Group Toolbar Menu

Getting Started

  • How did my character get here?

    There are a number of ways your character could have arrived in Hy-Brazir:

    1. They were already here โ€“ Hy-Brazir and Thornmouth have been inhabited for hundreds of years. Your character could have already been here. (See: 'Natives')
    2. They entered through a โ€˜Gate of Aetherosโ€™ โ€“ These gates are many and not always in hospitable places. Your character can enter through a safe gate, a gate in a dangerous area, or even end up trapped in a desert, on a mountain or washed up on shore after nearly drowning. These gates connect Hy-Brazir to many worlds and dimensions (See: Gates of Aetheros)
    3. They traveled another way - Your character got assistance from someone or something already linked to Anexus, such as using a rare 'Key of Aetheros' or a portal made by a powerful mage. It is a plane rather open to visitation from dimensional travelers.

    How can my character leave?

    While some gates are quite stable both ways, it isn't typically as easy coming as it is going. This is due to the nature of the gates, many of which are either far too dangerous to return through or multirealm and tending to fluctuate their exit points in spacetime (typically depending on the phases on the moons). There are even some that shift around their given locations on Anexus as if linked to more of a territory than a specific spot (although they always appear in telling crescent form and tend to have patterns). It often takes an expert such as a lunar augur to begin pinpointing the time and place a gate is likely to lead or appear, often making it more convenient to travel out by other methods: these include the 'Keys of Aetheros' created by the dragons and costly portals created by mages.

  • 8qhvdEO.png

  • Entering through a 'Gate of Aetheros' or 'moon gate' is the most typical way for someone to arrive in Anexus. These gates are created by fallen debris from the magical moon, Aetheros. On Anexus these gates have a varied appearance depending on where they landed and the most common mineral in that area, however they always form a rough, often crooked crescent shape. On the other worlds or dimensions they have no appearance at all (to the naked eye) and can be stumbled upon accidentally or intentionally if one knows the location.

    The main gate for entering Thornmouth is located in the forest just west of Oberon's Rest. It is accessed from many worlds if one knows where to find a 'crack' on the other side. There are many such gates scattered across Anexus and not all connect from similar environments: for example, there are rare gates from seas in other worlds that open out onto land. This is unfortunate, as many die in the accidental crossing into Anexus, creating ship graveyards in unlikely places.

    โžค Intentional Arrivals

    Somehow your character heard about Hy-Brazir and found a gate (or other means of arrival) through a contact or through their own strenuous searching. Here are a few ideas of how this may happen:

    • Was brought or sent by another, perhaps with portal magics or in rare possession of a world jumping artifact.
    • Given the knowledge by fae, notorious for traveling worlds.
    • Granted a wish and the wish was to find a secret land or a 'safer' land.
    • Paid someone with the know how, a mysterious traveler perhaps?
    • Tracked it down via hearsay, maybe used magic to seek it out when your character got close.
    • Received a vision about the location of a gate.
    โžค Unintentional Arrivals

    Your character stumbled upon a gateway by mistake. The gates are invisible (to most) anywhere but on Anexus unless marked by travelers. Here are a few ways in which this might happen:

    • ...perhaps their ship sank at sea and they washed up on Hy-Brazir's shores (or worse, the ship crashed through a gate directly into land and your character managed to survive).
    • ...perhaps they were exploring and found something far beyond what they were looking for.
    • ...perhaps they fell through one in the sands of a desert, the bottom of a swamp, the depths of a cave, etc. Gates are often found by mistake by those dying in the wilderness or lost far from civilization, barely perceptible 'cracks' in spacetime as they tend to be.
    • ...perhaps they were simply travelling on foot or by mount and came through a gate very unexpectedly.
    • ...perhaps your character was fleeing something and ended up running through a gate somewhere, somehow.
  • Known Moon-Gates

    The Bridge of Morel
    (forest gate, west of Thornmouth)
    A major moon gate just west of Oberonโ€™s Rest on the other of the The Sundering, known for being an active portal that brings travelers to Anexus from all over the multiverse. While technically on the western side of the land bridge, agreements have been made with both seelie and unseelie guards that see newcomers guided in the right direction.

    (sea arch gate, southeast of Thornmouth)
    A large moon gate out at sea with a fixed point in timespace. It leads to a land known as Kasuria and is one of few known gates large enough to accommodate a ship (or a dragon). It closes during 'blink nights'.

    The Mountain Peak Gates of Shipwreck Valley
    (mountain gates, northeast of Thornmouth)
    A pair of gates with fixed exit points found in the mountains of the northeastern valley. These gates ironically connect to bodies of water on the other side, one specifically to [an] Earth in the sea outside of Ireland. These gates are named after a pair of specific mountains in the range, respectively the The Crown of Argorum and The Crown of Maelenri. The names are a bit misleading however, as the gates appear all over the mountains themselves dependent on the phases of the moon. This can make finding either - never mind the right one - rather difficult for travelers.

    [โžฅRETURN TO TOP || โฎญ

  • O6FTncQ.png

    centaurs โ€ข dwarves โ€ข dwerg โ€ข giants โ€ข gnolls โ€ข goblins โ€ข humans โ€ข orc
    dragons โ€ข fae โ€ข mimoids โ€ข troll โ€ข vampires โ€ข werebeasts

  • Hy-Brazir is home to many people in many forms. While some cultures are more xenophobic than others and may put an emphasis on keeping to their own kind (see: dwarves), most cities are typically made up of mixed racial groupings. While for the most part 'mundane and 'magical' races keep to their own sides of the continent, there are some races that can be found on both sides, divided by cultural views rather than their species (such as humans). While few settlements are as dramatic an example as Thornmouth, it is difficult to find many cities or even towns that are entirely monoracial in nature. There are also very few races that are monolithic in behavior, those with notable numbers tending to have a variety of cultural expressions.

    While many of these races may sound familiar in name, the local populations are likely to defy the conventions of other worlds - even that from which they originally came, for people that settle here see accelerated changes in form and function over the centuries. There are very few that can be considered truly native. The elves and dwarves in particular are known for showcasing draconic features, a rare mutation that has begun to appear in other races.

    Click for more information about magical races!

    Magical Races:

    1. Fae (See: 'more information about fae')
    2. Dragons - Dragons can be native or non-native. Native dragons are most likely to be part of a snobbish community that nests primarily on the Penmoor Isles. They are both arrogant and noble, believing themselves above the mortals and keeping willing Dragon Monk servants to serve them. These monks can sometimes be chosen to 'ascend' by the dragons they serve. Non-native dragons are in a bad position with the local dragon community and are likely to be attacked and/or shunned by native dragons who don't take well to new arrivals. The dragon king and queen tend not to accept outsiders.
    3. Trolls - There are numerous tribes of elementally inclined trolls that live outside of society in the mountains, the swamps, the forests, coasts and the highlands. They're fairly rare but large and formidable enemies. Fully grown they are between 7 and 9 feet tall and are connected to the element of their birth places. Some are more barrel shaped and others more narrow at the hips, with large thick arms and legs and long jutting tusks. Markings cover their bodies but the more dominant a troll is in their rank among their clan/tribe the brighter the markings are naturally. Trolls are generally seen as violent and civilized or gentle trolls are very rare.
    4. Afflicted (Werebeasts, Vampires, etc) - The afflicted fall into a difficult category. To the east they must live in hiding. In Thornmouth they are free to live as long as they manage their behavior in a civilized way, though there is a fear among the public that any control an afflicted person has is only temporary. The fae lands are uninterested in accepting afflicted people and therefore most of them end up in Thornmouth or living outside of society in villages, clans or tribes.
    5. Mimoids - A native race of monochromatic humanoids who have origins in a local mimic species. They are a young race and just beginning to establish themselves as a sentient people in this world.
    6. Other Magical Peoples - There are a great many examples of other races to be found in the western lands and while not common, many have immigrated to Thornmouth in more recent years. A magical being is welcome in Thornmouth and possibly can even travel through the fae lands if they've had any luck getting past border control. The wild nature of the fae next door means that even normally questionable magic forms such as chaos are accepted where appropriate (such as mischief festivals) and even to some extent celebrated. There are still types of magic and peoples considered taboo, but this list is relatively short and includes more obvious restrictions such as necromantic and dark magic practices - hide them well or face the law.

    Click for more information about fae!

    Fae - While a faerie's court will often predict a fae's alignment near enough, there are always many who do not fit to type, such as benevolent unseelie and malevolent seelie. All fae are able to exist in a small form more typically associated with fairies and also in full sized forms. Some communities only exist in one form or another out of personal choice, but fae cities tend to cater for both sizes.

    1. Seelie - Ruled by King Castien and Queen Faraine - The seelie are considered to be more aligned with good/light than their unseelie counterparts. The seelie court consists of faeries that are far more tolerant than many other faeries. They often warn those who don't understand their customs that they have offended or been unintentionally rude rather than immediately punishing the culprit, though they will violently avenge intended insults. They are prone to mischief and pranks, but are far more noble and arrogant than other faeries. Only lords or those higher in rank than lords have insect wings. They are associated with greens, golds, pale unicorns and other light-aligned creatures.
    2. Unseelie - Ruled by King Mordun (Moor-doon) - The Unseelie are considered the 'darker' of the faeries and are more commonly aligned with 'evil'. They are considered vengeful and insults are harshly punished whether they were intended or not. Unseelie are known for being involved in the Wild Hunt, in which many humans wandering the wilds were/are rumored to be killed. They're known for tricking and assaulting travelers for their own personal agenda or simply their own amusement. They can often manipulate lesser minds with silver tongues or magic. Occasionally unseelie take to a respectful mundane being, such as a human, and may try to keep them as a pet in their household, though they are also known for cruelly kidnapping humans and using them as slaves. Unseelie are known for creating abominations, creatures born of unseelie magic. These creatures will always return to the unseelie lands and linger on their borders or within, feeling a constant draw. Sadly this constant draw applies to half-unseelie offspring as well who may not be as welcome.
    3. Wild Fae - Wild Fae are neither seelie or unseelie. They are often neutrally aligned and are a law unto themselves. They very much enjoy pranking and harassing fae and mundie alike, and can sometimes be aggressive to get what they want. Their behaviour can be considered playful and puckish most of the time. Many are solitary, though there are some communities in the trees where they live, often in small fairy form.
    4. Elves - Ruled by the Elven Council - Elves are noble, scholarly, often arrogant fae of varied alignments and ethnicities. No matter what sort of elven society they live in, be they plain or elementally attuned, one thing is certain; they take no nonsense and take great pride in their luxuries. The elven cities and settlements of the west are a testament to their magical advances and scholastic tendencies, tall towers, gold, curving and often floral architecture and engravings. Statues and paintings stand a testament to their appreciation for the arts. It's rare they'll seek life outside of these places, but as always there are those who don't fit in, or those who believe that knowledge cannot all come from inside a book. They showcase strong draconic mutations, most notably horns.
    5. Half Fae - It is notable that fae carry the ability to breed with nearly any other race. A "half-fae" can be one of many things: half-wild fae, half-unseelie, half-seelie or half-elf. These people often find themselves not fitting into either magical OR mundane society, not fully. A half-unseelie will feel drawn back to the unseelie lands but won't be welcomed without difficult trials to prove they are worthy. Similar can be said for the half-seelie. Half-elves will be tolerated in elven society but shunned within it, considered lesser or of bad breeding. No matter their scholarly accomplishments, they will always be considered lesser unless able to prove themselves through a great feat. They showcase strong draconic mutations like their kin, most notably horns.

    Click for more information about mundane races!

    Mundane Races:

    1. Humans- Humans have been on Hy-Brazir a long time now. They have kings and queens ruling from their respective cities and beliefs that outright shun magic. They can be both tolerant and intolerant, but some DO become magic users.
    2. Orcs - The orcs are a crafty people who have integrated heavily into eastern society. They're often found doing heavy labour or working as gladiators in the cities due to their physical capability, but those who have followed the path of artisans and craftsman have had great influence on much of eastern culture: orcish barbeque and artisanal food products are very popular and outside the cooking arts, a fair number find success as master craftsman, ship captains, and merchants of fine taste. However, there are clans that live in settlements outside of mainstream society that utterly shun those who live within it, believing that they have forgotten their roots. They often take on the lifestyle of a pirate, marauding at sea.
    3. Dwarves - A people of harsh environments who rarely leave their communities, they are skilled warriors, engineers, and masters of weapon crafting. They have honed techniques with cold iron and rare materials that they protect zealously and have introduced their own distinct styles of architecture to the region. However, this has not influenced the eastern regions quite as much as their weapon production has. They showcase strong draconic mutations like the elves of the fae.
    4. Centaurs - Centaurs are proud and arrogant not unlike the dragons, but they are mundane. This means that occasionally one will end up banished from his/her herd and perhaps sometimes these individuals make their way into society. They also may go there by choice.
    5. Giants- Giants tend to live outside of society because cities simply aren't built for them. However some tribes do trade with cities by selling the goods of their gigantic livestock in exchange for goods, especially in winter, meaning that Giant produce finds its way onto shelves and into restaurants.
    6. 'Gnolls', 'Lizardfolk', Goblins, and Dwerg- These opportunistic races tend to live exclusively on the borders of deserts or in valleys. They aren't usually as intelligent as many races and thus resort to stealing and living in their own communities. They are, however, extremely strong and put that to good use. They're a danger to travelling trade convoys. The local 'kobold' known as dwerg are considered exceptionally primitive for a people and just barely hold that distinction, living in tunnels and spending most of their time attempting to steal from the hordes of dragons.

    Click for more information about communities!

    Outlying Tribes:

    Tribes - There are tribes of various creeds that exist outside society. They can simply be tribes, or they can be bandits, etc. It is important to note that not all of the moon gates will lead to civilized societies, so some of these tribes may have come through a gate and continued life as they would have in their old location. Some may have been here many decades.

    Bandits/Raiders - These groups are a constant problem for travelling trade convoys or even the outlying tribes. They take what they want and what they need with brute force.

    Urban populations (Cities):

    There are a handful of major mundane cities in the east of Hy-Brazir and innumerous cities to the west. Thornmouth falls in the middle, slowly becoming a hybrid of the two. If your character comes from the east, they are more likely to be intolerant to magic-folk (See: Religion) and if they come from further west they are less likely to be tolerant to mundane folk.

    Rural Populations (Villages/Settlements):

    There are sparse villages and settlements littered along trade routes or off of trade routes in Hy-Brazir. These communities are governed by their nearest king but many of them seem to manage themselves. Most of these communities are intolerant due to their size, but not all. Some in the east will tentatively welcome magic-folk and some in the west will tentatively tolerate mundane-folk. This is more common the closer these settlements are to the central region.

    [โžฅRETURN TO TOP || โฎญ