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 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)


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!