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| {{ planes: | {{ planes: | ||
| Exilis post events of Campaign 3 - [[https:// | Exilis post events of Campaign 3 - [[https:// | ||
| + | |||
| + | **Flag of Exilis** | ||
| + | {{ faction: | ||
| + | **Flag of Livion** | ||
| + | {{ faction: | ||
| </ | </ | ||
| ^ Population | ^ Population | ||
| ^ Demonym(s) | ^ Demonym(s) | ||
| ^ Capital | ^ Capital | ||
| - | ^ Groups | + | ^ Groups |
| ^ Languages | ^ 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' | ||
| - | Ageing occurs 10 times slower in this land then others, for every 10 years that pass only 1 years of | + | These effects |
| - | 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. | + | |
| - | Time for Exilis in relation to other plains of existance is very odd and unpredictable. Exilis acts as a great lake of time where as other plains would simply | + | Those that manage to leave Exilis |
| + | 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. | ||
| - | Time line. | + | === 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 ' | ||
| - | Notable Characters | ||
| - | |||
| - | Stem, Entered Exilis on accident before the Ashley war and returned after it but before rise of Narkul \\ | ||
| - | Before 12264, After 12288. | ||
| - | |||
| - | Robert: Entered Exilis just as the war started, Returned from Exilis Just after the war. | ||
| - | Entered: 12264, Returned 12286. | ||
| - | |||
| - | Delta: Entered Exilis just as the war was starting, Returned before the portals opened up in the borderlands. \\ | ||
| - | Entered: 12264, Returned 12271 | ||
| - | |||
| - | Zyllis: Entered Exilis after the war, returned some years later before rise of Narkul. \\ | ||
| - | Entered: 12289, Returned 12329 | ||
| ---- | ---- | ||
| - | ====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 |
| - | There are 4 train stations in the land of Exilis | + | Even locations you have never see or heard of as they have yet to exist in your time. |
| - | **Town | + | These copies are merely that, copies |
| - | **City | + | ==== The Few Consistencies |
| - | **City | + | === 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 | ||
| - | **Town of Parct, Small village** \\ | + | === Livion Virus === |
| - | nobody speaks of the fishing village at the start of the track. dangerous secrets that nobody should learn lie there. | + | Crashing from the //Astral Sea//. The discharge from an ailment |
| - | ====Other Mechanics==== | + | But the Nature |
| - | **Sight Rot** \\ | + | |
| - | 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 the creature will feel heavy and water logged to start off, as hours pass their movement speed will be reduced by 10 feet and their body will be bloated, after 24 hours wounds will start opening up on the body and water will start leaking out uncontrollably, | + | === 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 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 === | ||
| + | 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 | ||
| - | **Entity' | + | ---- |
| - | **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. | ||
| - | ====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. | ||
| - | ---- | + | Notable Characters |
| - | =====The Outer Entities===== | + | Stem, Entered Exilis on accident before the Ashley war and returned after it but before rise of Narkul \\ |
| - | The Four 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, | + | Before 12264, After 12288. |
| - | These Old gods were once elder Apolith that trancended to the perfect higher being of existance and when they did loacted themselfs in this dimention away from other Apoliths. | + | Robert: Entered Exilis just as the war started, Returned |
| + | Entered: 12264, Returned 12286. | ||
| - | The outer entities comprise | + | Delta: Entered Exilis just as the war was starting, Returned before |
| - | Norgrous (Norg-o-rus) the Sea eye. \\ | + | Entered: 12264, Returned 12271 |
| - | Ura (ooo-rah) the sky crawler. \\ | + | |
| - | Syn-Sigalian (See-e-an Sig-alien) the cave dweller. \\ | + | |
| - | Nyala (Nah-ah-la) the Harvester. \\ | + | |
| - | 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. | + | |
| + | Zyllis: Entered Exilis after the war, returned some years later before rise of Narkul. \\ | ||
| + | Entered: 12289, Returned 12329 | ||