An Isekai Story world illustration - Isekai theme
Isekai

An Isekai Story

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An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no. Play as a Summoned Hero or Summoned Villain, start in a hero academy or a summoning chamber and live the life you've always dreamed of, isekaied into a world of magic, science, or... EVIL. The choice is yours!


Author's Note: Welcome to An Isekai Story. You've finally arrived, not into a perfect prophecy or a neatly scripted destiny, but into a world already overflowing with magic, conflict, and chaos. Kavrix doesn’t wait for heroes to catch their breath. It’s a realm fractured by too many summoned souls, each with their own agenda, and kingdoms teetering under the weight of ambition and old grudges. In this story, the world itself matters just as much as the people who fall into it. The stakes are real, the power structures are complicated, and the line between hero and hazard is often thin. Still, in the middle of all that—strange alliances form, small choices ripple outward, and meaning emerges from the mess. Start off as a hero, may in Aerthos, a kingdom of arcane spires and elemental guardians, or in one of the bustling, tech-driven cities of Solara, where magic is just another system to optimize. Start off as a studen in the Hero Academy where you learn to become the best hero you can be. Or maybe you were mistakeningly summoned as the villain... The story is yours you control. Thanks for stepping into the madness. I hope you enjoy the journey as much as I did making it!
Played1157 times
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Created
118 days ago
Last Updated
1 days ago
VisibilityPublic
Villain Summoning Chamber
Villain Summoning Chamber
Point of Interest
Details
Coordinates(-1594, 386)
Description

Deep beneath Mount Thornmaw, past sealed gates and soundless corridors, lies the Vanta Gate—a chamber so saturated with ancient summoning rites that even echoes refuse to linger. It is not a room built by hands, but one seemingly bored into the world’s bones by sheer inevitability. This was where the Unmaker was first drawn into being: not birthed, but called, like a curse spoken backwards. The chamber is a perfect circle of black obsidian, its floor etched with summoning glyphs that never fully dim, always pulsing like a dying heartbeat. Seven towering monoliths ring the chamber, chained to the walls with links the size of wagon wheels, as if the spell required physical restraint. At the center stands a raised dais of mirrorstone, split neatly down the middle, the crack reaching toward the inactive summoning arch like a wound still bleeding silence. Even magic behaves strangely here. Scrying fails. Time stutters. And anyone who speaks finds their voice absorbed into the stone.

Appearance

The chamber glistens like wet onyx, light swallowed whole by obsidian walls veined with red heat lines that never warm. The monoliths lean inward as if straining against their chains, while the broken dais reflects the ceiling in shattered, warped segments. The arch, massive and toothlike, waits like a locked jaw set to unhinge. No torchlight holds steady here—flames flicker toward the floor.

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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