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c3:the_land_of_exilis [2019/04/16 20:21] Cinderc3:the_land_of_exilis [2019/05/11 23:11] Cinder
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-====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's light and only be brought back at half health. \\ This can only happen once per a long rest. \\ if you were to fall again you will be automatically stabilised and loose some of our lantern's light. this can and will drain your lantern to no light if its all it has and falling in battle could spell the end or your light. 
- 
-**What happens if the unthinkable happens?** 
- 
-If you are unlucky enough or careless enough to let your lantern's light die out you will become lost. \\Lost are creatures that have lost their light. Their lanterns are out of light and they slowly loose themselves. They are shunned by all others and cast out by the Sages. if you hold high status or have good connections with some more well know people you might be accepted to live in the light filled cities and towns as a service provider (inn keeper,blacksmith etc), but you can never leave the town again and will live out the remainder of your life as such. \\ 
-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** **Time In Exilis**
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 ====Gold is worthless compared to life itself==== ====Gold is worthless compared to life itself====
 +----
 Lumens are what is used as currency and fuel for the lanterns. You earn lumens the same way you Lumens are what is used as currency and fuel for the 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 earn coin by performing, doing favours or completing quests. Some monsters also carry lumens within them and
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 low, stealing items or other objects is a light punishment compared what will happen if you are caught trying to steal lumens from another's lantern. \\ your lantern slowly burns through lumens in a typical 24 hour period but its a very small amount. 1 lumen will be consumed for every 24 hours that pass. its best to keep all your lumen in your lantern, that can be retrived at any time just reach in and think of the ammount 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. and no matter how many lumens you put back into it, it will never re light. low, stealing items or other objects is a light punishment compared what will happen if you are caught trying to steal lumens from another's lantern. \\ your lantern slowly burns through lumens in a typical 24 hour period but its a very small amount. 1 lumen will be consumed for every 24 hours that pass. its best to keep all your lumen in your lantern, that can be retrived at any time just reach in and think of the ammount 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. and no matter how many lumens you put back into it, it will never re light.
  
-====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** \\ **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. 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.
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 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 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** \\ +=====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 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 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 often have the deepest information available 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 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** \\ **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. +If you ask anyone about a scare crow 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 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 travelling with. 
  
 **Beholders** \\ **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.+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. \\ You will find seven Beholders in the Land of Exilis.
  
 ====Locations of Exilis==== ====Locations of Exilis====
  
-**The Great Sea Spire** \\ +**Broken 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. \\+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. \\
 Dark rituals and experimental spells are conducted within the halls and it holds many many secrets and horrors for those that dive deep enough. 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** \\ **Sage Tower** \\
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 **Town of Parct, Small village** \\ **Town of Parct, Small village** \\
-nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn.+nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn lie there.