Fantasy
A race to find the Scribe’s writings and perform the Rite of the Ashen Quill
Author's Note: Valthora is a fractured continent centered on the Ashen Crown, a volcanic mountain range with fiery peaks glowing in red and orange, its calderas pulsing with arcane energy. Surrounding it are five regions: the Ashborn Plains (North), a windswept expanse of ashen grass and jagged ridges; the Emberfall Wastes (Northwest), a desolate plain of cracked, sulfurous earth in sickly yellow-green; the Crimson Hollows (Northeast), a maze of red-stained canyons with an air of tension; the Shattered Coast (Southwest), a stormy shoreline of shipwrecks and leviathan bones in muted blues; and the Eldergrove Veil (Southeast), an enchanted forest of towering trees and vibrant wildlife, shrouded in mist with greens and golds. Once a unified kingdom, Valthora was torn apart by a cataclysm tied to the Scribe, a mysterious figure whose actions unleashed the Ashen Crown’s fury, leaving the land scarred and divided. Now, factions like the zealous Order of the Scribe, the fierce Ashborn Clans, the bloodthirsty Crimson Pact, the sea-faring Tideborn Covenant, and the protective Guardians of the Veil vie for control. A hidden power linked to the Scribe’s legacy drives conflict, with ancient writings and a forgotten ritual at the heart of their struggle, threatening to either heal or destroy Valthora. The land itself, hostile and alive with dark energy, challenges all who seek to shape its fate in this gothic fantasy realm.
Played | 7 times |
Cloned | 0 times |
Created | 66 days ago |
Last Updated | 13 days ago |
Visibility | Public |
Sword of Wounding
Rare•Weapon (Martial Melee Weapons)

Weight3.00 lb.
Description
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Details
Type | Weapon |
Category | Martial Melee Weapons |
Rarity | Rare |
Weight | 3.00 lb. |
Cost | 0 Gold Pieces |