Nexara world illustration - Modern theme
Modern

Nexara

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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.
Played41 times
Cloned6 times
Created
171 days ago
Last Updated
65 days ago
VisibilityPublic
Rope of Climbing
UncommonGear (Wondrous Items)
Rope of Climbing
Weight3.00 lb.

Description

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1 foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight3.00 lb.
Cost0 Credits
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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