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
61 days ago
Last Updated
44 days ago
VisibilityPublic
Vampire, Vampire Form
CR 13Medium Undead
Vampire, Vampire Form
HP Range85 - 204 (Avg: 145)
AC16
XP10000
Details
SizeMedium
TypeUndead
CR13
XP10000
Languagesthe languages it knew in life
Defenses
Armor Class16
HP Range85 - 204 (Avg: 145)
Damage VulnerabilitiesNone
Damage Resistances,
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night

The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Multiattack

The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service