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The Obsidian Crown

"Are you a fool? The Obsidian Crown is a place of vile corruption built upon the destruction of life and the afterlife. Do not go into that black citadel, as it will be the last thing you ever do. Let the dead sleep."
-Queen Sevdaliza.

Written by Gen.Pinkledink

Deep within the Shatter Spire Peaks of the Brindle Back Mountains, a place where time, space, and matter itself shattered into the free floating mountainous islands they are today. A large black citadel made from obsidian, volcanic rock, and lava looms over the jagged peaks nearby. Legend has it the last of the mage kings from the Arcane Age, once ruled over this large impenetrable keep. It is said long ago this mage practiced the dark arts, and grew so powerful that he became a lich known as the Dread King, eventually ruling over most of the known world with his undead army.   Even the most hardy and war baring races of this region like the Aarakocra, Goliaths, Drow, and even Storm Born, dare not enter the ruins of this Dread King, fearing the sleeping dead that haunt the halls of this black citadel. Many believe a coven of Bodaks communes with the ancient lich awaiting his return, others believe an Adult Blue Dracolich stalks its empty decrepit halls, and some speak of a giant that was brought back as an undead servant for The Dread King simply called The Draugrnaut, made to devour the souls of the dead. One thing is for certain no one dares to enter The Obsidian Crown.

Denizens

Remnants of The Dread King's legion still haunt these desolate ruins. As the winds blow through the halls of this old fortress many skeletal, ghostly, and shadowy, aberrations can be found throughout its tiresome structure. Many have come to fear the low rumbling growl of the dracolich that stalks the throne room, others have heard the ghastly screams of banshees and boadaks from the nearby spires, around ever corner is another entity of undeath, and only few have come to bare witness to the sleeping evil that awaits below.

Architecture

Throne Room

  This room is large and spacious with enough open area to hold a court of people inside its long halls focusing all its attention to the platformed base, where a thrown of jagged iron and bone sits viewing over the glossy dusty floor. Two rivers of lava cut along the long walk way extend through the room and circle the base of the thrones platform. Three large pillars can be found adjacent to these lava rivers cut into the floor.   Amongst the ruins, bodies of old heroes which are now skeletons can be found all throughout the floor along with many other bodies that seem to be much older. They would suggest that these are the Dread Kings army that fell to the warriors that stormed the citadel long ago. In the center a skeletal body covered in heavy dark plated armor and black robes underneath the plated armor. A shattered phylactery can be found near its body and a sword can be seen sticking out of its chest. A large window overlooking the throne can be seen behind the platform now shattered and dusty as howling winds whip though the grounds. The view from this window overlooks the flat lands of the Magnolian wastes in the country south of Ruzchekov. A large hole in the ceiling also gives way to some of the howling winds as well as an exit and entrance point for the Dracolich named Azrugahl that calls the throne room home. Some of the ruined ceiling and window pains may fall off crushing or cutting anything below if disturbed. The flowing lava runs that run along side the walkway towards the throne also can cause a bad burn if someone come in contact with the burning rivers.  

Hall of the Giant

This large hall resembles the main Throne Room only its five time the size and is burried underneath the citadel itself. There is a large thone capable of holding a giant in its seat towards a raised platform that is much like the one in the throne room only each step is five feet high. The sides of this grand hall are much wider than in the Throne Room with rows upon rows of large pillars that extend one hundred feet in either direction from the center. The pillars are much wider, and each side holds a five by three set of these pillars. The walls in this underground hall are etched with runes of a forgotten language that light up and glow when contacted with necromantic energy. They can send rays of necromantic enegry between pillars if provoked. The large ominous figure of a very old and decrepit undead giant sits atop this giant throne here. It is unconsious and will not moved unless awakedned by someone weilding a magical artifact called "The Call of The Dread King," A black horn twisted with necromantic energy and encrusted with bones and a skull.  

The Spires

Surrounding the main throne room are eight tall spires standing over two hundred feet tall each. The dark spires of pitch black ore resemble a crown, as they surround a large court yard and the throne room, giving this citadel its haunting name. These spires hold more secrets left behind by The Dread King. It is said each tower is devoted to an individual school of magic but now holds home to many terrifying undead that walk the decrepit ruins. A coven of hags once served the Dread King, now turned to Bodaks can be seen within these spires. Living out eternity awaiting for his return, or the arrival of a new king to take this home. Some of the Dread Kings followers now changed to Deathlocks also stalk these spires.

History

The Obsidian Crown was made long ago in the Arcane Age, by the last of the powerful mage kings. This mage king, whose name is lost to time is known only as The Dread King through the legends and tails told throughout history. This citadel was said to be his homestead where he ruled over the wastes of Olgari from atop the Brindle Back Mountains in the frozen north of a country called Ruzchekov today. The Crown was said to house a large army of the dead and was almost impenetrable for not only its large fortifications but rugged and difficult terrain. The Dread King was believed to rule without disturbance for many hundreds of years, eventually taking over almost all of the continent Alysia and expanding into the neighboring continents of Euri, and Ancarifa. Soon however an army of the living would eventually stand against the tyrant and he would soon be defeated by a number of heroes, of which destroyed his phylactery in the battle. This ended the Dread Kings rule and brought about the end of the Arcane Age entirely. Necromancy would soon go on to be outlawed throughout most of the world of Acrious afterwards.
RUINED STRUCTURE
0 Post Acrane Age
Alternative Names
The Black Citadel
Type
Tower, Mage
Parent Location

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Comments

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18 Feb, 2019 19:22

How does this not have more likes? I'd love to hear more about the giant but I'm guessing you ran out of words.

19 Feb, 2019 00:34

Thanks my guy, I have actually been working on this thing for a very long time. I have an entire open world with 6 continents and a history spanning over billions of years so if you want to know anything else just ask.  

  • On this planet called Acrious, Giants actually went to war against dragon kind as humans found a way to become giants through a magical ritual that involved eating the heart of a dragon, when devouring the heart it gave them similar arcane abilities like that said dragon, which in tern led to the extinction of all frost dragons. The "Frost" giants along with all other giants on Acrious launched the world into an ice age, knowing that the rest of the dragons were cold blooded and tried to freeze them all to death, but the dragons recruited a northern clan of humans known as the Stormborn to fight against the giants and if they killed them off would be granted "godhood" in the out lands. The stormborn fought and a battle commenced shattering the mountains of the brindle back as the last of the giants fell, and a ripple broke out through matter, space and time. The giants souls went to the out land of Ka'ast while the Storm born went to Ysgaurd where they ruled their own domain as gods. No one is sure where the Dread King obtained the body of this Giant but people are sure its not a giant to be woken.
  • If you want other stuff check me out on DnD Beyound same name. Gen.Pinkledink
  • I have the stats for the Draugrnaut on their as well.
  • There is a lot more involved as well (For instance Goliaths worship the long lost Giants as gods and have been locked in a religious war against the storm born for decades.) plan on publishing my own adventure someday.

    19 Feb, 2019 00:47

    DnD Beyound stuff Username: Gen_Pinkledink   The Draugrnaut Huge undead, neutral evil   Armor Class 17 (Patchwork Armor) Hit Points 350 (20d20 + 150) Speed 60 ft.   STR 26 (+8) DEX 11 (+0) CON 21 (+5) INT 3 (-4) WIS 3 (-4) CHA 3 (-4)   Saving Throws STR +15, DEX +7, CON +12 Skills Athletics +9, Perception +3, Stealth +7 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Passive Perception 11 Languages Only understands the person who weild the Call of the Dread King Challenge 21 (33,000 XP)   Legendary Resistance (3/Day). If the Draugrnaut fails a saving throw, it can choose to succeed instead.   Magic Resistance. The Draugrnaut has advantage on saving throws against against spells and other magical effects.   Actions Multiattack. The giant makes three greatsword attacks, and a legendary action on its turn.   Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (4d12 + 6) slashing damage, with an additional (4d8) necrotic damage.   Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.   Grab. Melee Attack: +9 to hit, reach 10ft., one target. Hit: 20 (4d6 + 6) Bludeoging Damage. Target must make a Dexterity Saving Throw of 13 or higher or be grabbed by The Draugrnaut. The target is then considered to be grappled until it makes a Strength saving throw of 15 or Higher.   Reactions Stomp. Melee Attack. +9 to hit, reach 5ft., one target. The Draugernaut can use a reaction when being attacked by a creature within 5ft., to stomp on it. The creature must make a Dexterity saving throw of 13 or take (4d6 + 6) Bludgeoning damage and be knocked prone. The creature is then stunned until the end of its next turn.   Legendary Actions Soul Swallow. When a creature has died within 30ft of the Draugrnaut it can swallow the soul of that dead creature. That creature can never be resurrect or contacted from the dead. Its soul no longer remains. The Draugrnaut then regains (6d6 + 4) health upon swallowing a soul.   Necrotic Shroud. The Draugrnaut can breath out a necrotic shroud buffing its AC +2 for the next round. Any creature within 30 ft., of the undead giant takes (4d6 + 4) necrotic damage.   Icy Grave. The Draugrnaut can capture the essence of its former life calling upon an icy breath. Unleashing this breath freezes everything within a 50ft radius., creating difficult terrain. Any creature caught in this icy breath takes (3d6 + 4) cold damage.

    19 Feb, 2019 01:38

    That's a lot of food for thought. I'll peruse your world whenever I have time. it sounds interesting.

    19 Feb, 2019 03:50

    Awesome man I appreciate it. I saw your stuff to I liked the moving towers. They're super interesting.