Nexara world illustration - Modern theme
Modern

Nexara

I
ItsKingKilam

Nexara is a vast, magical world where the 21st century collides with fantasy.


Author's Note: Author's Note: Nexara is a vast, magical realm where the 21st century meets fantasy, larger than Earth and home to diverse races, including humans, orcs, elves, dwarves, and wizards. Its cities blend skyscrapers powered by arcane energy with mana-fueled technologies, creating a unique mix of magic and modernity. However, ancient powers and dark forces continually vie for control beneath this advanced surface. Kingdom of Esabury Located in the Ghivanni Delta, Esabury is a powerful nation known for its economic strength and arcane innovations. Cities like Arcathis utilize arcane automobiles, planes, and firearms. Despite its prosperity, Esabury faced a brutal war against the Iron Dominion fifty years ago over the delta’s precious arcane crystals. The Iron Dominion To the north lies the Iron Dominion, ruled by the Council of Shadows, a group of malevolent warlocks. They use dark magic—necromancy and blood magic—to maintain control and seek to dominate the Ghivanni Delta for its resources. Although the Treaty of Aridon ended the war, fears persist about the Dominion amassing power and developing forbidden weapons. The United Elven States of Thalorwyn East of Esabury, Thalorwyn is a key ally led by the Circle of the Verdant. The elves balance arcane technology with environmental protection, wary of industrialization’s impacts. They played a crucial role in the war, providing magical support, and now focus on harmonizing ancient and modern magic. The Orcish Kingdom of Druukar To the west, Druukar is an industrious nation with arcane-powered factories. Ruled by warrior-chiefs, it maintains a strategic alliance with Esabury against the Iron Dominion. Tensions in Nexara Despite fifty years of peace, tensions are rising. The Iron Dominion’s pursuit of dark magic raises fears of renewed conflict. Control of the Ghivanni Delta’s arcane crystal mines remains contentious, with the potential for another war looming as the Dominion grows bolder.
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Artificer
d8
Spellcaster

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigi

Commoner
Melee

Commoner

An average citizen; perhaps an inexperienced artisan or aspiring warrior. They lack training that would place them in a traditional class.

Ranger
d8
Spellcaster

Ranger

Skilled hunter and tracker, proficient with ranged attacks.

Bard
d8
Spellcaster

Bard

Musical mages with a wide range of abilities and spells.

Sorcerer
d8
Spellcaster

Sorcerer

Innate spellcasters with magical bloodlines.

Cleric
d8
Spellcaster

Cleric

Divine spellcasters devoted to a deity, able to heal and harm.

Druid
d8
Spellcaster

Druid

Shapeshifting spellcasters connected to nature.

Rogue
Melee

Rogue

Stealthy, dexterous adventurers skilled in evasion and subterfuge.

Warlock
d8
Spellcaster

Warlock

Spellcasters bound by a pact to supernatural entities.

Wizard
d8
Spellcaster

Wizard

Learned mages who study and cast spells from spellbooks.

Barbarian
Melee

Barbarian

Masters of brute force, harnessing their rage to deliver powerful blows.

Fighter
Melee

Fighter

Skilled in martial arts, versatile with weapons and armor.

Paladin
d8
Spellcaster

Paladin

Holy warriors imbued with divine magic.

Monk
Melee

Monk

Master of martial arts, using inner force and agility.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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