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Getting Started

  • Discord Assistance

    • The Discord features a broad assortment of location channels intended for roleplay. We ask that you use threads for roleplays in active locations or alternatively, ask for a new channel to be made for you under Misc. Roleplays!
    • We make use of a bot called Tupperbox in our server for an enhanced roleplay experience. It's completely optional, but if you want to make your character their own profile to post with, you can find all the commands here! There is also a pinned post in #bot-spam, where the Tuppers are made.
    • The #bot-spam channel is for making Tuppers and rolling dice!
    • We also have optional pronoun tags available, feel free to ask for them to be applied to you in #roles-and-listings by engaging with Pronoun Bot! You'll also find other roles you can request being added to for pings, like Movie Nights.
  • Useful Links

    Law & Order
    You might be surprised at what is and isn't against the law.

    Economy and Trade
    Thornmouth uses a system of fiat currency and values precious metals by their melt values! Unfortunately for those coming in with pockets filled with gold, those values are certainly not modern ones...
  • CHARACTER GUIDELINES

    There are few restrictions on the type of character you can play and no need for approval when it comes to their status in life: whatever aspects help you present your character are a given, such as being filthy rich, owning land, being a local with an established reputation, etc. What exceptions exist are listed below and include local royalty (they are accounted for), absolute or supreme deities (e.g. 'the god of time'), etc.

    While many settings restrict the age of characters you can play, here children are most welcome as both player characters and NPC. We just ask you keep any underage characters out of any sexual, overtly violent, or other inappropriate scenarios! It's all right if traumatic elements are a part of their background.

    RESTRICTIONS
    We ask you not have (without permission) anything that imposes too much on the setting: characters part of the local government or monarchy (typically reserved for council), overtly powerful celestials (limited 'lesser' gods are fine), concepts that make real-world belief systems absolute (e.g. actual Biblical angels), etc. We otherwise welcome characters that might be considered 'overpowered' as long as they're played responsibly and designed that way for narrative potential rather than domination over other players and characters. This is not a setting concerned about mechanical balance: story driven cooperation comes first, please be on the same page with your fellow players at all times! If you are ever worried about a character potentially being too powerful, an easy solution to fall back on is to simply suggest that their powers have been lessened by being away from their home plane, power source, dimension, or realm.

    CELESTIALS
    While deities and other powerful beings have been known to visit Anexus, this plane seems to cut celestials and those who follow them off from their power sources (or at least dampen the connection). It is a good hiding place if one that comes with the cost of less divinity. While some worship the moon Aetheros as an imprisoned being akin to a god and many races have their own deities, none are known to have ever manifested or laid claim to the planet. It seems the magic permeating Anexus is a chaotic force of nature unto itself (and may very well have no custodians).

    CANON OR TRADEMARKED RACES
    Thornmouth has been built from the ground up; while many races are based on those from conventional fantasy, they should be assumed to subvert expectations and are not intended to be transplants from other media. Where possible avoid references to any established canons outside of other roleplay settings, personally developed worlds, and/or those that have their concepts open for use (e.g. races under an OGL or Creative Commons license, like those from Forgotten Realms).

    INTELLECTUAL PROPERTY
    We would also like to strongly discourage you from 'borrowing' the design of already existing characters as your own without explicit permission from the creator, including if not especially the use of preexisting art. This is considered a form of theft and frowned upon. There is difference between using images for reference and lifting a design, please try to not use characters that cross this line.
  • 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 (and is very culturally diverse). 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. They can even mysteriously fall from the sky! These gates connect Hy-Brazir to a great 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 (see: Portal Magic). It is a plane rather open to visitation from dimensional travelers, but they have to have the knowledge of where they're going to get there.

    How can my character leave?

    While some gates are quite stable both ways, it isn't always so easy to return home - in many cases such will prove to be a near impossibility. 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 items linked to other realms and costly portals created by mages.


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  • 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. When landing they 'root' with a force that sends out a shockwave through the multiverse, tearing open 'cracks' or 'rifts' in spacetime elsewhere. These gates have a varied appearance depending upon where they landed and the most common mineral and/or flora in that area; however, they always form a rough, often crooked crescent shape. While they can move, hide in plain sight, or even be of any size, they are always physical doorways of some kind on the Anexian side. However, on the other side they take the form of inexplicable and barely perceptible 'cracks' in spacetime (with almost no appearance at all to the naked eye). They can therefore be stumbled upon accidentally in all kinds of places, including underwater or even in outer space.

    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 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:

    • ...they were brought or sent by another who knew of Anexus, perhaps with portal magics or in rare possession of a world jumping artifact.
    • ...they were given the knowledge by a fae, notorious for traveling worlds.
    • ...they paid someone for the knowledge of how to get to Hy-Brazir.
    • ...they tracked a rift down via hearsay, maybe used magic to seek it out.
    • ...they received a vision about the location of a spacetime crack.
    • ...they were granted a wish and the wish was to find a secret land or a 'safer' land.
    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. It's not uncommon for gate rifts to be found by mistake by those dying in the wilderness or lost far from civilization.
    • ...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.


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    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), many cities are 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 (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.

    While many local 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. The elves and dwarves in particular are known for showcasing draconic features, a rare mutation that has begun to appear in other races.


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