Fantasy
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
Played | 53 times |
Cloned | 5 times |
Created | 62 days ago |
Last Updated | 45 days ago |
Visibility | Public |
Horn of Blasting
Rare•Gear (Wondrous Items)

Weight1.00 lb.
Description
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Details
Type | Gear |
Category | Wondrous Items |
Rarity | Rare |
Weight | 1.00 lb. |
Cost | 0 Gold Pieces |