D&D campaign. His presence on the battlefield saps the will to fight, turning even the most resilient warriors into despondent shells. Adjustments can be made to his character sheet to fit the specific needs of the campaign and the desired challenge level.


The Ascendancy of Blood: The First Arrival, The Winged Harbinger

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In the time before time, when chaos reigned and the fabric of reality was yet unformed, the Ebon Overlord emerged from the abyssal depths, a being of unfathomable power and inscrutable motives. His blood, a living darkness, coursed through the void, birthing horrors and wonders alike. It was from a single drop of this eldritch ichor that the Winged Harbinger came into being—a creature not born of woman or womb but of blood and shadow.

The forbidden name bestowed upon him is Krovaxis, the Bloodscourge. His tale is one of darkness, for he is the firstborn son of the Overlord, and in him flows the essence of his sire’s unyielding dominion. Krovaxis was created with a singular purpose: to be the vanguard of the apocalypse, to herald the Reign of Blood that would span 10,000 years.

Krovaxis’s awakening was marked by the skies weeping crimson tears, and where they fell, the land withered into desolation. His form was a terror to behold, colossal and shrouded in an aura of malevolence. His wings, membranes woven from the night itself, stretched across the heavens, casting a pall of perpetual twilight wherever he roamed.

The Ebon Overlord, in his infinite cunning, had infused Krovaxis with a fragment of his own indomitable will, ensuring his loyalty and aligning their desires. Krovaxis was not merely a servant but an extension of the Overlord’s own reach, his right hand in the mortal realms.

As the harbinger of his father’s rule, Krovaxis led the First Host, an army of nightmares pulled from the darkest corners of the Overlord’s realm. They were the first wave, the shadow that creeps before nightfall, tasked with breaking the resolve of all who dared oppose the coming darkness.

Krovaxis, the Bloodscourge, was a master tactician, his strategies woven from the loom of inevitability. He did not simply wage war upon the kingdoms of men and elves, dwarves and orcs—he waged war upon their very spirits. His presence was a blight upon the land, and his battles were orchestrated massacres that left survivors not with relief but with despair.

The Ascendancy of Blood was not just a prelude to the Overlord’s reign but a testament to the power of his first progeny. Krovaxis, in his unrelenting campaign, sought not only to conquer but to transform the world into a reflection of the abyss that had spawned him—a realm where only the strongest, cruellest, and most ruthless could thrive.

In the chronicles of those dark times, Krovaxis’s name is recorded with dread, for to invoke it is to remember the rivers of blood that preceded the Overlord’s throne. Yet, as with all tyrants, the legends whisper of a downfall—a chink in the armour of the Bloodscourge that might one day lead to his undoing, and with it, the hope for a dawn after the longest and bloodiest of nights.

The Siege of the Crystal Spire

The Siege of the Crystal Spire stands as a testament to Krovaxis’s might—a battle that would have spelled doom for lesser overlords, but where he showcased his unparalleled dominance.

The Crystal Spire was the heart of the realm of Taryndor, a city of radiant beauty, its towers forged from living crystal that sang with the power of the Ley Lines converging beneath it. It was said that the Spire was impregnable, protected not only by its formidable arcane defences but also by the Order of the Starfire Sentinels, a brotherhood of mages and warriors whose prowess was legendary. The city had stood for millennia, a beacon of hope and a bastion against the encroaching darkness.

As the Ascendancy of Blood commenced, other overlords shied away from Taryndor, wary of its defences and the potential cost of laying siege to it. Krovaxis, however, saw not a fortress but a symbol. Its fall would echo through the ages, breaking the spirit of all who stood against the Ebon Overlord.

Krovaxis approached the Spire not with subterfuge or siege engines, but under the cover of an eclipse, a celestial event that seemed to drain the very colour from the world. As the shadow passed over the sun, Krovaxis and his legion appeared on the horizon, a darker shadow against the darkened sky.

The defenders readied their spells and weapons, their hearts steady in the face of the advancing doom. The first clash was cataclysmic; spells of light and shadow collided, shattering the silence of anticipation. Yet, for every Starfire Sentinel that stood their ground, a dozen of Krovaxis’s nightmares surged forth.

The Crystal Spire’s defences, mighty as they were, had never been tested by a force such as this. The Sentinels’ magic tore through the ranks of the shadow legion, but for every friend that fell, two more took its place. The air was thick with sorcery and blood, the ground littered with the fallen from both sides.

Yet Krovaxis did not merely command his forces—he was an avatar of war, wading through the fray with a presence that smothered hope. His wings unfurled, casting a darkness so profound that the mages’ spells flickered and died. Where he struck, the living crystal blackened and shattered, the very essence of the Spire’s magic unravelled by his touch.

The battle raged for seven days and nights, a relentless onslaught that allowed no respite. The turning point came when Krovaxis himself ascended the Spire, his form so vast that he seemed to embrace the tower in its entirety. With a roar that shook the earth’s foundations, he unleashed a wave of pure abyssal energy that tore through the Spire’s defences, leaving its once radiant towers dull and cracked, its defenders scattered and broken.

In the aftermath, the Crystal Spire lay in ruins, its light extinguished, a symbol no more. Krovaxis’s victory was absolute, a display of power so definitive that it echoed through the realms as a harbinger of the new age—the Reign of Blood. His dominance was not merely in the might of arms defences in the unassailable will to bend the world to the Overlord’s vision, to transform beauty into ruin, and hope into despair.

Character Sheet

Name: Krovaxis, the Bloodscourge
Race: Demon (Homebrew)
Class: Warlord (Homebrew)
Level: 20+

Ability Scores:

  • Strength: 30 (+10)
  • Dexterity: 22 (+6)
  • Constitution: 28 (+9)
  • Intelligence: 20 (+5)
  • Wisdom: 18 (+4)
  • Charisma: 26 (+8)

Hit Points: 580 (40d12 + 360)
Armor Class: 22 (natural armor)
Speed: 40 ft., fly 120 ft.

Saving Throws:

  • Strength: +17
  • Dexterity: +11
  • Constitution: +16
  • Intelligence: +10
  • Wisdom: +9
  • Charisma: +14

Skills:

  • Intimidation: +19
  • Perception: +14
  • Deception: +19

Attacks:

  • Demonic Blade: +19 to hit, reach 5 ft., one target. Hit: 4d12 + 10 slashing damage.
  • Abyssal Breath: DC 23 DEX save, 60 ft. cone. Hit: 12d10 necrotic damage.

Spells: Krovaxis has access to the following spells:

  • Cantrips (at will): Eldritch Blast, Mage Hand
  • 1st level (4 slots): Armor of Agathys, Command
  • 2nd level (3 slots): Darkness, Mirror Image
  • 3rd level (3 slots): Counterspell, Fireball
  • 4th level (3 slots): Blight, Dimension Door
  • 5th level (2 slots): Hold Monster, Teleportation Circle
  • 6th level (2 slots): Circle of Death, True Seeing
  • 7th level (2 slots): Finger of Death, Plane Shift
  • 8th level (1 slot): Demiplane, Dominate Monster
  • 9th level (1 slot): Gate, Power Word Kill

Equipment:

  • Infernal Plate: Homebrew armor, grants AC 22 and resistance to non-magical attacks.
  • Demonic Blade: As described in attacks.
  • Ring of Teleportation: Allows the use of teleport as per the spell once per day.
  • Amulet of Health: Sets Constitution score to 19 if it isn’t already higher.
  • Cloak of Displacement: Attacks against Krovaxis have disadvantage until he is hit for the first time each turn.

Special Abilities:

  • Legendary Resistance (3/Day): If Krovaxis fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Krovaxis has advantage on saving throws against spells and other magical effects.
  • Regeneration: Krovaxis regains 20 hit points at the start of his turn if he has at least 1 hit point.
  • Fear Aura: Any creature hostile to Krovaxis that starts its turn within 30 feet of him must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Krovaxis is within line of sight, ending the effect on itself on a success.

Languages: Abyssal, Common, telepathy 120 ft.

Challenge Rating: 23 (50,000 XP)


The Maritime Republic of Valedor

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Geography of the Maritime Republic of Valedor: Valedor, a vast and diverse archipelago, is home to over 50 unique islands. These islands range from lush tropical paradises to rugged, rocky coastlines, each contributing to the republic’s rich and varied landscapes.

  • Primary Islands:
    • Azurisle: The largest and most populous, Azurisle is the bustling economic hub of Valedor, known for its vibrant trade markets and melting pot of cultures.
    • Emerald Key: A haven for naturalists, this island boasts dense, biodiverse jungles and a population devoted to agriculture and scientific research.
    • Crimson Atoll: Noted for its breathtaking coral reefs, this sparsely populated atoll is a network of small islands focused on fishing and trade.
    • Silver Shoal: A tourist’s dream, Silver Shoal features stunning beaches and luxury resorts, with a population that swells during peak tourist seasons.
    • Ironclad Isle: This island’s rugged terrain and mineral wealth make it the center of Valedor’s shipbuilding industry, populated by skilled labourers and craftsmen.
  • Smaller Islands: The smaller islands of Valedor exhibit a mosaic of lifestyles and governance. Many are family-owned, operating like independent micro-states with a strong sense of tradition and heritage. Others are governed by clans or local communities, where decisions are made collectively, preserving traditional ways of life. Many of these islands are sparsely populated or uninhabited, serving as seasonal fishing grounds or retreats for solitude seekers. These islands offer a contrast to the bustling life of the larger islands, showcasing a simpler, untouched way of life.

Together, these islands form the diverse and dynamic geography of the Maritime Republic of Valedor, a nation characterized by rich cultural and natural diversity.

Political Landscape:

Valedor’s democracy is rooted in a unique system where each island elects its representatives to the Council of Valedor. This council embodies the republic’s diverse political voices, ensuring that each island’s interests and perspectives are considered in national decisions.

  • Council Structure: The Council of Valedor is a dynamic and multifaceted body. Representatives from the larger islands often wield more influence due to their economic and population clout, leading to intricate political maneuvering. However, the voices of smaller islands are also pivotal, as many decisions require a consensus or a majority that crosses island lines.
  • Decision-Making: The council’s primary focus areas include maritime laws, national defense, and international relations. Debates and discussions in the council are often intense and lively, reflecting the diverse ideologies and priorities of the different islands.
  • Political Atmosphere: Balancing power among the islands is a key aspect of Valedor’s political environment. Alliances form and shift regularly, both within the council and among the islands themselves. This fluid political landscape encourages negotiation, diplomacy, and collaboration.
  • Local Governance: While the Council of Valedor handles national matters, each island retains autonomy over its local affairs. This system allows for a diverse range of local governance models, from traditional clan systems to more modern democratic forms.
  • International Relations: Valedor’s strategic position and naval prowess make it a significant player in regional politics. Its council actively engages in diplomacy, seeking to maintain a balance of power while advancing the republic’s interests.

In summary, Valedor’s political landscape is characterized by its democratic principles, the balance of power among its islands, and its active engagement in both internal and external political matters.

Economy: The economy of the Maritime Republic of Valedor is intricately tied to its maritime resources, positioning it as a crucial player in regional and international trade networks.

  • Maritime Industries: Fishing is a staple of the Valedorian economy, with a rich variety of seafood being harvested and traded. Shipbuilding is another cornerstone, with Valedor’s reputation for high-quality vessels being renowned far and wide.
  • Seafaring Trade: The strategic location of Valedor, along with its skilled navigators and sailors, has made it a vital hub for seafaring trade. Valedorian ships are a common sight in many ports across the world, carrying goods from all corners of the globe.
  • Economic Influence: Valedor’s economy not only supports its own population but also exerts significant influence over regional trade dynamics. Its ports are bustling with activity, serving as key waypoints for international shipping routes.
  • Innovation and Adaptation: The economy is adaptive, with an emphasis on innovative maritime technologies and practices. This adaptiveness has allowed Valedor to maintain its economic strength even in the face of changing global trends and challenges.

Relationship with Tharador: Valedor maintains a complex relationship with Tharador. Both kingdoms benefit from trade agreements, with Valedor often acting as a gateway for Tharador’s overseas trade. While friendly, there is an undercurrent of competition, especially in naval capabilities and control over key maritime routes. They occasionally collaborate in mutual naval defence initiatives against common threats, showcasing a bond that transcends mere economic interests.

Relationship With the Desert Empire of Sunarim: Valedor’s relationship with Sunarim is primarily economic, and centered around trade. Valedor imports Sunarim’s mineral resources and spices, and in return, exports seafood and maritime technology. There are occasional political tensions, mainly due to differing ideologies and competition for trade influence in the region.

Relationship With the Highland Confederacy of Eirun: The ties between Valedor and Eirun are rooted in a shared history and cultural exchanges. They often collaborate on regional security matters, given their mutual interest in maintaining stability. Trade relations are strong, with Valedor importing Eirun’s agricultural products and exporting nautical equipment and expertise.

Relationship With the Arcane Dominion of Mystralia: The relationship with Mystralia is multifaceted, blending respect, cooperation, and competition. They collaborate in the realms of magical research and maritime navigation technology, leveraging Valedor’s navigational prowess and Mystralia’s arcane knowledge. However, there is an underlying competitive streak, especially in the areas of magical innovation and control over magical maritime routes.

Top 10 Races:

  1. Humans: Predominant due to their adaptability and widespread presence.
  2. Half-Elves: Common in port cities due to the historical mingling of races.
  3. Tritons: Given the maritime nature, these aquatic beings could be significant.
  4. Elves: Present due to their long lifespan and interest in varied environments.
  5. Dwarves: Although more uncommon, some might be drawn to shipbuilding and trade.
  6. Halflings: Their adaptability makes them suited for various roles in a maritime economy.
  7. Gnomes: Likely present, especially those with an interest in maritime inventions.
  8. Tieflings: Their diverse backgrounds make them a fit for a cosmopolitan setting.
  9. Dragonborn: While less common, some might be drawn to Valedor for trade and adventure.
  10. Aarakocra: Their ability to fly could be advantageous for certain maritime activities.

Top 10 Classes:

  1. Sailors/Mariners (Fighter Variant): Dominant due to the seafaring nature of the republic.
  2. Rogues: Thriving in the bustling port cities and trade centers.
  3. Rangers: Especially those with coastal or aquatic terrains as their favoured terrain.
  4. Clerics: Serving the spiritual needs of a diverse population.
  5. Wizards: With an emphasis on those specializing in weather and nautical magic.
  6. Bards: Storytellers and entertainers are vital in seafaring culture.
  7. Druids: Particularly those connected to marine and coastal ecosystems.
  8. Paladins: Protectors of the seas and upholders of maritime law.
  9. Barbarians: Some islands may have more traditional, tribal societies.
  10. Sorcerers: With powers that could be linked to the mystical aspects of the sea.

The Kingdom of Tharador

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Geography and Realms: Tharador is a land of breathtaking diversity. To the north lie the Frostpeak Mountains, their snow-capped summits home to hardy dwarves and mysterious creatures. The vast Heartwood Forest stretches across the central region, a labyrinth of ancient trees where elves, fey, and numerous woodland beings dwell in harmony. To the south, the Golden Plains offer fertile lands for human kingdoms and halfling communities, dotted with bustling towns and peaceful villages.

Cultural Melting Pot

Tharador’s strategic location has made it a crossroads for trade and culture. The kingdom is a mosaic of different races and traditions, where ancient customs blend with new ideas. Marketplaces buzz with languages and goods from distant lands, and festivals showcase a kaleidoscope of cultures.

Political Landscape

The kingdom is ruled by a benevolent monarch, King Eldred IV, known for his wisdom and fairness. The noble houses, each governing a portion of Tharador, maintain a delicate balance of power. However, intrigues and alliances within the court suggest a bubbling undercurrent of ambition and rivalry.

Magic and Mysticism

Magic is an integral part of Tharadorian life. The prestigious Arcanum Academy attracts students from all over the realm, seeking to master the arcane arts. However, there are places in Tharador where magic is wild and untamed, and ancient relics of forgotten eras still hold untold power.

Economic Prosperity

Tharador thrives on trade, with Ebonridge serving as the hub. The kingdom’s central location and diverse resources, from Heartwood timber to Frostpeak ores, contribute to its flourishing economy. Yet, prosperity brings its challenges, attracting the attention of pirates, bandits, and other nefarious elements.

Adventurers and Guilds

Adventurers and mercenaries play a vital role in Tharador. Guilds offer a wide range of quests – from exploring uncharted territories and battling monsters to delving into ancient ruins and solving political intrigues. These guilds are not just sources of employment; they are centers of learning and camaraderie.

Mysteries and Threats

Despite its beauty and prosperity, Tharador is not without its dangers. The edges of the kingdom are fringed by the untamed Wildlands, where monstrous creatures roam. Legends speak of forgotten deities, ancient curses, and hidden realms waiting to be rediscovered. The rise in dark omens and the whispers of an ancient evil reawakening have caused unease among the common folk and nobility alike.

Location: The City of Ebonridge

Heart of Tharador

Ebonridge, the crown jewel of Tharador, is a city steeped in history and splendour. It serves as the capital and is often referred to as the “Heart of the Kingdom.” Situated at the crossroads of major trade routes, Ebonridge is not only a political center but also a cultural and economic powerhouse.

Architectural Marvel

The city’s architecture is a testament to its rich history and diverse influences. The Royal Palace, with its soaring spires and grand halls, stands as a symbol of the kingdom’s enduring strength. The city is also home to impressive structures like the Great Library of Ebonridge, housing knowledge collected from across the realms, and the Temple of the Divines, representing various deities worshiped in Tharador.

Bustling Marketplaces

Ebonridge’s marketplaces are alive with activity, offering goods from across the known world. The Grand Bazaar, a sprawling maze of shops and stalls, is renowned for its exotic wares and rare artifacts. Artisans from different races showcase their finest crafts, making it a paradise for traders and collectors.

Cultural Diversity

Ebonridge is a melting pot of races and cultures. Elves, dwarves, humans, halflings, and other races live side by side, contributing to the city’s vibrant tapestry. This diversity is celebrated through festivals, art, and cuisine, with each district having its own unique flavor and traditions.

Center of Learning and Magic

The city is a hub for scholars and mages. The Arcanum Academy in Ebonridge is a prestigious institution, drawing aspiring wizards and researchers. Alchemists’ guilds and magical shops line the Mystic Quarter, a district known for its arcane energy and mystical discoveries.

Political Intrigue

As the seat of power for the kingdom, Ebonridge is no stranger to political maneuvering. The royal court, noble houses, and various guilds vie for influence and control, often entangling adventurers in their intricate plots.

Guardians and Order

The Ebonridge City Guard, a disciplined force led by the esteemed Captain Elara, maintains peace and order. However, beneath the city’s orderly facade, a network of thieves’ guilds and secret societies operate, offering a different kind of order to those who dwell in the shadows.

Adventurers’ Haven

For adventurers, Ebonridge offers endless opportunities. Whether it’s seeking a quest at the Adventurers’ Guild, uncovering ancient secrets hidden beneath the city, or navigating the complex web of nobility for a noble cause, Ebonridge is a place where legends are born and heroes are made.

Background History: The Era of Balance

End of Turmoil

The Era of Balance in Tharador marks a significant turning point in the realm’s history. This period followed the tumultuous Age of Strife, a time when the kingdom was fractured by incessant wars among rival factions and external invaders. These conflicts, fueled by a desire for power and control over Tharador’s rich resources and strategic position, left deep scars across the land.

The Dawn of Peace

The era began with the signing of the Treaty of Unity, a historic accord that brought together the warring states under a single banner. King Eldred IV, known as the Peacemaker, was instrumental in negotiating this peace. The treaty not only ended the wars but also laid the foundation for a unified kingdom governed by a council representing all the major houses and races.

Prosperity and Trade

With the establishment of peace, Tharador experienced a surge in prosperity. Trade routes reopened, and the kingdom became a bustling center of commerce. Merchants, artisans, and scholars from distant lands were drawn to Tharador, bringing with them new ideas, cultures, and technologies that enriched the kingdom further.

Magic’s New Role

Magic, once a weapon of war, found a new purpose in the Era of Balance. Wizards and sorcerers turned their talents toward the betterment of society. Magical research led to advancements in agriculture, medicine, and infrastructure. The Arcanum Academy became a center for magical learning, where ethical use of magic was emphasized.

Cultural Renaissance

This era also witnessed a cultural renaissance. Arts, literature, and music flourished, with patronage from the nobility and the newfound merchant class. Festivals and tournaments became common, celebrating the kingdom’s unity and diversity.

Hidden Tensions

Despite the outward appearance of harmony, not all was perfect in the Era of Balance. Old rivalries and power struggles lingered beneath the surface. Some nobles and factions, nostalgic for the days of unchecked power, plotted in the shadows, waiting for an opportunity to assert their dominance.

Emergence of New Threats

Moreover, the prolonged focus on internal affairs led to a neglect of the wild frontiers. This oversight allowed dark forces and ancient magics to stir unnoticed. Reports of strange happenings and ominous signs began to emerge from the kingdom’s remote corners.

The Present Challenge

As the Era of Balance continues, Tharador stands at a crucial juncture. The actions of its people, from the highest noble to the humblest adventurer, will determine whether the kingdom continues on its path of prosperity or descends back into the chaos of old. The stage is set for heroes to rise and shape the course of history in this pivotal era.

Current Era: The Age of Heroes

A Time of Change and Opportunity

The Age of Heroes in Tharador is a period characterized by extraordinary events and individuals. With the kingdom relatively stable, the focus has shifted from grand, sweeping conflicts to the deeds of individual heroes and adventurers. In this era, the actions of a single person or a small group can have far-reaching consequences, and tales of valor, cunning, and magical prowess are commonplace.

Blurring of Realms

A significant aspect of this era is the thinning veil between the mundane world and the mystical realms. Ancient sites long dormant are stirring, and relics of immense power are resurfacing. The arcane energies that were once tightly controlled are now manifesting spontaneously, leading to both wondrous and ominous occurrences.

Rise of Adventurers

This era has seen a surge in the number of adventurers. Drawn by the lure of undiscovered mysteries, hidden treasures, and the chance to make a name for themselves, these individuals come from all walks of life. Ebonridge and other cities in Tharador have become hubs for these adventurers, with guilds and taverns serving as gathering places to share news, recruit companions, and embark on quests.

Guilds and Orders

Numerous guilds and orders have risen to prominence, offering structure and resources to adventurers. These include traditional mercenary guilds, scholarly circles dedicated to arcane studies, and secretive societies with their own agendas. Each guild provides a different path for adventurers to pursue glory and riches.

Diverse Challenges

The challenges faced by adventurers in this era are as varied as the kingdom itself. From delving into ancient ruins and battling emerging dark forces to navigating the intrigues of the royal court and solving mysterious happenings in Ebonridge, the potential for adventure is limitless.

Heroes as Catalysts

Heroes of this age are not just participants in their adventures; they are catalysts for change. Their discoveries and actions are shaping the course of Tharador’s history. Stories of their deeds are spreading across the kingdom, inspiring others and contributing to the growing legend of this era.

A Call for Heroism

The Age of Heroes is an open invitation for those with courage and ambition to leave their mark on Tharador. It’s a call to arms for protectors and defenders, a beckoning for seekers of knowledge and power, and a siren song for those chasing fame and fortune.

Your Journey Awaits

As an adventurer in this age, you stand on the brink of legend. Your journey is yours to define. Will you seek out lost magic, confront ancient evils, or vie for power and influence in the kingdom? The stories of this era are yet to be written, and your actions will shape the destiny of Tharador in the Age of Heroes.

The Call to Adventure

In Tharador, a land where legends breathe and the veil between myth and reality is thin, a shadow stirs. Whispered rumors speak of a growing darkness, an encroaching evil that threatens the fragile peace of the kingdom. From the misty peaks of the Frostpeak Mountains to the shadowed depths of the Heartwood Forest, unsettling tales are emerging.

Villages on the fringes of the kingdom report sightings of sinister figures and unknown creatures. Travelers speak of eerie lights in the dead of night and chilling sounds carried on the wind. Ancient relics, long dormant, are resonating with a strange energy, and seers and oracles are haunted by foreboding visions.

In response to these troubling signs, the King’s Council, a venerable assembly of wise rulers and seasoned warriors, has issued an unprecedented call. Heroes are needed to investigate these disturbances, protect the innocent, and delve into the heart of this growing mystery.

Your Role in the Saga

This is where you come in. As a resident of Tharador, you find yourself at a crossroads of destiny. Will you heed the call to adventure? Whether you envision yourself as a valiant knight, a cunning rogue, a wise mage, or any other path you choose, your journey begins at the threshold of the unknown.

Your story will be one of courage, wit, and determination. You will explore forgotten ruins, uncover age-old secrets, and face challenges that will test your mettle. Along the way, you will encounter friends and foes, form alliances, and make decisions that will shape the course of your adventure and the fate of Tharador itself.

Preparing for the Journey

To embark on this adventure, you are invited to create your character. Begin at level 1, selecting any class and race within the rich and diverse universe of Dungeons & Dragons 5E. Your character must be crafted accurately and by the book, as integrity and fairness are paramount in this world of magic and mystery. Remember, cheating or fudging numbers will not be tolerated, for the true strength of a hero lies in their character and their story.

As the world of Tharador comes to life, we ask for your patience. The gates of adventure are not yet open, but the time is nigh. You are encouraged to prepare your character and ready your wits and weapons.

Waiting for the Call

Keep a watchful eye on our site for further information. Updates on when the journey will commence, and how you can join will be shared in due time. The Age of Heroes is upon us, and the tales of bravery, cunning, and magic are waiting to be told by you.

Will you rise to become a legend in the Kingdom of Tharador? The story awaits your arrival, and the pages of history are yours to write. Adventure, glory, and untold mysteries await in this epic saga. Prepare yourself for the adventure of a lifetime.

Welcome to Our Interactive Storytelling Journey!

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At Dungeon Tales, we’re crafting an innovative and immersive way to experience the world of Dungeons & Dragons 5th Edition (D&D5E). Our approach, the “Story Teller” style, offers a unique blend of traditional role-playing elements with a narrative-focused twist. Here, the boundary between a game and a captivating story blurs, creating a thrilling adventure for both players and the Dungeon Master (DM).

The Concept: Our “Story Teller” D&D5E adventure is a creative experiment in collaborative storytelling. In this format:

  • DM-Driven Gameplay: The DM takes a more active role in guiding the story. They handle most of the minor decisions and combat scenarios, keeping the game fluid and cinematic.
  • Player-Driven Story: While the DM navigates the finer details, major plot decisions remain in the players’ hands. Your choices at key moments shape the narrative, ensuring your agency in an evolving tale.
  • Character Depth: Players provide detailed character profiles, outlining not just abilities and stats, but also deep personality traits, goals, and roleplay preferences. This information allows the DM to accurately portray each character’s actions and decisions.
  • Interactive and Dynamic: The game world responds and evolves based on the collective narrative crafted by the players and the DM. This approach creates a living, breathing universe where every decision has weight.

Work in Progress: We’re excited about this journey, but it’s important to note that our “Story Teller” D&D5E adventure is a work in progress. We are:

  • Evolving Our Methods: As we test and refine our storytelling techniques, expect changes and improvements. We’re learning and adapting as we go!
  • Open to Feedback: Your experiences and suggestions are invaluable. We encourage players and DMs to share their thoughts and help shape the future of this adventure.
  • Building a Community: Join our forums and social media channels to connect with other players, share stories, and be part of our growing community of adventurers.

Join the Adventure: Whether you’re a seasoned D&D veteran or new to the world of tabletop RPGs, we welcome you to join us in this unique storytelling venture. Sign up, create your character, and dive into an adventure where your decisions shape the narrative.

Let’s Create Stories Worth Telling!