Plane of Chaos and the unknown
Back to Cosmology
See also: Campaign: The Land of Exilis
Population | ? |
---|---|
Demonym(s) | ? |
Capital | Capital |
Groups | Norgrous the Sea eye. Ura the sky crawler. Syn-Sigalian the cave dweller. Nyala the Harvester. |
Languages | Common |
Exilis is the name given to the single land-mass within the Abyssal Lake. The dimension exists on the edge of the endless void of the Astral sea and the endless quite darkness of Abyssal Lake. This dimension came into existence naturally due to the presence of the Old Gods. Scholars would say that its not supposed to exist. born like a tumour between the Abyss and the Void.
Its unclear how one would dilibritly get to Exilis, Even the most veteran Spell-Jammers have been unable to get a consistent heading. The few stories that have made it out tell of a land devoid of sunlight. Where mortals trade light as currency and those without light become the plants and trees. Pitch blank oceans, So still its like a mirror, And the Old Gods Themselves appearing in the sky.
There is a moon in the skies above Exilis, Shattered as if something had struck it. The moon never moves but dose change phases. The astrology behind it makes no sense. Some reckon it is the Corpse of an Old God.
A train runs through the landmass. Making 4 stops along the way and only ever traveling in one direction. The theory goes that the train is the collective presence of mortals that end up in Exilis. Manifests as a Train, A ways to leave, A constant appliance of hope.
Time
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 lves, forgetting things that haven't happened or learning things that have yet to happen. These effects of rotting time are staved off by the light in the lanterns that ever mortal has.
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.
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 land-mass of Exilis teeters on the edge of the black ocean. Nobody dares to enter the water for they will be dragged down by unknown creatures. The water seems safe to drink, Nobody lives long enough to suffer the full effects of the water as it slowly erodes the soul.
Condensed Light
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
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 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 retrieved at any time 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. and no matter how many lumens you put back into it, it will never re light.
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
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 one with any kind of positive atmosphere is the last station just before the end of the line which is located in the capital. you can catch the train any time for free but it only goes one way and do not stay on it when it dives back into to sea.
Recently the conductor has been charging passengers for trips, its unknown why.
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's lantern before going in and obviously forbids entering the city to those that still have light.
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.
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.
Its unknown when Livion came into reality. But the story goes that one of the Old Gods contracted an unknown ailment that plunged it into disarray. The fluid it discharged coagulated into a mass of purple and pink writhing mass. Virus personified. But as with any virus it could not live alone and unable to return to the Old Gods it went from something else. A young normal maiden who would be devoured and changed to become the Aberration known as Livion.
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, you regain your moment but now you will take an extra 5 damage from all sources and wield any weapon at -2 to hit, can be cured with heal or lesser restoration, Dry root can be mixed into any common potion for instant cure as well. this sickness is contagious people coming into contact will need to make a DC14 con save or become infected.
Entity's Presence
A creature can suffer this status if the come into direct sight or contact with an outer entity and it takes notice of them. the creature suffers disadvantage on all checks, half moment speed and is frightened of creatures it doesn't know for the next 12 hours.
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.
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
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 'Granted' a form that they call 'Ascention'. But all it seems to do is cause horrible mutations into ghastly creatures resembling those found in the Abyssal Lake. Still preserving at least some of their personality and memories oly makes it more horrifying.
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.
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