Irlusha Kue Wiki

The Wiki of the D&D (5E) game of Irlusha Kue: The Broken Land

# **Welcome to the Irlusha Kue Wiki!**

This is the land of *Irlusha Kue*, or *Irushku*: The Broken Land.  Its people are in the heart of a new dark age.  No governments or official bodies survive.  All archives, seats of learning and libraries have been destroyed.  There is no official story as to how this came to be.  All that is known is what can be pieced together from speaking to those of the longer-lived races who lived through it.  History, as it is understood by most, tells us that once this was a land of wonders where magic was a part of everyday life.  Where the great cities of mighty empires were ruled by Mages who bent the magic of the world to their will.  Over time people became used to this abundance of magic and they lost their fear of it, and with their fear they also lost their caution.  The great Mages of this land grew ever bolder and more daring in their experimentation, ignoring all sense and propriety they began a magical arms-race.  Summoning strange creatures from other realms, breeding magical hybrids, forging soldiers of wood and steel - always seeking an advantage that would put them above the rest.  Their hubris ultimately lead to their downfall - to the Cataclysm.  Although we can place this as occurring between two and three centuries ago accounts of the event are garbled and vague at best as society threw itself into chaos.  Mages lost control of their magics and the creatures that they commanded.  The ancient portals that linked this land to the other planes jammed open and began to warp the land around them spreading madness and wild magic.  In that chaos the great beasts, powerful creatures of legend, appeared in the land and began their reign of destruction.  Who summoned these creatures is not known, nor is how anyone could have hoped to control such power.  The people, angry and afraid, rose up against their rulers and against those who practiced magic.  Governments were torn down, Mages hunted and killed, libraries and sites of magical learning put to the flame as the once great empires collapsed into anarchy.  Surrounded and besieged on all sides by the creatures of legend the people tried to flee.  The Dwarves, the fallen merchant princes, locked themselves away in their mountain strongholds amidst the relics of their broken empire.  The Elves, enigmatic and powerful descendants of the Fae, overthrew their cruel rulers and withdrew back through the portals from whence they came.  The Humans and other races fled any way they could with many taking their chances with whatever portal they could reach.  Within a few short decades this land of wonders became broken - *Irlusha Kue*.
Today Irushku is a wild land dotted with ruins.  Once great cities lie broken and desolate.  Such people as remain live in small, isolated villages or practice a more nomadic lifestyle.  There are rumours of larger settlements but they are considered dangerous and avoided by most, so little is known of their customs or laws.  No single culture lays claim to this land, no laws or religions unify its peoples.  Knowledge of technology and of magic is largely lost and what little is still known is jealously guarded.  Only the strongest and the bravest dare to travel outside of their communities.

The portals that appear across the land, flashing into existence at random, are treated with fear and superstition.  Most who enter them are never seen again, or their corpse is found later miles from where they were last seen.  The ancient portals, the stable ones, are avoided by all as their presence bends the landscape and warps the minds of any who get too close.

Most people live in fear of the unknown, and of strangers in particular.  There are many tales of settlements falling to lycanthropes or savage creatures wearing the face of a friend.  And all fear the great creatures of legend that still haunt the wilds.

Though the Gods are known to exist they seem to have abandoned this land to its fate, since the Cataclysm they have been all but silent.  Legend has it that those who serve them truly will usher in their return but many people feel abandoned by the Gods of their ancestors and seek a way forward without them.  Most people in this new age prefer to rely on their own efforts, and those of their kin and community, to achieve their goals rather than relying on the fickle Gods.  It may be that time shall prove that each new Cleric or Paladin that arrives in the land shall bring the might of their God with them.

There are multiple types of terrain in this land as well as many races.  It is a land of magic and great danger with a long and dramatic history waiting to be discovered.  For new players things begin as they arrive in the small settlement of *Darétik* (R17)

## **Contents:**

* + Calendar Events
	+ Factions
	+ Locations
	+ NPCs
	+ Player Characters
		- Journals
	+ Quest Log
	+ World Lore

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