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| A Single landmass resides in Exilis that mirrors many traits of other realms like it has copied or taken parts to make something whole. often direct copies of locations from other realms can find their way into the Exilis landmass and stitched together with little cohesion. Grand capital cities, thrones of the gods, Forests of the Feywild it can all end up here and from any point in time, Entire regions from areas thousands of years in the past have been seen and even areas not known to exist, yet. \\ | A Single landmass resides in Exilis that mirrors many traits of other realms like it has copied or taken parts to make something whole. often direct copies of locations from other realms can find their way into the Exilis landmass and stitched together with little cohesion. Grand capital cities, thrones of the gods, Forests of the Feywild it can all end up here and from any point in time, Entire regions from areas thousands of years in the past have been seen and even areas not known to exist, yet. \\ | ||
| This landmass is known to completely change and rearrange itself but it is unknown how often due to the nature of the flow of Time in Exilis. \\ | This landmass is known to completely change and rearrange itself but it is unknown how often due to the nature of the flow of Time in Exilis. \\ | ||
| - | The realm is though | + | The realm is thought |
| - | One constant is that here in Exilis the physical forms of the //Old Gods// are often seen. being one of the only places in the cosmology where mortals can ' | + | Too look up into the sky in //Exilis// is to see the [[planes: |
| - | Theories suggest that its the presence | + | 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 in the realm of //Exilis//. The Way the realm remakes and unmakes itself, the way time ceases |
| - | Getting to Exillis | + | **To See The Old Ones**\\ |
| + | One constant | ||
| + | Theories suggest that its the presence of the //Old Gods// causing this realm to be so unpredictable. | ||
| - | There is no time of day in Exilis, | + | **Rotting Time** \\ |
| + | Time is stagnant | ||
| - | **Time** \\ | + | These effects of rotting time are somewhat |
| - | 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' | + | |
| - | Those that manage to leave Exilis 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. \\ | + | 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. | 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 Abyssal Lake === |
| - | The land-mass | + | the realm and landmass |
| - | + | ||
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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 |
| - | ====Livion and her Virus==== | + | But the Nature of Exilis in its ever changing form means the Virus can never fully envelope the realm. |
| - | Getting sick or a disease is a very mortal thing to happen. From the common cold to an untreated wound. None would expect Gods or Aberrations of the Void to be able to catch such a mortal ailment. Yet they did. \\ | + | === Dominion |
| - | Its unknown when [[character: | + | |
| - | + | ||
| - | ====Other Mechanics==== | + | |
| - | **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, | + | |
| - | + | ||
| - | **Entity' | + | |
| - | + | ||
| - | + | ||
| - | + | ||
| - | ====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 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. | 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** \\ | + | === 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 | 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 | ||
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| - | ===== The Old Gods ===== | ||
| - | Three Old Gods have their physical presence in this //Abyssal Lake//. Harmlessly drifting through the sky or slumber somewhere hidden, 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. Of these followers, Some are ' | ||
| - | 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. | ||