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+ | ====The Land of Exilis==== | ||
+ | Nobody will tell you where Exilis is. Not off any coast and not in any known country. Only ancient legends even speak the name Exilis and what the land contains, rumours of entities from the beginning of time, a world that has never seen sunlight. You will find horrors only equalled by the beauties found on its shores. If anyone knew where it was, they were not talking about it. What rumours that float around say it's not by choice you get to Exilis, by divine intervention or punishment or impeccable luck you may wake up on the Train that transports all new arrivals of Exilis to its land. | ||
+ | Everyone arrives on the train, nobody comes here willingly the train rises out of the sea at one end of the landmass and dives back into the sea at the other end, always on time, making 4 stops along the way. A dead calm sea doused in an eternal twilight surrounds the land of Exilis, a shattered full moon hangs high in the sky cloaking the lands in its soft blue glow. The darkness as a dim light when in the open and magical at that, any race with dark vision has its effective range reduced by 20ft. | ||
- | ====The Land of Exilis==== | + | **Time In Exilis** \\ |
+ | Ageing occurs 10 times slower in this land than others, for every 10 years that pass only 1 years of age occurs. This only affects creatures and not food or other spoilage items. Children age at a normal rate until they hit 16. Time of day never changes. The moon will sometimes become eclipsed or turn blood red signaling terrible but bountiful events. The moon never changes its position. wind and clouds form and sometimes even rain. Time is tracked in sleeps and dreams. | ||
- | Nobody that is willing to tell you really knows where Exilis is. its not off any coast and not in any known country. its truly a mystery. \\ only ancient legends even speak the name Exilis and what the land contains. rumours of entities from the beginning of time. a world that has never seen sunlight. you will find horrors there only equalled by the beauties found on its shores. but if anyone knew where it was they are certainly not talking about it. | + | ---- |
- | + | ||
- | what rumours that do float around say that its not a choice you get to Exilis, by some divin intervention or punishment or inpecible luck you may wake up on the Train that transports all new arrivals of Exilis to its land. \\ | + | |
- | Everyone arrives on the train, nobody comes here willingly the train rises out of the sea at one end | + | |
- | of the landmass and dives back into the sea at the other end, always on time, making 4 stops along | + | |
- | the way. \\ the land of Exilis is surrounded by dead calm sea in all directions and is doused in an eternal twilight, a shattered full moon hangs high in the sky cloaking the lands in its soft blue glow. | + | |
- | + | ||
- | this darkness is classified as dim light when in the open and magical at that, any race with dark vision has its effective range reduced by 20ft. | + | |
- | + | ||
- | + | ||
- | ====Mechanics==== | + | |
- | + | ||
- | + | ||
- | **Your Lantern** | + | |
- | + | ||
- | everyone living here has their own Lantern uniquely designed to fit their personality. \\ The lantern has | + | |
- | a sturdiness of DC 40 before it breaks so don't be worried about damaging it in fights or dropping it. the light is water proof and dose does not produce a flammable flame. \\ | + | |
- | It provides a little but calming warmth. and decent light. \\ This lantern you will need to guard with your life for without it you will become less then nothing and suffer a fate far worse then any death. \\ most decent citizens you meet in the land of Exilis all have a lantern of their own and all understand the horror of loosing it so out of respect an unspoken law resonates that people do not touch other peoples lanterns, only the lowest of the low or those more desperate scum then what would seem possible would even think of breaking this one unspoken law.\\ | + | |
- | if the light goes out it cannot be re lit and you suffer becoming a lost. | + | |
- | + | ||
- | **Revival** \\ | + | |
- | If you think death can save you from this place think again. there is no escape. \\ Upon falling to 0 Hp you carry out your death saves as normal. if you successfully stabilise yourself your lantern will shne a brilliant radiance and you will rise again with full health ready to take on that who slayed you. if you fail your death saves you will be risen but at a cost. you will loose some of your lantern' | + | |
- | + | ||
- | **What happens if the unthinkable happens? | + | |
- | + | ||
- | If you are unlucky enough or careless enough to let your lantern' | + | |
- | if a lost is exiled and left to the wilderness they will start to grow into one of the many trees that make up the forests of Exilis, roots, leaves will sprout from their body, painfully tearing through their flesh looking for a place to root, weather the lost falls dead to their injuries or is still alive the tree will eventually take hold in the soil and consume the creature it is growing from. \\ Every tree you see in Exilis has the disorted face of the creature it sprouted from on its bark. if you were to strike the trees you would be greeted by a blood curtailing scream and that will summon the beasts of the wilds to sick upon you. although they are exiled the lost deserve to at least live out the eternal suffering in peace. | + | |
- | + | ||
- | **Time In Exilis** | + | |
- | + | ||
- | Ageing occurs 10 times slower in this land then others, for every 10 years that pass only 1 years of | + | |
- | age occurs. This only affects creatures and not food or other spoilage items. Children age at a | + | |
- | normal rate until they hit 16. \\ Time of day never changes. the moon will sometimes become eclipsed or turn blood red signaling terrible but bountiful events but other then that there is no concept of time. the moon never changes its position. wind and clouds form and sometimes even rain. | + | |
====Gold is worthless compared to life itself==== | ====Gold is worthless compared to life itself==== | ||
+ | Lumens are used as currency and fuel for lanterns. You earn lumens the same way you | ||
+ | earn coin by performing, doing favours, or completing quests. Some monsters also carry lumens within them and will drop them once slain, you can also steal lumens from other lanterns if you were to stoop that low, stealing items or other objects is a light punishment compared what will happen if caught trying to steal lumens from another’s lantern. | ||
- | Lumens are what is used as currency and fuel for the lanterns. You earn lumens the same way you | + | Your lantern slowly burns through |
- | earn coin by performing, doing favours or completing quests. Some monsters also carry lumens within them and | + | |
- | will drop them once slain, you can also steal lumens from other lanterns if you were to stoop that | + | |
- | low, stealing items or other objects is a light punishment compared what will happen if you are caught trying to steal lumens from another' | + | |
- | ====The Livion Virus==== | + | ---- |
- | + | ||
- | The most common threat to creatures is the dark. Where the moonlight cannot reach the livion virus grows and manifests into physical form. Clawed hands outstretched grasping victims. Rotting away plants. It thinks and plans. It feeds and hungers for more. Often the virus will take lost that have wandered to close and turn them into monstrosities used for its self-production, mutated brood mothers or incect like hunters that fetch further victims. \\ the virus dose not discriminate and will take anything living to mutated it into its own garden. \\ The livion virus is the enemy of the sages and is what the sages strive to destroy. \\ The virus is a hive mind the sages have confirmed over many centuries of battle, At the seat of the virus some have rumoured an overseer. Though only rumours it has been dubbed Ob. \\ The virus is currently at its smallest area of spread it has been in decades. | + | |
====Creatures and Organisations of Exilis==== | ====Creatures and Organisations of Exilis==== | ||
+ | **Sages and the capital** \\ | ||
+ | At the end of the railway that runs through the land of Exilis is the capital, a glorious city of brilliant light, acting as a beacon of the land of Exilis providing safety for all. Sages are the enforcers of the government, powerful beings that have learned the art of light magic and can manipulate it to their will. This makes the Counsel the overbearing power of the Land as they control the light and lumens but the government controls the counsel. | ||
+ | They usually dress sages in long decorated robes of various colours showing their rank and golden faceless masks, it is very rare to see what the sages look like underneath their robes. They are known as stern but fair, they only seek order and justice and are overall pitiful and kind-hearted even though they are told not to directly interact with the citizens. \\ If you need help, a Sage will always be willing. Leaders of the government like any government drunk on power are blind to the threats outside the city's walls and only care about the power they have and getting more. | ||
- | **Sages and the capital** \\ | + | ---- |
- | At the end of the railway that runs through the land of exilis is the capital, a glorias city of brilliant light, it acts as a beacon of the land of exilis providing safety for all. \\ Sages are the enforcers of the government, powerful beings that have learned the art of light magic and can manipulate it to their will. This makes the Counsel the over bearing power of the Land as they control the light and lumens but the government in turn controls the counsel. | + | |
- | + | ||
- | Sages are usually dressed in long decorated robes of various colours showing their rank and golden faceless masks, it is very rare to see what the sages look like underneath their robes. They are known as stern but fair, they only seek order and justice and are overall pitiful and kind hearted even though they are told not to directly interact with the citizens. \\ If you need help a Sage will always be willing. | + | |
- | + | ||
- | The leaders of the government like any government drunk on power are blind to the threats outside the cties walls and only care about the power they have and obtaining more. | + | |
- | + | ||
- | **The Outer Entities** \\ | + | |
- | Five god like entities call this land home and harmlessly drift or slumber around the land observing what is going on in other dimensions. They hardly interact with others but each have their own followings or cults. \\ Some people have managed to get an audience with these entities but often doesn’t end well. Followers of these entities are often granted accent to a higher being, causing them to mutate perfectly in to ghastly creatures but still preserving at least some of their personality. \\ people that have this happen to them often reside in isolation afterwards to either study their | + | |
- | thoughts or some perhaps in shame as they were forced into it by their fellow believers or offered as a sacrifice. But its not uncommon to see one or two of these ascended creatures wandering around the towns if you do see one perhaps its best to chat they offten have the deepest information avalible and its often curiosity that makes the best conversation. \\ | + | |
- | The outer Entities consist of the following in true name and Title. \\ Norgrous (Norg-o-rus) the Sea eye \\ Ura (ooo-rah) the sky crawler \\ Syn-Sigalian (See-e-an Sig-alien) the cave dweller \\ Nyala (Nah-ah-la) the Havester \\ a being with no name (The Scare Crow) \\ if you by some odd trick of the gods know thier true names It is not wise to speak them unless you are looking for trouble. | + | |
- | + | ||
- | **The Scare crow** \\ | + | |
- | If you ask anyone about a scare crow that looks as if it was a mutilated body strung up to a rotted scare crow stump they will say you are crazy and throw you out of their place of residence. \\ Those wise enough know that their are infarct 5 entities they share the land of Exilis but sometimes its better to forget about the scare crow, there is a reason it has no name. \\ Ancient books speak of a force of nature taken form, an outer entity of life and death eb and flow. This Entity dose not mind its own timings but instead directly starts the domino effect for all mortals and their accomplishment and suffering. It has no name and should be avoided unfortunately if you do see it then its possible that it has already seen your fate as a book and is here to watch us you are unravelled. or maybe you are lucky and its simply there for one you are traveling with. | + | |
- | + | ||
- | **Beholders** \\ | + | |
- | a foreign introduction to the land of Exilis, Beholders have made quite a name for themselves, brought it many thousands of years ago by the outer entity Norgorus they have become a common sight in the land, often acting as magical trades shop owners always ready to buy, sell or identify magical items. They are more or less friendly and do not possess their own lanterns, it’s quite often that their shop is also their lair. | + | |
- | + | ||
- | ====Locations of Exilis==== | + | |
- | + | ||
- | **The Great Sea Spire** \\ | + | |
- | A university out in the middle of the great lake Ulra. Headed by Professor Stem the university teaches students about the many strange creatures and entities in this land. It also teaches how to earn favour from one of the outer entities that call this land home. \\ | + | |
- | Dark rituals and experimental spells are conducted within the halls and it holds many many secrets and horrors for those that dive deep enough. | + | |
- | + | ||
- | **The Scribe’s Word** \\ | + | |
- | A very special library owned and cared for by a Demonic avian lady going by the name of Valour. The library cannot be found and is only accessible if you are worthy. The Library technically lives on its own plane of existence that can meld with any other dimension at will. | + | |
- | **Sage Tower** \\ | + | =====The Outer Entities===== |
- | In the capital city of this land lies the sage tower, the HQ of the government' | + | The Five Old Gods call this land home and harmlessly drift or slumber around |
- | **Train Stations** | + | The outer entities comprise the following in true name and title. |
- | There are 4 train stations in the land of Exilis along a single track, Each train station is small and run down looking giving a very lonely vibe. the only one with any kind of positive atmosphere is the last station just before the end of the line which is located in the capital. you can catch the train anytime for free but it only gose one way and do not stay on it when it dives back into to sea. | + | Norgrous (Norg-o-rus) |
+ | Ura (ooo-rah) | ||
+ | Syn-Sigalian (See-e-an Sig-alien) | ||
+ | Nyala (Nah-ah-la) | ||
+ | Being with no name (The Scare Crow). \\ | ||
+ | If you by some odd trick of the gods know their true names It is not wise to speak them unless you are looking for trouble. | ||
- | **Town of FellFree** \\ Often called | + | **The Scare crow** \\ |
+ | If you ask anyone about a scarecrow that looks as if it was a mutilated body crucified on a rotted cross they will say you are crazy and throw you out of their place of residence. Those wise enough to know that there are infarct 5 entities they share the land of Exilis but sometimes it's better to forget about the scarecrow, there is a reason it has no name. Ancient books speak of a force of nature taken form, an outer entity of life and death eb and flow. This Entity does not mind its own timings but directly starts | ||
+ | |||
+ | **Beholders** \\ | ||
+ | A foreign introduction to the land of Exilis, Beholders have made quite a name for themselves, brought it many thousands of years ago by the outer entity Norgorus they have become a common sight in the land, often acting as magical trades | ||
- | **Capital** \\ where Seiko is the city for those cast out, the capital is a true beacon of stability and safety despite how corrupt its leaders are. this city holds everything an adventure could need as well as a goverment task board and special smiths. | + | --— |
- | **Town of Ebony** \\ A town just outside | + | ====Locations of Exilis==== |
+ | **Broken Sea Spire** \\ | ||
+ | A university re-purposed as a research facility out on the edge of the great lake Ulra. Headed by Professor Stem the tower studies the many strange creatures and entities in this land. They conduct dark rituals and experimental spells within | ||
- | **City of Promise** \\ the name itself is a lie, crooks with power and connections unable to survive properly in the land of Exilis they instead live off the suffering of the hopeful and naive. but they have secret connections to the government so nothing can be done, You will see no sage near this city as the very idea stains their honour. | + | **Sage Tower** \\ |
+ | In the capital city of this land lies the sage tower, the HQ of the government’s enforcers that governs | ||
- | **City of Nabelhime** \\ More of a fortress then a city, the greatest concentration of Sage movement | + | **Train stations** \\ |
+ | There are 4 train stations in the land of Exilis along a single track, Each train station | ||
- | **City of Seiko** \\ for the size of the city it has the least amount of light, | + | **Town of Fellfree** \\ |
+ | Often called | ||
- | **Town of Parct, Small village** \\ | + | **Capital** \\ |
- | nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn. | + | Where Seiko is the city for those cast out, the capital is a true beacon |
+ | **Town of Ebony** \\ | ||
+ | A town just outside of the Sleeper’s den. The town is full of followers of this entity. Contains all the basics and a temple to the Sleeper, you need to mind your words while here, keep a low profile and never agree to anything someone asks until you are sure of their intentions. more people go missing here than anywhere and it's the highest population of orphans. | ||
+ | **City of Promise** \\ | ||
+ | The name itself is a lie, crooks with power and connections unable to survive properly in the land of Exilis they instead live off the suffering of the hopeful and naive. They have secret connections to the government so nothing can be done, You will see no sage near this city as the very idea stains their honour. The city has all the basics but no beholder’s. you will also find no trace of any entity worship and plenty of government job boards and guards. a safe place as long as you don’t listen to the fools. | ||
+ | **City of Nabelhime** \\ | ||
+ | More of a fortress than a city, the greatest concentration of Sage movement is here as it's just outside of the furthest corruption by the livion virus. This is also where you will find the blood hunter workshop and be able to take up hunts for marks. The Sage’s war on the virus is eternal, they have also established blood hunters to help fight the monstrosities of this land. If you are ever infected by the virus, here is the best place to go. | ||
+ | **City of Seiko** \\ | ||
+ | For the size of the city it has the least amount of light, the streets are dangerous its best not to draw attention to yourself. always travel with your weapon drawn. sometimes lost stave off the curse that befalls them, and they have managed a society of refuge. but this also attracts The dark and much worse things, only Orphans and Beholders are safe here and you will find quite a few of them that have set up services here like inns, shops and smiths, lumens are not accepted here items must be traded for with other items. there is a small squad of sages stationed outside the city that hold anyone’s lantern before going in. | ||
+ | **Town of Parct, Small village** \\ | ||
+ | nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn lie there. | ||