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The Setting

When the world was in its 5th age, a myriad of gods and god-like figures roamed the earth. We know this much to be true, for both relics and scripture had prophesied their existence. Many oracles came forward with generations of wisdom behind them professing the exact same conclusion. 

These gods were the great seekers of truth, the bringers of justice and democracy - and when united together completed the spectrum of divinity. Such a synergistic counsel kept life teetering in a soulful balance for millenia. Embedded within the hearts of each deity steeped admirable Virtues that were deemed holy to both the natural world and its inhabitants.

Each region in the 5th age followed a devotion, each with a respective set of beliefs. Life operated in supposed harmony. However, Toran legend dictates that this seemingly sustainable model imploded. On one particular day, for reasons currently unknown, the last God of Virtue fell heinously from grace and life itself stood still, suspended in what seemed like total darkness. This dark epoch was said to have prevailed for nigh-on an eternity. It was as if the entire concept of history had been shrouded in a haze of amnesia. This period is known as the Great Resetting.


Infantile, ancient scribings speak about a period of redemption. With etchings found at sacred sites all describing the prospect of life hanging on by a mere morsel of a thread. One legend indicates that nature fought back by planting a seed of abundance. 


A new coming of life arose out of the total destruction that had ensued. In the dawn of the 6th age, nature had claimed a noble stance by repopulating the planet with carpets of greenery and wildlife. One such race appeared as if by magic - the Hexian race. A race so connected with the soul of the planet their existence itself breathes of divinity. They speak of the planet’s desires through their actions and their mindset. Their life, so pure, reflects a perfect, unabashed utopian lifestyle. It seems as if nature has healed itself in humanoid form. Hexians know that they must act upon their most inner instinct to protect the planet, create balance amongst chaos and put to rest the jaded powers that fight against it. All those who roam the plane that are not of this supposedly perfect race are dubious; for jealousy, envy, spite and intrigue has caused a rightful level of suspicion. What no one knows quite as clearly as they should, is how this all happened. How did the Hexians get here? Perhaps they were an unexplainable miracle. Perhaps it was the intervention of some outer species writing themselves into existence. Surely not. That would mean the beings of the Realm are not alone in the universe.

The Worldspace

The World is said to be a flat circular shaped plane that pivots around a central landmass. The center of this disc is supposedly the point at which it rotates from.

The further away from the center you are, the more dramatic the weather changes becomes. It’s hot an arid towards the continent ‘Concentrus’. This piece of information lets us estimate that the sun orbits the plane once a day in a line, cutting through Concentrus at it’s peak.

With this in mind, navigation is slightly different. South is towards the center, North is towards the edge of the Plane and West and East are left and right of this.

This World is referred to as ’Gyros’ in holy scripture, but we cannot be too sure that this is what it’s called today. However, for all intents, we shall call it as such. It best suits the planetary model, for if you were to picture it from afar it would loosely resemble a Gyroscope.

Gyros supposedly has two sides, one that we know some things about, the other not so much. One of the only indications we have that another side exists is the fact the sun and moon disappear over the edge half of the day. We can only assume it travels through another side for the remaining half of the day. Another indication, or at least aninference, is that beings of evil that enter Gyros through Chaotica Rifts are actually breaking through from the other side, rather than being spawned from these rifts alone. Some scripture refer to this place as the ‘World Below’

The Regional Map

We have yet to discover a fully drawn map of the entire world. For now, what we can observe is the continent Hexlandia (highlighted) surrounded by neighbouring lands. It is assumed that the center of the world is Concentrus.

Hexlandia

Welcome to Hexlandia, the most thoroughly explored land of the World. You can observe rivers, mountain ranges, and a few key settlements and landmarks plotted. Home of the Hexian race, Hexlandia is rife with greenery, flora, fauna and most importantly, abundantly rich in Hexylium.

The Magic System

Mushroom Magic, Hex, Energy. Whatever you want to call it, it exists in Gyros. Magic governs the entire planet. Wars have been started and ended with the stuff. Everyday life is made easier with its use. Relationships have deepened and some even severed with its intervention. The Mushroom Magic System is powerful and must be understood.

The Fungal Energy

Hexylium

Hexylium is the name of the magic of the land. It is a network of neon fungal roots that permeates beneath the floor. It's neither good, nor evil. When a mushroom sprouts from the ground in Gyros, glowing linear veins burst from its skin. It is the manifestation of Earth Energy. When it's in the purest form this energy bursts with a bright, bluish hue. It can be harnessed through ingestion or invasion. A Hexylium mushroom can be eaten to invoke its powers, or it can overtake a host and act on behalf of it like a parasite.

The name Hexylium derives from two sources. Firstly the ‘Hex’ constellation closely resembles a mushroom. Secondly, usually the veins follow the route of a rough hexagonal pattern, both underground and up the stems of the mushroom. Once ingested, a geometric pattern structure becomes present on the host’s body, around the face, arms and hands.

Teals / Blues

Divine Energy

Divine energy is pure, as the name suggests. It’s an energy that’s produced from beneath the earth, by the earth. It represents the goodness of the land, the soothing of the world’s soul. It’s healing by nature. Those that align with it are shamans, protectors and warriors of peace.

Greens / Yellows

Toxic Energy

Toxic Energy is Divine Energy’s younger brother. It’s not evil, nor is it malicious. It’s unpredictable and sometimes poisonous. If ingested safely and with the right frame of mind Toxic energy can be cleansing. It sharpens your senses and solidifies the muscles. It quickens reflexes and improves agility. This is why the majority of the Hexians have green lines. It pairs well with a fighting spirit.

If ingested incorrectly, you guessed it. Toxic by name means toxic by nature. Convulsions and vomiting. Confusion and delusion. Sometimes, a tainted host will become poisonous to the touch. These mushrooms man. They shouldn’t be taken lightly.

Oranges / Reds

Chaotic Energy

This is slightly different. Chaotic Energy is not entirely separate from Divine and Toxic Energy, however its origin is from elsewhere. It seems as if Chaotic Energy is not positive at all, which indicates it’s a manifestation of the world hurting rather than healing, or that it’s a thing of pure evil.

Unlike Hexylium which grows through spores, fungi and molds, Chaotic Energy is found in rifts. Rifts are sizely chasms that open up throughout the land, infecting nearby creatures and spawning demonic entities from within its belly. These abominations are sometimes monsters of indescribable anger, sometimes they are humanoid. More research needs to be conducted before we can be certain of its origin.

Hexlandia's Skies have been Mapped

The Star Chart

We now know there 10 are major constellations, 10 ‘months’, 432 'days' and 8 seasons. The scale of time on Gyros relative to Earth time is still not clear. What we do know is that if we look close enough through a telescope, we can see two of these constellations ourselves.

  • I - Huntress

    The Sharp Archer

  • II - Magus

    The Magician

  • III - Saplin

    The Twin Trees

  • IV - Tigris

    The Tiger

  • V - Apothec

    The Potion

  • VI - Chimedes

    The Wise Owl

  • VII - Hex

    The Mushroom

  • VIII - Serpen

    The Snake

  • IX - Vulpera

    The Fox

  • X - Delphinus

    The Tiger

1 of 10

The Calendar

CYCLO

SOLERO

SOLERO

CADEN

HIBERN

VAGO

HEXSIS

RETERNUS

REGALIS

NOCTURN

DECEMEN

Seasons

BIRTH

FLOURISH

FLOURISH

INFLOW

NEARHALF

MIDDYEAR

FALTER

DECAY

YEAREND

  • TORANS

    Royal bloodline of Torus. The most ancient civilization to have graced Gyros. Their lineage predates all other existence and recently enquiries have been made into their true history. Extremely secretive and deceptively knowledgeable. Most, if not all original starmaps, calendars and scripture are from the inhabitants of these mysterious isles.

  • HEXIANS

    The core race of Hexlandia, which is practically means the core race of the modern Gyros. Very few beings survived after the Great Resetting. It was the surgance of Hexian life that helped repopulate the lands with a lighter, more sacred balance. Their ideologies are inspired by unity and utopia and their beliefs lay within creativity and respect of nature, yet still imbalances can arise out of intending to do the right thing.

    Find out more about Hexians 
  • MONASTICS

    Rigidly mindful. The Monastics live far away from crowded societies in mountains, near lakes and caves scattered around Middle Harmalia. Honed in the skills of acrobatics and meditation, these beings are an artful reminder of what it means to live a holy life.

  • VITRANS

    A shrouded culture that resides in the Vitrus mountains of far-western Hexlandia. Not a lot is known about their existence and much like the Torans have a secretive history. Albeit a recently birthed civilisation, it is unsure how they came to be. Runes and sigils adorn their hardy clothing and share a similar aesthetic to the Vikings of planet Earth.

  • SUCCUBI

    Born out of the desire to rule is a race of mainly female beings called Succubi. Succubi rear their heads in Gyros through the opening of Chaotica rifts all across the plane. Cunning and manipulative they are, using their sexuality as a form of control over pacified individuals to coerce them and make actions on their behalf. This is a temporary form of control that leaves the host drained of life after a matter of time.

  • VAMPYR

    Vampyr (pronounced Vamp-eer) enter Gyros through rifts from the same realm as Succubi, but are known to be forged from darkness and anger rather than lust and control. The Vampyr have become a dominant race in the World Below due to the fact their population cannot be born, but rather take over a host's body permanently. This means there can be Vampyr hybrids of every possible race. Be careful when interacting with new people, as the Vampyric state can be extremely hard to distinguish.

  • CADUCEANS

    Guardians of the Inner Circle. Once a race of higher elders that peacefully monitored the Pillar of Light aeons ago now exists a race of Snake-Humanoid hybrids,  ever since the Great Reset. Those who survived the Great Reset rumoured the Caduceans to be an evil force, as legends long told tales of lizard-type demons that once dominated the land. Lambasted as they are for their odd looks and unusual habits, they are pure of heart and are real protectors of the light.

  • MODANS

     Inhabitants of Mod (etymologically deriving from the words both Modern and Modified), the inner civilisation of The World. This civilisation bloomed as a result of The Journey to the Center and the accidental discovery of Mixed Energy at the centre of The World. These are beings that live entirely in an artificial, being-made society and very few modans have access to resources and wealth at the top. This means that their societal structure is completely unbalanced where many live under the illusion of freedom in an impoverished, drip-fed system.

  • AEONIANS

    A manufactured race of sentient droids that live somewhat harmoniously alongside Modans. These androids are fed The Algorithm - a being-made code that is made to replicate the highest order of human enlightenment and knowledge. But be aware, errors occur in things that are being-made. Aeonians have the capacity to live forever, but they can only survive in such a way through the consumption of Mixed Energy. Their purpose in existence is to serve the upper echelons of Modan society, making menial tasks more efficient and cost effective. 

  • FLOTIANS

    Islanders from the minor continent of Flota, located directly where the ‘Line of Aging’ is placed on modern Gyros maps. Flotians are a ritualistic, celebratory race that connect through tribal acts and ethos. They are givers of resource and wisdom which makes them a favoured eccentric race of the Plane. Their mindset is admirable, but they must remind themselves to focus on rebuilding their own gardens before spreading their seeds of generosity to others. 

  • ARAMATIANS

    Aramat is the country between Hexlandia and Concentrus which nowadays is a ruinous desertland filled with effigies and monuments of the Past. Other races like the Kemites and the Flotians are equipped to exist in this climate, but the pale-skinned Hexians have trouble surviving in such arid conditions. The only beings to roam Aramat are those who have either adapted to the climate or have found creative ways to deal with such weather through the building of suits and cooling devices.

  • KEMITES

     The culture of Kemek is home to the Kemites, who live abundantly following the ancient ways of pre-reset times. There is a 2 mile wide river rich in history, folklore and resources that carves Kemek into two sides; the East and West. Both live by the same law but with two different mindsets. Those of traditional life live on the East, and those which have adapted old teachings into modern contexts - the Neo-Kemites - live on the West side. Wars have nearly broken out due to the differing of opinions in what seems to be a very similar way of thinking.

  • ADONITES

    Adonites believe their body to be their temple, and they will do everything possible to achieve personal nirvana through control of their looks and senses. This race is entirely disciplined, making them perfect in many ways, but they are not aware that this mindset ultimately appears as self-serving. It is their religion to focus on the self, which has great benefits and even greater downfalls when interacting with the other beings of Gyros.

  • VAGABONDS

    Vagabonds are the Gypsies of Gyros. Composed of renegades that have broken away from their ordained ways of life, they stick together in travelling communes to share a simpler way of living - that of mutual respect and a tierless social structure.

  • TROPOLIANS

    Vagabonds are the Gypsies of Gyros. Composed of renegades that have broken away from their ordained ways of life, they stick together in travelling communes to share a simpler way of living - that of mutual respect and a tierless social structure.

  • ARCHONIANS

     The Master Destroyers. The embodiment of pure psychopathic evil. Archonians are scaly, demonic humanoids that have been the leaders of the World Below for millenia.