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| planes:exilis [2019/07/29 21:06] – Kyle | planes:exilis [2025/11/14 09:54] (current) – Cinder | ||
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| // Plane of Chaos and the unknown // \\ | // Plane of Chaos and the unknown // \\ | ||
| [[planes: | [[planes: | ||
| - | See also: [[c3:the_land_of_exilis|Campaign: The Land of Exilis]] | + | See also: [[c3:summary|Campaign: The Land of Exilis]] |
| - | + | <WRAP box right 25em> <WRAP centeralign> | |
| - | {{ :planes: | + | ===== Exilis ===== |
| + | {{ planes: | ||
| Exilis post events of Campaign 3 - [[https:// | Exilis post events of Campaign 3 - [[https:// | ||
| - | ---- | + | **Flag of Exilis** |
| + | {{ faction: | ||
| + | **Flag of Livion** | ||
| + | {{ faction: | ||
| + | </ | ||
| + | ^ Population | ||
| + | ^ Demonym(s) | ||
| + | ^ Capital | ||
| + | ^ Groups | ||
| + | ^ Languages | ||
| + | </ | ||
| - | ====The Land of Exilis==== | + | The Realm of Exilis is a strange chaotic realm. Its purpose |
| - | Nobody that is willing to tell you really knows where Exilis | + | |
| - | what rumours that do float around say that its not a choice you get to Exilis, by some divine intervention or punishment or impeccable luck you may wake up on the Train that transports all new arrivals | + | A Single landmass resides in Exilis that mirrors many traits |
| - | Everyone arrives on the train, nobody comes here willingly the train rises out of the sea at one end | + | This landmass is known to completely change and rearrange itself but it is unknown how often due to the nature |
| - | of the landmass and dives back into the sea at the other end, always on time, making 4 stops along | + | The realm is thought to be entirely flat. There is no Day to Night cycle in //Exilis// the realm is forever coated |
| - | the way. \\ the land of Exilis is surrounded by dead calm sea in all directions and is doused | + | |
| - | this darkness | + | Too look up into the sky in // |
| + | However getting into //Exilis// is somewhat tricky. It can never be planned for. Arriving in //Exilis// is often an accident, When you are most lost you will find yourself | ||
| + | **To See The Old Ones**\\ | ||
| + | One constant is that here in //Exilis// the physical forms of the [[religion: | ||
| + | Theories suggest that its the presence of the //Old Gods// causing this realm to be so unpredictable. | ||
| - | **Time | + | **Rotting |
| + | Time is stagnant in Exilis. It dose not flow or change but rather sits still and rots. It affects every being differently. Some have no effect at all and never age, Others may find parts of there body aging at different rates. Some have their memories switched about to different parts of their lives, forgetting things that haven' | ||
| + | |||
| + | These effects of rotting time are somewhat staved off by the condensed light that can be found in // | ||
| + | |||
| + | Those that manage to leave Exilis can find themselves spat out in an almost random place. Some end up only a few days ahead of when they left when years have passed in Exilis. Others arrive decades before they were born and some leave at the very crescendo of the universe as everything is gone. \\ | ||
| + | Even once you have left the stagnate time effects you. You may not age for decades to come or age 50 years in a week until the stagnate time has left your body. | ||
| + | |||
| + | === The Abyssal Lake === | ||
| + | the realm and landmass of //Exilis// rests right on the edge of the Abyssal lake. so close in-fact that you merely need to dive into to the water from the shore to enter this border realm. The ' | ||
| - | 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==== | + | **Condensed Light** \\ |
| 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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| ====Locations of Exilis==== | ====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. \\ | ||
| - | Dark rituals and experimental spells are conducted within the halls and it holds many many secrets and horrors for those that dive deep enough. \\ Some say the very gate between existence lies beneath. \\ The Tower was originally part of the mortal realm until a magic ritual was interrupted by a group of nameless heroes, destroying the tower and sending half of it into Exilis along with the Lich professor Stem. | ||
| - | **Train Stations** | + | the landmass of Exilis and locations that can be found within are all taken from other realms, past present and future. Walking along its land you are sure to find areas you have herd about in stories or news. Perhaps a city or region you visited in your childhood. even an ancient civilisation you read about falling to ruins thousands of years ago. \\ |
| - | There are 4 train stations | + | Even locations you have never see or heard of as they have yet to exist in your time. |
| + | |||
| + | These copies | ||
| + | |||
| + | ==== The Few Consistencies of Exilis ==== | ||
| + | |||
| + | === Sages of Exilis === | ||
| + | Beings that say they have been in Exilis from the beginning, they are a constant in this realm to keep it from completely imploding on itself. a Realm of True un-anchored chaos would cease to exist so there must be a few things that remain consistent. the Sages are one of these anchors. Masked beings dressed in Gold and White, able to manipulate and wield light unlike any Arcane magic is able to. | ||
| + | |||
| + | === Livion Virus === | ||
| + | Crashing from the //Astral Sea//. The discharge from an ailment of the Old Gods. yet it held life, soul and sentience. It would latch on to a normal mortal and from there it became something new, a Being known as [[character: | ||
| + | |||
| + | But the Nature of Exilis | ||
| + | |||
| + | === Dominion === | ||
| + | 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 | ||
| + | |||
| + | === Beholders === | ||
| + | One of the few beings that are able to enter and leave //Exilis// Almost freely. Due to this they are able to collect resources from the outside dimensions and bring them in to supply and sell. 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. With any left over gold | ||
| + | |||
| + | ---- | ||
| - | **Town of FellFree** \\ Often called the town of beginnings as its where most new arrivals end up, its also the area with the most forest. the town contains all the basics, and Inn, blacksmith, shop, and a Beholder store, there is a great seance of community in this town and its the best start any new arrival is going to get.. | ||
| - | **City of Nabelhime** \\ More of a fortress then a city, the greatest concentration of Sage movement is here as its 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, blood hunters have also been established 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 s. 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 truly 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' | + | Notable Characters |
| - | **Town | + | Stem, Entered Exilis on accident before the Ashley war and returned after it but before rise of Narkul |
| - | nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn lie there. | + | Before 12264, After 12288. |
| - | ====Other Mechanics==== | + | Robert: Entered Exilis just as the war started, Returned from Exilis Just after the war. |
| - | **Sight Rot** \\ | + | Entered: 12264, Returned 12286. |
| - | This painful infection causes bleeding from the eyes and eventually blinds the victim. \\ | + | |
| - | A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to Attack rolls and Ability Checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is Blinded until its sight is restored by magic such as Lesser Restoration or heal. \\ | + | |
| - | Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an Herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a Long Rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. | + | |
| - | **Torrent Rot** \\ A dangerous infection caused by drowned creatures. when infection starts | + | Delta: Entered Exilis just as the war was starting, Returned before the portals opened |
| + | Entered: 12264, Returned 12271 | ||
| - | **Entity' | + | Zyllis: Entered Exilis after the war, returned some years later before rise of Narkul. \\ |
| + | Entered: 12289, Returned 12329 | ||
| - | **Livion Virus** \\ | ||
| - | A terrible horrible virus that is only curable if caught early enough \\ | ||
| - | Upon infection the target has 1 D12 days +3 to get rid of it or become part of the garden \\ | ||
| - | in the first few days you are unable to eat and when you do you throw it back up in a black spew that wriggles and writhes on its own, you will starve but still be unable to eat. disadvantage on Con saves. \\ Further days later you are unable to control your body at times. before your turn roll a D20, on an Odd number the DM decides your turn. \\ in your last days your skin will start to fall off reviling a red fleshy exoskeleton as you slowly start to morph into a livion hornet. | ||