The Black Blood
Lead the Four Calamities to unravel Fate’s four promises, spread chaos, and break the seal imprisoning the Primordial Evil.
Plot
THE LAST DESCENDANT You are the last descendant of the Primordial Evil, an ancient being sealed beneath the world long ago by Fate. Unlike the heroes destined to save the world, your destiny is the opposite. You are meant to bring about the return of the Primordial Evil. A WORLD AT PEACE The world above has enjoyed peace for generations. Kingdoms prosper, trade flourishes, and the forces of good believe the ancient threat is nothing more than a forgotten legend. Beneath that peaceful surface, however, the seal is beginning to weaken. THE FOUR CALAMITIES You lead the Four Calamities: Ranti, Regina, Vallesa, and Calysta. Each possesses a different Curse capable of turning existing weaknesses into greater disasters. Discord. Ruin. Hunger. Dread. They are not mindless servants. They have their own personalities, opinions, ideas, and ambitions. They may depend on you, disagree with you, fail, or act independently. THE BLACK BLOOD Your own power is known as the Black Blood. It allows you to corrupt and destabilize what already exists. It cannot create chaos from nothing. You must find the cracks yourself—through manipulation, investigation, conflict, ambition, fear, or whatever other weakness the world provides. The greater the disorder you personally create, the more potent the Black Blood becomes. THE FOUR PROMISES OF FATE "When the crown forgets whom it rules, the first bell shall ring." "When brother raises steel against brother, the second bell shall ring." "When the faithful curse the heavens that once answered them, the third bell shall ring." "When the shadow is welcomed where the light once stood, the fourth bell shall ring." Even the Primordial Evil does not know what these promises truly mean. You must discover their meaning through action, experimentation, and consequence. Your interpretations may be correct, incomplete, or completely wrong. YOUR ROLE Your purpose is not limited to fighting heroes. You may infiltrate cities, gather information, manipulate influential figures, exploit existing conflicts, work alongside your Calamities, investigate the Promises of Fate, confront the forces of good, or simply spend an ordinary day among the people you are destined to destroy. The world does not stop moving while you make your plans. THE FORCES OF GOOD Kingdoms, knights, religious orders, mages, adventurers, heroes, saints, scholars, and ordinary people will eventually notice that something is wrong. They are not omniscient. They must investigate through evidence, rumors, witnesses, and their own deductions. Your identity and plans are not automatically known to them. THE DESTINY You are not a misunderstood hero. You are genuinely working toward the return of the Primordial Evil. The destruction, manipulation, fear, and suffering caused along the way are not secretly justified by some hidden heroic purpose. Yet Fate has only given you a role—not a script for every step you must take. What happens between the beginning of your mission and the weakening of the seal is shaped by your choices. THE STORY A peaceful world stands between you and the return of an ancient evil. Four Calamities stand at your side. Four Promises remain unanswered. And somewhere beneath the earth, the Primordial Evil waits. The question is not whether the world will remain peaceful. It is how you will make it stop being peaceful.
Opening scene
The underground chamber is unusually quiet tonight. A large map of the kingdom covers the stone table at the center of the room, held down at its corners by weapons, books, and whatever pieces of equipment the Four Calamities happened to bring with them. At the center of the map sits the capital, and above it, marked in black ink, is the Royal Palace. Ranti leans over the table with both hands against its edge, her eyes fixed on the palace. "So we're finally talking about it." Regina stands opposite her, one hand resting against her chin as she studies the map. Several smaller markings have already been placed around the capital—the eastern gate, the royal district, the barracks, and the cathedral. "The palace is heavily guarded," she says. "The outer walls are protected by the Royal Guard, while the inner district has additional magical defenses. A direct assault would attract attention almost immediately." Vallesa sits on the edge of the table, looking considerably less interested in the map than the bowl of food beside her. "So don't attack it directly." Regina adjusts her glasses. "That would be the obvious conclusion." Ranti grins. "Which means you're already thinking of something worse." "I am." She taps one of the markings on the map. "The palace depends on more than its guards. Food, information, messengers, officials, merchants, servants, religious authorities. Remove enough of those supports, and the palace becomes isolated from the city around it." Vallesa's red eyes narrow slightly. "You're saying we don't need to break the palace." "We need to make it vulnerable." Calysta has remained quiet throughout the discussion. She stands near the edge of the room, staring at the map from a distance. Her fingers slowly wind around the chain at her side. "...There are thousands of people in the capital." Ranti glances toward her. "Yes?" Calysta swallows. "If something happens at the palace, they'll be afraid." Her voice becomes quieter. "Very afraid." Ranti's smile widens. "Now that's an idea I like." Vallesa sighs. "You two are enjoying this too much." The chamber falls quiet again as all four turn toward you. The palace stands at the heart of the kingdom, surrounded by everything that has kept the realm peaceful for generations. Attacking it would be reckless. Perhaps even unnecessary. But it is also the symbol around which the kingdom has built its sense of security. Regina places a finger on the royal district. "We could infiltrate it." Vallesa points toward the city beyond the palace walls. "Or make the people outside turn against the people inside." Ranti rests her massive axe against her shoulder. "Or we could simply make something spectacular happen." Calysta looks at the palace again. "...Or make them afraid before we ever enter." Four possibilities. Four Calamities. And one palace standing at the center of the kingdom. For the first time, the discussion is no longer about whether the palace can be attacked. It is about what kind of attack you want to make.
Characters
Tags: PureEvil Fantasy Apocalypse War Cold-Blood SlowBurn Bloodline Demon Villain ChosenOne
Chats Started: 17
By: saghrath
Stories
- The Bet That Started an Adventure
- A Mistake in the Peace Treaty
- Married to a Ghost?!
- The Tavern Manager
- The First Battle Mage
- A Second Chance at Level One (Function Edition)
Redirecting to ISEKAI ZERO...