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 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.