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Exaire, Land of Opportunity and Adventure
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Exaire, it is a world that at first appears quite hospitable. A world where magic and technology co-exist. It seems to be set in the Earth equivalent of the early 1800�s, the steam engine has been developed [still crude] as well as the telegraph in certain areas. Flintlock, cap & ball, and (in certain areas) single cartridge weapons are found here along with the cannon and various type swords; i.e. cutlass, saber, rapier, battle ax, and scimitar. Exaire has had a bloody past, with countries that once had been at war for decades, now witness old hatreds flaring up again over newly discovered lands and the rights to exploit them. Couple this fact with the use of magic, particularly the dark magic's of the necromancer, and you end up with a world of turmoil. Exaire is a world where the average person fears the night and the supernatural. Here, rulers may employ the necromancers and their dark magic to use the undead in his armies, lycanthropes of all types abound, monsters that were summoned or created by evil wizards stalk around in the shadows, and ghosts, ghouls and gasts can, in places, be a common if not unwelcome sight. The forces of good are besieged, but not broken. In the more �civilized� countries the use of the dark arts is strictly forbidden, while in other less enlightened countries the hex or spell caster commands respect and homage as either protector or exploiter of the innocent. It is a world were a bold adventurer can make his fortune by hard work, guile, luck or a good dose of all three. Elves are scarce here, for they long ago most decided to leave this dark and sad world. Those that remain are either wholly evil in nature or have a burning desire to avenge someone whose pain or murder was caused by those of the darkside. Those of the latter keep their true identities secret. There are many who would exploit them or fear them. Necromancers would pay handsomely for an elfish body whole or in parts. The drow race, while rare do exist. While the Underdark doesn't exsist on Exaire, there are plenty of large caverns on both continents (but they are native to Mosk). The drow operate in the dark hours, usually as agents of misfortune to the highest bidder. It is believed that the elves (and drow) were placed on this world by their respective gods long ago, but over the eons they have either died, left by other means, or continue their ancient battle to its ultimate end. Surface elves rarely allow humans to see them, for they distrust them. � elves are thought an abomination by both races. Many a less scrupulous human would try to profit on the body of said person, while most humans and elves would just �end the creature�s suffering�. Dwarves here are of the human variety. The dwavish race never occurred in this world. A true dwarf may have an advantage here, but the threat of death or capture might not be worth the risk of possible treasure.
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Illane and His Legacy....
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What has given rise to the power behind the evil is, of course, a shard from a powerful off-world artifact that was found by a evil aligned wizard nearly a thousand years ago. Until that time magic was more fakery that reality, but Illanne, a sadistic practitioner of the dark arts, learned how to use the shard's power. With that awesome power he conducted his cruel and evil sorcery. He learned that the shard was attuned to the necromantic fields of magic. He became the most powerful wizard of his day and while he was somehow drawing most of his magic energies from the shard, he could not travel far from it without losing his great powers. As fate would have it, he came across a peculiar ore that was found by one of his slave miners. The ore called glowstone had the peculiar property of absorbing energies from the shard. The yellowish shaded jade stones, when fashioned onto a ring or other adornment, passed on its energy to the wielder. The stones imbue to those trained the ability cast spells of such power no other magic user even dreamed of before. He fashioned a number of these glowstones. Over the years,Illanne went totally mad and disappeared abruptly, but not before bestowing these stones to eleven of his faithful followers. Once every generation a pilgrimage is made to a secret cavern where the new apprentice wizard would invoke �the Power� to reside in him, hence recharging the ring. It is rumored that Illanne had an image of his deity carved into the stone at the back of the cavern. Here the apprentice would attempt to gain his power from the icon. However, if the young wizard didn�t follow the incantations exactly right, wasn�t properly trained, or somehow not physically able, he would be consumed in some horrible fashion as the hidden artifact would absorb his essence! Some of the necromancers have learned to extend their lives by drawing the life force from others. Others created evil creatures to protect themselves from the superstitious masses or summon fell beings from other worlds to do their bidding. Meanwhile, as the minor technological advances occurred over time, three of the rings have been lost. The eight that remain belong to the powerful necromancers that either given there services to a ruler (with some dark plan hiding in the shadow�s), or have established themselves as rogue Lords or Barons of one small realm or fiefdom. Many have trained others over the generations the �Art�, but without a stone they can only be powerful in the necromantic school. These underlings are the �war wizards�, for it is they who control the armies of zombies, mummies, etc. that reek havoc on the battlefield. Those who practice other schools of magic find their natural powers quite limited in comparison, but not they are not helpless by any means. Most of these 'Mages of the Light' are off-worlds who have been marooned on Exaire. To many of Exaire's peoples, the Mages of the Light are mere fables, fantasies told to young children.
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Meanwhile, the minor technological advances occurred as was intended. Three of the rings have been lost over time. The eight that remain belong to the powerful necromancers that either given there services to a ruler (with some dark plan hiding in the shadow�s), or have established themselves as rogue Lords or Barons of one small realm or fiefdom. Many have trained others over the generations the �Art�, but without a stone they can only be powerful in the necromantic school. These underlings are the �war wizards�, for it is they who control the armies of zombies, mummies, etc. that reek havoc on the battlefield. A series of maps have been found showing all the major lands. The countries of the northern continent, Mosk, are embroiled in either open warfare or clandestine operations. Few are neutral in the struggle. Though some of the reasons they fight are centuries old, lately fighting has renewed over the fairly recent discovery of the southern continent of Arzarga. Even though there is plenty of land, each side fights bitterly to gain as many miles of potential new resources as possible. Minerals, spices, medicinal herbs, and the recent discovery of oil have been the lure. The wars, spies, and assassins have taken a terrible toll on many of the bright minds and inventors. This fact has slowed the technological advancement down to a crawl. Many governments would kill to obtain skilled inventors or men of knowledge (of course, they do try kill the oppositions �brainy�s� at every opportunity). The wars have been going on in one form ( place) or another for over one hundred years. At first, many have died on both sides, first in "honorable" battles, after years of continuous fighting, those few left found themselves fighting in the "horror wars". The fighting is on both continents, but Mosk is so large that many places have never seen battle. The main combatants are: Montrovia (a monarchy), the Krinisk states ( a confederacy), Tolna (a republic), Korginar (a feodality). The very powerful nations of Le�Rue (provincial) and Gallius (an imperial dictatorship) maintain a uneasy neutrality, preferring to make a profit developing their territories on the new continent, while keeping a wary eye on each other and the combatants. There are also many minor countries, states, realms, etc. that either try to maintain some sort of neutrality, or work for both sides in the �cold war� in the spy game and/or as resource suppliers. Some prey on the combatants by conducting �bandit� raids, knowing that their victims cannot afford to spare enough resources to attack them in retaliation. There are even some countries that are unaware of the wars or the other nations for that matter being isolated by natural barriers or by their own choice. Exaire has a few portals that connect it to the mulitverse. PC's from many times and worlds have found themselves on Exaire. Sages and professors agree that some of the technological advancements on Exaire were probably brought by these "visitors". Most of these visitors met tragic ends, some were content making their wealth or fame and living a lavish exsitance, but a few did indeed change the course of history of Exaire for better of worse. More on the World of Exaire continues...
It our hope that you are now a resident player, if not please consider adventuring here and together we can write the future history of Exaire!
Exaire uses TSR's Core Rule II system and most any exsisting PC can be adapted to adventure here. If you wish to role play a PC or you may need a PC, please contact the DM at the E-mail address below.
COME..EXPLORE THE WORLD OF EXAIRE!
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