-
๐๐๐ ๐๐๐๐๐ฟ ๐๐ ๐ผ๐๐๐๐๐ โข ๐๐-๐ฝ๐๐ผ๐๐๐ โข ๐๐๐ ๐พ๐๐๐๐๐ผ๐ ๐๐๐๐๐๐ ๐ผ๐๐ฟ ๐๐๐๐๐ฟ๐๐ โข ๐๐๐ ๐พ๐๐๐ ๐๐ ๐๐๐๐๐๐๐๐๐๐
-
A planet once known in the descriptive as "a nexus of worlds", over the past two thousand years of colonization the word has merged naturally into Anexus, an apt name for the gateway planet. It is connected to many other worlds by 'natural' phenomena caused by debris from the moon Aetheros. The planet is a world of two moons: one bright and mundane, the other looming and dark save for a brilliant scar erupting with magical aether. They're considered to be parallels to the world beneath them, a division between the mundane and the magical.
Anexus is separated into two distinct hemispheres: one largely dominated by a supercontinent called Hy-Brazir and the rest of the planet covered by the expanse of The Great Annexian Ocean. It is largely uncharted and while rumors abound of mysterious island chains and even other continents, the maps at this time remain largely blank save for warnings to beware of the 'endless sea'. It is well known that the great ocean is filled with as many horrors as wonders and few to none who dare to explore her waters ever return. In the deeper regions south past the safer band of ocean used for trade routes is the Free Seas ruled by pirates.
It is a relatively small world with a low population density of perhaps 200 million across Hy-Brazir. -
(polar ice caps and unknown lands not shown) -
Origins of Anexus
In the beginning there were four wizards: these four pillars of power were the men and women who first found this land and dedicated their lives to protecting it and the dragons there (or so the story goes). Yet as is the risk with land and power to be claimed, one of the four became intoxicated by their lust for dominion and began to bring in darkly aligned soldiers through dimensional doors. It is unknown which of the four seen in ancient illustrations it was: the truth of what happened and their names have been lost to time. In response the remaining three made a great sacrifice to trap themselves along with their evil companion (some say sibling) inside of the greater moon above the planet, thus giving birth to Aetheros and the portals that now bring others to this world. The scar and its effects are thought to be an attempt to escape, the gateways a subsequent manifestation of this will.
At least 2000 years have passed since this time and much of their history has been lost to legend and speculation. What truths remain among the myths are a subject of rich debate among scholars and intrepid explorers.
-
โThe Splitting Continentโ
This is a highly compressed, fantastical map - the continent is larger than it appears in relation to the Kingdom of Thornmouth
Hy-Brazir is often depicted on other worlds as a disappearing island and many have debated its legitimacy. These glimpses of Hy-Brazir have even appeared upon maps, one famous appearance being placed near Ireland on Earth. A man and his family are rumoured to have been three times to the island to meet a wizard and his many giant black rabbit familiars.
In reality Hy-Brazir is a large continent on a planet named Anexus. These appearances occurred in the wake of portal showers, when debris from Aetheros struck Anexus and around them formed mysterious crescent portals that began to connect the land to other worlds. In the process, some lands existed in dual-realities where they flickered in and out of the realm they were being connected to. When at last the process settled, these glimpses of other lands disappeared forever from the other worlds, connected only by near invisible 'cracks' in the fabric of timespace. Unsurprisingly, the earth portal does exist somewhere in Ireland, but often overlooked and in the sea, now known only as Brazir Rock.
This continent is in the process of separating and showcases distinct eastern and western halves, a large volcanic sea between them and below it, the land bridge making up the central region separating east and west. In the east are the mundane lands of humans, dwarves, and orc. In the west lies the expansive fae wilds and the lands of various magical peoples.
It is a world of wonder and exploration, settled by most races for only so many hundreds of years. There are still great stretches of uncharted territory filled with mysteries and dangers, ever changing due to the nature of consistent migration from other worlds. A great many species are invasive, introduced via moon gates over the past two thousand years - many have found their place in the ecosystem and even become tentatively native, but others are nothing but destructive horrors that call to be eliminated or driven back from whence they came.
Notable Eastern Locations
Jyotmahri
Dwarven Capital City
The capital city of the dwarven kingdom in the mountains east of the central sea. These people were once enslaved by the dragons of the central sea and escaped to create their own nation when dragons numbers were too thin to cover the eastern part of their territory. The dwarves and dragons are engaged in a centuries long stalemate of a war, and both never cease seeing the innovations to kill each other even better. Unfortunately, dragon kind still do not have the numbers, while dwarves have become a great many...
Port Kalamis
Human Capital City
A highly religious city placed on a peninsula of the far northeastern coast. It is the capital of the theocratic Empire of Naldrima. The humans of Port Kalamis rule over a great empire in the far northeast, with sprawling cities across lush, rolling green hills, soft snowy mountains, and beautiful beaches with stunning sunrises. It has grown much over the past thousand years, many places once territories of smaller peoples. It is very regionally diverse in this way. They claim to seek to tame the east and purged it of magic, their ultimate goal for this 'forsaken' world. The dwarves are the only nation that still have strong trade relationships with Naldrima, as they were once aided by him in their fight against the dread lich dragon Ayrgonth.
Notable Western Locations
Meel Caeldora
Elven Capital City
??? Swamps
Troll Territory
You really don't want to be here.
???
Floating Mountain Range
In the far northwest of the continent there are supposedly great collections of land risen into the sky, an entire mountain range defying gravity.
[โฅRETURN TO TOP || โฎญ -
The Central Region and The Kingdom of Thornmouth
The Central Region of Hy-Brazir is an isthmus primarily Mediterranean in climate - hot, dry summers and mild, rainy winters until the supernatural snow falls. It is well known for having the clearest skies of any land during a summer night, the view of the stars on the isthmus matched only by the Penmoor Isles themselves. The vegetation is ample and varied, supported by both fertile climate and volcanic soil. While it hosts many smaller settlements including mining towns and fishing villages, the city of Thornmouth by far hosts the largest population and easily takes the role of capital in the kingdom now named for it. It is divided into five provinces: the southern portlands that host the capital, the expansive eastern steppe, the northwestern mountains, the northern wastes before the central sea, and the southwestern swamplands (although most of the trolls living there very much still consider it their own land).
The Kingdom of Thornmouth takes up most of the eastern half of the landbridge, stopping where the river-strait marks the border to the west, the black sands mark the borders to the north, and the sands of the desert mark the borders to the east. In large part the miles between locations are filled with wilderness as cultivated land is somewhat limited due to various hazards, but new settlements are always being built regardless. What arable land is safe enough to maintain primarily surrounds the capital.
In the direct north of the region lie grasslands, dunes, and beaches between the capital city and the centerpiece of the continent: the magic intensiveCentral Sea, where the dragons rule from the Isles of Penmoor. A population of merfolk share the area in the waters below. The sea is hugged by mountain ranges on both sides housing numerous volcano, but the most notable in the area is Mount Penmoor upon the main isle of Penmoor Keep. The northern wastes between city and sea are far from barren, but are named so due to the ruins of long abandoned settlements, dangerous bell pit remains, and dragonfire scorched grasslands around the black sand beaches. It is alternatively well known for its hot springs! The black sands mark a very literal border into dragon territory: the instant you touch the water, you're out of Thornmouth's jurisdiction as a nation.
In the far north the volcanic waters of the Central Sea open via the Northern Passage, a dangerous channel separating tundra ranges and boreal forests of the north on both sides of the continent. The Frozen Sea lies beyond that, an enormous body of water filled with ice protecting a large island and whatever lies beyond in the great ocean. It is presumed there is a polar cap, but there is little to no knowledge of what lies beyond the ice of the northern sea, at the โtop of the worldโ. While the Central Sea and the northern channel have been looked at as a hopeful exploratory route for centuries, both the dragons and the merfolk who claim rule over the Central Sea makes marine navigation there impossible.
In the south the harbor city of Thornmouth is cradled in the bowl of a bay, the shape of which combined with an underwater barrier reef helps temper the high tides. It is an area lined with coastal beaches and numerous caves. While the jurisdiction of the kingdom does not extend out far beyond the bay, there are small islands to be found out at sea.
In the west of the region there is a thick forest of deciduous and evergreen trees called The Mushroom Forest that cradles a portion of swamplands in the southwest and The Sleeping Mountains in the northwest where snow can be found all year round on Mount Arakho. These trees transition unnaturally to temperate forests as one travels westwards, becoming an increasingly strange biome filled with bioluminescent mushrooms and mysterious creatures. An integral multiworld gate called the Bridge of Morel is found here just west of landmark called Oberonโs Rest, a moon gate well watched for travelers by seelie and unseelie alike. It is beyond the natural border of the Sundering Sound that one finds The Western Marches taking up the other side of the isthmus, a buffer zone between the fae lands and the Kingdom of Thornmouth.
It is increasingly less lush to the east where brush fades into a semi-arid steppe and then becomes true desert. The Nameless Desert is an arid rain shadow desert that must be passed before reaching the tropical rainforests and dense jungles of the eastern coasts. It is a deadly and treacherous place filled with secrets and little water, but the singular trade route running through it into the west is a major one that many rely upon. In the waters beyond the eastern ocean lay lands unknown - the waters are incredibly dangerous and few to none who venture out in exploration ever return, but stories of countless islands and distant lands exist.
It is a hot bed for sea monsters in the seas south of the east, which some who live on the coasts there hunt for incredible profit. It is rare that such beasts roam further northwest into the vicinity of Thornmouth, but it is known to happen on occasion.
-
Locations of Note
-
Population: 2.6 million
Size: roughly 40,000 square miles*
(*roughly the size of Iceland or Kentucky)
Climate: Mediterranean
Settlements: two cities (one major, one minor), twenty odd towns, numerous villages and isolated dwellings
Waters: the central sea (a large volcanic sea north of the landbridge), the Bay of Thornmouth opening into the southern ocean, a central river-strait dividing the region west of Thornmouth, volcanic hot springs, a swamp in the southwest, lakes in the forests and mountains
Mountains: many ranges surround the northern sea, including a few volcano
Local Races: humans, orc, dwarf, fae, beastfolk, werebeast, vampires, centaur, elves (mostly extraforeign, a local elf would be very rare to see), merfolk, dragons (also mostly extraforeign and hiding in humanoid form), trolls, giants, goblins, lizardfolk, dwerg, mimoids
The mix of biota in the region is a wildly diverse one of both locally occurring and introduced species. A great deal of animals from other worlds have immigrated to Anexus just as readily as sentient beings and both have brought flora with them. The seas and their numerous uncharted gates under the water are in particular responsible for a great deal of change in the oceans over the centuries.
The biodiversity of flora and fauna in the region is intense not only due to the moon gates, but also to the fact that the central region being an isthmus between the east and the west - each side has their own unique biospheres, but here they overlap and become further mutated by the magics of the Central Sea. ( LEARN MORE )
[โฅRETURN TO TOP || โฎญ
-
The City of Thornmouth
City - Southern Central Region
The capital city of the Kingdom of Thornmouth, see more below.
The Northern Wastes
Grasslands - Northern Central Region
A stretch of territory largely unsettled save for individual dwellings. It is well known for its ruins and revitalizing hot springs, but is just as equally known for its vagabonds, bandits, dangerous old mineshafts, and bold dragons testing boundaries. This is where an outpost known as Dracowatch can be found. The soldiers here do not often have much to do, but they hope if the time comes for action they're prepared.
The Black Sands
Beach - Northern Central Region
A beach running along the southern edge of the central sea, a coastline that marks the northern borders of the Kingdom of Thornmouth. It is known for its distinctive black sands and a high likelihood of sunbathing dragons, whom appear to use the location as something of an outpost; there are many abandoned ruins around from those who have foolishly tried to settle the area.
The Penmoor Isles
Archipelago - The Central Sea
The central sea surrounding Penmoor is rife with magical life. It is home to a broad range of magical fish and even fiery gulls infused with magic from the volcano, whom nest on the edges of the isles. They are but one of numerous magical plants and animals, even the local microfauna richly infused with magic extending from the volcanic island. The central sea is also home to a varied mermaid population, who rule below while the dragons rule above. They are both considered 'problematic' neighbors by some, as traversing the central sea is impossible as a result and the northern channel on the other side would be an incredible exploratory route.
Penmoor Keep
Island - Penmoor Isles, Central Sea
Where the dragons rule the sea from the center of the continent within the volcanic Mount Penmoor. It is here the dragon kingdom reigns in proudful seclusion, most dragons remaining in the isles and their monarchs rarely ever leaving the volcanic lair they nest within. It is speculated that the relatively young volcano of Mount Penmoor contains a moon gate and was perhaps even formed by its falling.
The Glowing Glades
Saltwater Swamp - Southwestern Central Region
In reality only a very small portion of the swamplands reaches into the kingdom. It runs all along the southwestern coast of the central region starting from The Sundering river delta and continues into the west, becoming a vast expanse of wetlands on the other side of the inlet. What swamplands are in the Kingdom of Thornmouth proper are inhabited by trolls (and few have an interest in questioning that claim).
The City of Gadena
City - Southeastern Central Region
A city that was once the most western placed settlement of the eastern kingdoms, it is now part of the Kingdom of Thornmouth and only the second largest settlement in the region.
Starfall Lake
Impact Crater Lake - Southeastern Central Region
Shifter Village
Village - Southeastern Central Region
The Sleeping Mountains
Mountain Range - Northwestern Thornmouth
A mountain range known for the snow capped Mount Arakho and the valley below that sees dry snow for parts of the year. A small village is placed nearby. It is the only area in the kingdom that sees winters with proper snow, whereas it's mostly wet and rainy across the rest of the isthmus during the season. This isn't including the city of Thornmouth, which sees snowfall of its own for more supernatural reasons.
The Sundering Sound
Sea Channel - Western Central Region
Length: 102 mi (- km), north to south
A narrow river-strait that acts as a literal border for the Kingdom of Thornmouth. It runs from the central sea southeast to Oberon's Rest where it swerves southwest over a waterfall towards and through the southwestern swamplands. It has a few notable tributaries feeding it freshwater throughout the area, including the Green River running from Mirror Lake in the Mushroom Forest, which forms an estuary where it meets the saltwater coming in from the sea. This area is a major fishing location due to the nature of its brackish waters.
Raakshason Steppe
Subtropical Steppe - Eastern Central Region
The semi-arid plains that mark the eastern border of the kingdom before The Nameless Desert.
Shipwreck Valley
Valley - Northeastern Central Region
A mountainous river valley northeast of Thornmouth, known for a pair of moon gates (the crowns of Mount Argorum and Mount Maelenri) that have filled the vale below with numerous shipwrecks over the centuries. These gates move all over the mountains, but both are connected to large bodies of water on the other side. This valley is a hot spot for looting of all kinds due to the wreckage, but treasure hunters will find dangerous competition in the form of dragons known for calling first dibs. It is also considered dangerous due to the occasional monsters making its way there through the mountains from the forbidden zone.
Crystal Town
Town - Northeastern Central Region
A mining settlement near crystal caverns that the city depends on for its currency production. It can be found at the base of a mountain pass just outside Shipwreck Valley.
Kara's Vale
Town - Northeastern Central Region
An ever-growing village in the mountains near Crystal Town, which deals with trading merchants along one of the more popular trading routes and open to all. Usually closed at night for the protection of its residents, it's been altered to better house various merchants and visitors before they move on. As an addition, it's considered a Sanctuary to anyone who wants to avoid certain risks of Highwaymen or discrimination.
The Veiled Scar
FORBIDDEN ZONE - Far Northeastern Central Region
In the area beyond shipwreck valley and its jagged, bowl shaped mountain range is the far northeastern corner of the kingdom. It is technically within its borders, but considered forbidden territory and deemed fully hazardous. It is not only underneath the flight path of dragons and difficult to reach, but distinctly cursed with a terrible phenomena - a dome of concentrated magic swallows up the region, distorting view with a soap bubble like quality. This area has been this way since the first fall and has come to be known as The Veiled Scar, or Veilscar. It is rumored there are tunnels in the mountains that lead to the forbidden zone, but those who go in do not come out. The Veiled Scar is known for producing horrifying monsters that occasionally escape the bubble and head into shipwreck valley or northeast into dwarven territory.
[โฅRETURN TO TOP || โฎญ
-
The City of Thornmouth
---๐๐ช๐ฏ๐จ ๐๐ข๐ญ๐ฆ๐ฏ - 58, ๐ฉ๐ถ๐ฎ๐ข๐ฏ โข ๐๐ถ๐ฆ๐ฆ๐ฏ ๐๐ช๐ญ๐ธ๐ฆ๐ฏ - 80, ๐ง๐ข๐ฆ
๐๐ณ๐ฐ๐ธ๐ฏ ๐๐ณ๐ช๐ฏ๐ค๐ฆ ๐๐ถ๐ด๐ต๐ถ๐ด - 27, ๐ฉ๐ข๐ญ๐ง-๐ง๐ข๐ฆ
๐๐ณ๐ช๐ฏ๐ค๐ฆ ๐๐ญ๐ญ๐ช๐ด - 22, ๐ฉ๐ข๐ญ๐ง-๐ง๐ข๐ฆ โข ๐๐ณ๐ช๐ฏ๐ค๐ฆ ๐๐ฆ๐ณ๐ณ๐ช๐ญ - 16, ๐ฉ๐ข๐ญ๐ง-๐ง๐ข๐ฆ โข ๐๐ณ๐ช๐ฏ๐ค๐ฆ๐ด๐ด ๐๐ฏ๐บ๐ข - 14, ๐ฉ๐ข๐ญ๐ง-๐ง๐ข๐ฆ
Population: 20,000 (approximately)
The population is primarily mundane with humans making up the majority, followed by smaller numbers of dwarves, orc, beast folk, half-fae and then everyone 'else'. While there are very small numbers of representation in the 'other' group that makes up the collective minorities (with many individuals being the only example of their kind), the large size of this 'other' grouping due to visitation and immigration from other worlds bolsters the sampling size of magical population overall significantly.
Law & Order
Economy and Culture
Factions and Guilds
Holidays and Ceremonies
Histories and Legends
It is now a mega port city and the capital of an independent young kingdom, boasting a diverse multicultural population due to its proximity to a major moon gate (Gate of Aetheros) and to the western border. As a result of its history as well as its positioning upon the continent, Thornmouth is the most tolerant cities in Hy-Brazir and one of the most culturally enriched. It is a city rich with greenery and colorful architecture painting the hills wrapping the bay, sprawling districts showcasing long stretches of canal reflecting countless staircases and numerous towers. It's two main gates are situated to the west and east, with the north comprised of great hills cresting the sky, with the castle nestled at their base.
-
These are just some of the places your character can go! It's important to remember that the dream map is representative and in no way indicative of the true size nor scale of the city. What generic businesses and homes you see are free for use by all as a stand in for any similar setting location required, such as apartments or apothecaries. There are hundreds of businesses and thousands of people going about their business at any given time of the day!
[ Locations ]
-
Locations - Surrounding Area
The Mushroom Forest
Magical Forest - Western Thornmouth
The dimly lit expanse of forest that takes up almost the entirety of the kingdom west of the city (and continues on past the sundering). It is filled with an abundance of bioluminescent mushrooms and transitions unnaturally from deciduous and evergreen trees to temperate forests as one travels westward. The forest becomes increasingly filled with mysterious fungi and dangerous beasts as one travels southwest towards the swamplands. There are caves hidden amongst the thick foliage, many of which are lit strangely by mushrooms and crystals alike. Look out for strange animals when exploring these, as you might bite off more than you can chew.
The Glowing Glades
Saltwater Swamp - Southwestern Central Region
In reality only a very small portion of the swamplands reaches into the kingdom. It runs all along the southwestern coast of the central region starting from The Sundering river delta and continues into the west, becoming a vast expanse of wetlands on the other side of the inlet. What swamplands are in the Kingdom of Thornmouth proper are inhabited by trolls (and few have an interest in questioning that claim).
The Witch's Hat
Shop - The Glowing Glades
Sunset Sanctum
Southern Thornmouth
In the transitional area between farmland and wastes north of Thornmouth, one can find a sanctum built from the remains of an old castle tower spiraling deep into the earth, an inn of sorts for supernaturals troubled by problems beyond their control. It is a place where the โafflictedโ such as vampires and therianthrope can surrender themselves during bad nights for voluntary lockdown.
Mirror Lake
Freshwater Lake - Northern Mushroom Forest
A freshwater lake in the forests north of the academy that feeds The Sundering freshwater via the Green River. Where they meet west of the academy forms an estuary known for being a prime fishing spot.
Oberonโs Rest
Landmark - Western Thornmouth
A vital landmark marking the edge of the forest district where a king of fae fell in the war. It is known for its magnificent tree rising up from the waters at the base of the Sundering Falls where the river turns southwest, a burial marker and eternal reminder of the war grown around the body of the deceased fae lord. These fae resting places are called 'Cad'lactha' meaning 'burial mast'. This is the preferred method of burial for most non-elven fae, but few burial groves can claim to showcase a tree such as this. A waterfall to the west feeds the clear pool of water that surrounds the tree. To the north the crumbled ruins of stone steps lead towards Steeplestone Academy. To the south the path grows thick with fog, leading towards the glowing glades.
Steeplestone
Magic Academy - Central Thornmouth
A rocky hill upon which the Steeplestone Academy sits, a school for mages built upon the ruins of the old abbey and courtyard. It can be found just northeast of Oberon's Rest. The crypts below are often frequented by students of the school, despite the rumor of them being quite haunted.
The Bitter Dragon
Pub - Western Thornmouth
The Bridge of Morel
Gate of Aetheros - Western Central Region
A major moon gate just west of Oberonโs Rest on the other side 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.
Oberon's Crossing
Bridge - Southern Sundering
A great many travelers are escorted by the fae over this long bridge following their travels through The Bridge of Morel. It is well watched by factions on both sides as the main route of travel in and out of the kingdom west; by day on the western side the seelie fae march its perimeters or hide in the trees and watch and by night the unseelie fae do the same. Their job is to ensure that no unsolicited fae creatures head east towards Thornmouth, but also that no citizens pass their border and head west unless for some reason they have authorization and papers to do so. Faewatch and the Courtguard tend to clash harmlessly from time to time, but they're both working for the same goal.
The Ingress
Landmark - Northwestern Central Region
The name given by the fae for the portion of forest far northwest devastated during the time before peace. While the forest never seems to cease growing and aggressively touching upon the borders of Thornmouth, this area remains dead as thought the soil has been poisoned. There is no magic that will work there (despite the greenest mages having tried). It is a ghost town consisting of the remains of a long abandoned logging settlement and dried, desperate vegetation. It is avoided for two major reasons: one being its location on the 'wrong' side of the river where one might be confronted by unseelie and the second being rumors of the dead guarding what is left of the lumber mill. There was a major bridge here once that marked the only crossing of The Sundering before Oberon's Rest was built, but it was destroyed long ago in the war.
Lunar Reef
Island - Southern Gulf
A small island at the edge of the southern gulf, about midway between the points of land on either side. A great many ships pass by on their way in and out of Thornmouth, but most give it a wide berth due to the island being claimed by an aggressive dragon. It is secretly the base of operations for the pirate Aisling and her crew. If interested in playing here, talk to Rook!
[โฅRETURN TO TOP || โฎญ