Conquered Continent world illustration - Fantasy theme
Fantasy

Conquered Continent

C
ChocoChip

30 years ago, Voran conquered. Emperor Xylo's death sparks unrest, vassal kingdoms eye freedom


Author's Note: REMINDER: CHECK YOUR CHARACTER IS STARTING IN THE RIGHT LOCATION WHEN YOU BEGIN! The Voran empire conquered all other nations of the continent 30 years ago under Emperor Xylo, forcing all other kingdoms of the continent to be vassals. Now with Emperor Xylo's assassination, ambitious vassals may seek to rebel in this era of uncertainty. Currently very WIP - Make sure you update your starting location based on your character My usual starting prompt: The air hangs heavy with unease across the Voran Empire. Two weeks ago, the unthinkable happened: Emperor Xylo, the iron-fisted ruler who had maintained a fragile peace for decades, fell victim to a subtle but deadly poison, administered by an unseen assassin. The news spread like wildfire, igniting a storm of reactions. The vassal kingdoms, long held in check by Xylo's authority, now teeter on the brink of potential rebellion or opportunistic expansion. Within the opulent halls of the Imperial Court at the Iron Citadel in the capital city of Vora'Zul, a vicious power struggle has erupted. Emperor Xylo's children, each with their own ambitions and supporters, are locked in a desperate contest for the throne, dividing the court into warring factions. Describe the immediate scene around you: the sights, sounds, and the palpable tension in the air. What are the whispers and rumors you overhear concerning the Emperor's death and the looming succession of the Voran Empire for the Emperor's children? Additionally, reveal all characters present in my immediate location and any nearby locations I might be able to discover. Use dialogue and begin the story with a question. Upcoming Plans: - Fill up the remaining countries in the map - complete capital point of interests - complete creating rulers - adventurer/guild system and tying it to the voran empire - complete shadowlands - create monsters/demons - adjust NPC settings - improved starting characters
Played53 times
Cloned5 times
Created
59 days ago
Last Updated
42 days ago
VisibilityPublic
Imprisonment
AbjurationLevel 9
Imprisonment

Description

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. **Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. **Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. **Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. **Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. **Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. **Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Spell Details
Level9
Range30
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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