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c3:the_land_of_exilis

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.

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.


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. 

Your lantern slowly burns through a tiny amount of lumens in a typical 24-hour period; Lumens are consumed at a rate of 1 per 24-hours. It's best to keep all your lumen in your lantern, to retrieve lumens just reach in and think of the amount you want and it will be in your hand as you pull it out.
Never ever take out all of your lumens from your lantern at once as that will put it out. No matter how many lumens you put back into it will never relight.


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.


The Outer Entities

The Five Old Gods 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 has their own followings or cults. Some people have an audience with these entities but rarely ends well. Followers of these entities are often granted ascend to a higher being, causing them to mutate perfectly into ghastly creatures but still preserving at least some of their personality. People that have this happen to them often live 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. It's not uncommon to see one or two of these ascended creatures wandering around the towns if you see one perhaps it's best to chat they often have the deepest information available and it's often curiosity that makes the best conversation.

The outer entities comprise 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 Harvester.
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.

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 the domino effect for all mortals and their accomplishment and suffering. It has no name and should be avoided unfortunately if you see it then it's possible that it has already seen your fate as a book and is here to watch us you are unraveled. or maybe you are lucky and it's there for one you are travelling 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 often that their shop is also their lair. You will find seven Beholders in the Land of Exilis.

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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 the halls and it holds many secrets and horrors for those that dive deep enough.

Sage Tower
In the capital city of this land lies the sage tower, the HQ of the government’s enforcers that governs the land. It’s a place of offering, worship, and celebration, the higher you go the more secrets you will find, at the top lies the Lumen Monk, leader of the Sages.

Train stations
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 station with any kind of positive atmosphere is located in the capital before the end of the line. You can catch the train anytime for free but it only goes one way and cannot stay on it when it dives back into the sea.

Town of Fellfree
Often called the town of beginnings as its where most new arrivals end up, it's also the area with the most forest. the town contains all the basics, and Inn, blacksmith, shops, and a Beholder lair, there is a great sense of community in this town and it's the best start any new arrival will get.

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 and a government task board and special smiths.

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.

c3/the_land_of_exilis.txt · Last modified: 2019/08/08 10:07 by kyledot