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.
Played41 times
Cloned6 times
Created
171 days ago
Last Updated
65 days ago
VisibilityPublic
Orb of Dragonkind
ArtifactGear (Wondrous Items)
Orb of Dragonkind
Weight15.00 lb.

Description

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. ***Random Properties.*** An Orb of Dragonkind has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property ***Spells.*** The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. ***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. ***Destroying an Orb.*** An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

Details
TypeGear
CategoryWondrous Items
RarityArtifact
Weight15.00 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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service