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Exilis

Plane of Chaos and the unknown
Back to Cosmology
See also: Campaign: The Land of Exilis


Nobody that is willing to tell you really knows where Exilis is. its not off any coast and not in any known country. its truly a mystery.
only ancient legends even speak the name Exilis and what the land contains. rumours of entities from the beginning of time. a world that has never seen sunlight. you will find horrors there only equaled by the beauties found on its shores. but if anyone knew where it was they are certainly not talking about it.

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 of Exilis to its land.
Everyone arrives on the train, nobody comes here willingly the train rises out of the sea at one end of the landmass and dives back into the sea at the other end, always on time, making 4 stops along the way.
the land of Exilis is surrounded by dead calm sea in all directions and is doused in an eternal twilight, a shattered full moon hangs high in the sky cloaking the lands in its soft blue glow.

this darkness is classified as dim light when in the open and magical at that, any race with dark vision has its effective range reduced by 20ft.

Time In Exilis

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.


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.

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.

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.

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