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Elaxios

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The World

Elaxios is a world in transition. Stories of great heroes turn to legends, turn to myths, to tall tales. The magic that once thrummed strongly around the world has receded. Though some schools of magic remain, their pupils are few and their spells weak compared to what once was. Some pockets of the arcane still exist in the world, but those who can perform powerful magic are looked upon with suspicion and fear. Some divine magic - abilities derived from the various deities - also still exists, but even this has begun to regress. Once-powerful clerics report a loss of some abilities, as magic seems to seep away from the world.

Celestial Bodies

Elaxios has one star, called the Sun, and two moons. The nearest moon is called Elara, and has a 26 day cycle. The far moon, Thorin, has a 160 day cycle. The interaction of these celestial bodies caused the world to form with arid desert poles and an icy equator. North/South sea traversal was almost unheard of until the past few hundred years, when large ocean ships that could withstand the icy sea became normal.

Age of Dominion

The last few specks of uncharted land flicker on the world's maps, fading like embers in the dawn. For centuries, the age of exploration saw bold ships chase the horizon, traversing the vast unknown. Now, the grand voyages are mostly over. The seas are charted, the continents broadly known, and the age of true discovery is drawing to a close. What remains are the edges of empires, contested territories, and the slow, inevitable creep of dominion. The grand chase for what lies beyond has ended, replaced by the meticulous, often brutal, process of claiming what has been found.

A Land in Tension

The campaign begins on the continent of Iroth, a land of contradictions. In the heart of the continent, two great nations stand on the edge of conflict; years of rivalry and suspicion coiling into something sharper, closer to open war. Along their shared border, soldiers muster in uneasy silence, and trade routes grow thin with worry. In the north and south, life moves on; sometimes peaceful, sometimes dangerous, at all times uncertain. Kingdoms whisper of alliances and outposts ready their defenses. Merchant kings count their treasures. Scholars in distant towers chase dying stars. Desert empires flourish beneath burning suns. Iroth is vast and fractured—full of splendor and strife, harmony and dissonance. The brink of war may near, but the world does not stop turning.