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.


Author's Note: UPDATE: Villain Summoning Chamber added, along with the Unmaker storyline for anyone who wants to play a summoned villain! Kavrix, a realm spun from the frayed edges of forgotten myths, awaits. Here, the sky shimmers with arcane energies, casting long, distorted shadows across landscapes where gravity itself seems a suggestion. Unlike the standard fare of summoned heroes against a singular evil, Kavrix is a chaotic tapestry. Imagine a world where the 'chosen one' trope is a daily occurrence, with each summoned soul possessing a unique, often absurd, power. One might conjure gourmet meals, another speaks only in ancient riddles, and yet another controls the very humidity in the air. This constant influx of eccentric heroes has fractured the land, leading to bizarre alliances and even more bizarre conflicts. The once-stable kingdoms now teeter on the brink, threatened not only by the classic Dark Lord, but also by a Demon Lord who runs a magical casino, and a weird Lich King who collects rare, sentient moss. The world is a playground for the unpredictable, where the absurd is commonplace, and the only constant is the chaos brought by the endless stream of bewildered, overpowered protagonists. The land is a mess of magical anomalies and political intrigue.
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Sentinel Groves
Sentinel Groves
Area
Details
Size0
TypeForest
Description

The Sentinel Groves form a living barricade at the outermost edges of Sylvaniar Glade, where every rustle of leaf or snap of twig may herald an unseen watcher. Here, elven sentinels blend with bark and shadow, their bows drawn long before any intruder knows they’re being observed. Camouflaged watchtowers curl into the canopy, hidden by illusions cast from ancient druidic rites. Nature mages tread paths laced with glamour and trap-spells, ensuring no creature—mundane or magical—crosses uninvited. The air thrums with quiet tension, pierced only by birdsong or the whisper of wind through spellbound branches. These woods do not simply repel threats—they deceive, ensnare, and silence them. In a land where summoned heroes and chaotic forces test every border, the Sentinel Groves remain watchful, patient, and unforgiving to those who wander too far with ill intent. Within this sacred boundary, the peace of Sylvaniar is protected by a harmony of precision, stealth, and wild enchantment.

Appearance

The Sentinel Groves are a shadow-laced tangle of towering trees and moss-draped underbrush, where faintly glowing runes hover like fireflies between bark and bloom. Wooden bridges arc high through the treetops, vanishing into illusion-draped watchposts. Vines hang like veils, swaying in a breeze that always smells faintly of wildflowers and ozone. When the sun filters through, it scatters gold across leaves—but at night, the groves vanish entirely into starlit silence.

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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