World introduction

Welcome to the realm of Anemoia, this place where no one can be sure of when or where. There are seven worlds in this realm; Fuharah, Svahroll, Hyrhafell, Dolrahtah, Vallorrorr, Galfuvar and Mahbrwol. Each world has its own history and peoples but because of the ever changing movement of the weave there are points that connect these where with folding overlaps. Even if a world has no overlap the entire realm is aware of the other worlds, even if they can’t be seen from one another. Each world shares a sky but no world can find another in that sky and there is no physical way to travel from one to another. Those who have taken up faith and communed with gods of the realm have never gotten a straight answer if there is more beyond Anemoia. Though most worlds have varied faiths all are aware of the connection of the weave; a force of nature that has brought these seven world together and governs the magic of Anemoia. Because of this, there are worlds with stronger and weaker connections where magic might become more or less powerful. Most worlds have recorded histories, not always peaceful but nothing cataclysmic has been recorded for tens of thousands of years, though the scholars of Hyrhafell and Svahroll believe Anemoia to be far older than any recorded history and many worlds have anomalies and places that are a mystery to their denizens.

Most people of the realm will live their whole life in the world they were born to but there is a growing percent of people who have taken to exploring and visiting the other world with new folds in the weave creating new connection points. Some are worried about the rippling of the weave over the past few years. Strange creatures that have never been seen before are showing up in various world and there have been more anomalies happening in the past five years then the past five thousand. Those who commune with the gods of the realm speak of trying times to come and that the gods are looking to mortals to help their cause. Whether it is a noble cause, a longing for adventure, a sense of duty or a quest for glory; those who are willing to travel the realm are heeding the call and setting out to find out why the weave seems to be suddenly shifting.

Travel between the worlds;

There are folds in the weave where worlds connect though they can shift or unfold they are mostly reliable. There are worlds where the weave is weaker so travel to them can be achieved normally but leaving them requires more effort. There are spells to move from world to world; Dream Stride is a 3rd lvl ritual Evocation spell with verbal and somatic components that takes 1 minute to cast and has a range of touch. This spell allows the caster and up to two other willing creatures by holding hands to move to another world. However even if that caster has a desired world in mind the weave may take them somewhere else; there is a 50% chance they will travel to the desired world. When casting at a higher lvl, that chance increases by 10% per lvl. Druids, Clerics, Sorcerers and Wizards can cast this spell. Plane Shift and teleport can also be used the move between worlds with a guaranteed destination. There are also teleportation circles in most major cities and towns.

Known connection points;

Svahroll to Hyrhafell, from the Eladrin woods to a random point. Fuharah to Dolrahtah, from the base of the Ickerog Mountains to a day’s travel south of Koti. Galfuvar to Mahbrwol, from one of the empty archipelagos to the Liquet River. Hyrhafell to Dolrahtah, from the coral gate outside of Beschattet to the entry point of the Dwarven Mountains.Dolrahtah to Mahbrwol from a days travel from Odotus to the fountain at the center of Kalo

Playable races are listed in the races of each world but I'll list them all here for simplicity sake;

Orcs, Goliaths, Firbolg, Elves (High, Drow, Shadar-kai, Sea, Wood, Eladrin, Avariel), Aasimar, Tieflings, Genasi, Lizardfolk, Yuan-ti, Kobold, Dragonborn, Gnomes, Dwarves, Halflings, Merfolk, Triton, Tortle, Kenku, Centaur, Tabaxi and Goblinoids.