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Ianua

  • The World

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    Ianua is roughly three times the size of planet Earth. It has twelve main continents and many and more subcontinents and kingdoms. The world is very much the same in terms of flora and geography, but is inhabited by much more magic. Fantastical creatures such as elves, dwarves and mythological beast live in this world naturally and are visited by many travelers from other dimensions. Ianua itself is set in a medieval fantasy time line where many modern comforts have not yet been created and those brought through the Nexus are monitored heavily.
  • Antallos

    'an-tah-loss'
    Native people: Antallosi


    The central continent of Ianua is predominantly a temperate climate and home to many humans. The Antallosi people are some of the most diverse due to the melting pot of races who settled there, but the average person is relatively tall with fair hair and light eyes. The language is common as Antallos does not have its own set of words. Many old regions of Antallos are named in elvish, or some bastardization of the language. Elves of the sun, moon, wild and under dark inhabit this continent in their own various cities and kingdoms.

    Kingdom of Greyhawk: A human kingdom; capital city Greyhawk. Located in the southern hemisphere of Antallos.

    Kingdom of Soleregnum: A high elf of the sun kingdom; Capital city Solice (The city of Sunlight). Monarch Duemriel, wife Lucerna, princes Praeliel, Thrandolas and Danila; princess' Lothraen and Faelith. Located to the north of Greyhawk and the west of the Great Forest.

    Kingdom of Tenebrae: A dark elf kingdom, capital city Carrion-dur. Monarch Caeruleus, unmarried. Exiled prince, Zennar Da'ohr. Located beneath the Balkis mountains in the the central southern tip of the continent.

    Kingdom of Lunaenum: A high elf of the moon kingdom, capital city Gravistallaesidus (The Starlit city). Monarch Lothloraelenus Farthul, wife deceased, princess' Valarthalialana and Wystarwendonna. Located in the east end of Antallos.

    The Veldt: central region of plains in the heart of Antallos, home to herds of centaurs as well as the barbaric race of humans known as the People.

    The Great Forest: This forest takes up much of the western part of Antallos. It is an ancient forest full of terrors and delight and as one goes deeper, the foliage gets thicker and more lively. A gigantic, ancient tree lives in the center of the forest and is home to many wild elves who are not so friendly as their cousins in the kingdoms.

    Uruu Mountains: Home to many outposts of humans, the Uruu mountains were a first defense against the dragons, should they come back into the world of men. Located on the eastern tip of the continent.

    Dragon Spine Isles: An archipelago off the eastern end of Antallos, this chain of land is a haven for smugglers, pirates and your run of the mill thieves. It is a perfect place for hiding goods on the way to Solanum, or Antallos.

    Free cities are places without a monarch founded and run by a select few people on a city council. They are located in many places on the world and usually will require some sort of vouching papers to allow access into their gates.

    Iverstad; city of thieves and brigands located in the colder regions of the northern plains. Houses many orphans who grow to mercenaries, often taking Iverstad as their last name.

    Ferrumstad; twin city to Iverstad, the "Iron City", home to many aspiring smithies. This city is the main metal workers on the continent.

    Brevahn; predominantly human city in the central southern region of Antallos.
  • Cryis

    'cry-iss'

    This continent is entirely untamed and made of ice. Not much is know about the region at all, besides that it is inhabited by deadly Walkas, ice elementals who hold no love for other races. Many snow beasts of gargantuan size are rumored to live here as well.
  • Bailenis

    'bay-len-iss'
    Native People: Bailish


    A continent made up of warring tribes and clans, Bailenis is a rather backward land. It's native people are medium height and have reddish brown hair with freckles and light colored eyes. The Bailish are slightly more behind than the rest of the human world in that they do not have much metal production on the continent and usually steal what they do have. The land is humid and foggy and often times rainy, but the people are cheery and will love to sit in the pub for a few dozens drinks unless your families are warring.

    As the clans boarders are always changing and being fought over, it is hard to pinpoint division lines. Not even those who are fighting over them can agree on where the lands change hands. The Kovus Islands are to the right of Bailenis and are said to be an extremely magical place.
  • Draakmoor

    'drahck-more'
    Native People: Dragons


    Few know that this continent even exists. All the people of Antallos and the more southern continents know is the dragons left in that direction and never came back. Draakmoor is made up of several regions based on climate. The top most part of the continent is Strigo, named for its icey mountains. Here, many of the white and silver dragons reside. The region just below is Rus, named for the more temperate forests and swamps. Greens, Blacks, Bronze and Brass dragons in habit much of the forests, swamps and plains that are in Rus. Ustri is the mountainous region of Draakmoor and the Reds and Golds live here, in and on top of the mountains. Lastly, the bottom part of the continent is Mare, named for the rather large body of water inside it. Blues, Coppers and various neurtal dragons live in Mare for its diverse lands around the lake.
  • Girsh

    'gerr-sh'
    Native People: Girsha


    This small continent is boarders by mountains and is a home to an absurd amount of ghoulish creatures. The goblins of the world mainly come from this place, though they are scattered in tribes throughout Ianua. Orc have found this place a home as well, though they too inhabit many stolen lands on other continents. It is said that this place is rich in gold and other precious metals and was once a home to dwarves who were driven out by the less savory races.
  • Maaneri

    'man-yeh-ree'
    Native People: Maaneesh


    Maaneri is split down the center by a range of gargantuan mountains called the Gunung. On the northern region is a great forest, while the southern region is mostly desert. many woodland elves live in the forest and a dwarven kingdom, the largest of the world is beneath the mountains. Hill dwarves settle on the southern side of the mountain range as well, just above the desert.
  • Meerveld

    'mere-vel-d'
    Native People: Meervi or Meervian


    The native humans of Meerveld are generally dark haired with varying color of eyes. The continent is primarily temperate with many forests and swamps as well as two inland seas residing in the lower half. A small desert covers the northern tip and stretches into the sister continent, Maaneri. Because of the amount of water on Meerveld, the main export of the continent is fish and other oceanic goods. The inalnd seeas are also homes to many Aquamenti (sea elves) and their river cousins.
  • The Nexus Island

    This island is unreachable without magic or a jumper. The island is generally unmappable since one cannot simply fly or sail there, but it occupies the same space at all times. Here, the Tower of the Nexus is built; a gateway to all over other worlds, and some that are not. The Tower resides on the Northern tip of the island and is surrounded by the Nexal city which is comprised of off world settlers or passerbys. The Tower itself has a dimensional inn which travelers can stay in before moving on world or through another dimensional gate.

    The rest of the island is inhabitable forest and it's wreathed in impossible cliffs to deter people from trying to leave the island by sea. They would not fair well. Corwin, the Wizard of the Tower has the power to transport off worlders to Ianua as well as pick them back up to leave the planet.
  • Saldia

    'sahl-dee-ah'
    Native People: Saldians


    Saldia is a harsh and hot environment. It's people are sallow skinned and dark eyed and usually rigid in attitude and postures. The land itself is made predominantly of lava stone and houses a large volcano named the Balkan. Saldia is stuck in a time warp thanks to the presence of a demon named Brimswraith, who very much wants to take over the world. He's taught the Saldians how to enslave Ignesi, the people of the elemental plane of fire. Due to this, their technology is very advanced and their metal work exquisite because they have the very heart of fire to help shape and create things. The time warp has the continent moving at a few years ahead of the rest of the world and they produce things such as airships and tanks.

    The Saldians, under the guidance of Brimswraith, often venture off their continent in hopes of enslaving and capturing more of the world.
  • Solanum

    'soh-lah-num'
    Naive People: Solanians


    Solanum is primarily desert at its northern end and a less harsh forest at the southern. Two large bodies of water called the Tubers inhabit the middle of the continent, but the Marhabumi desert hold the most intrigue. The human peoples of Solanum are dusky skinned with dark eyes and dark, course hair. They are said to have evolved from the Qari, an ancient race of feline people who resembled wild cats. While the Qari still exist, they are a feral race who hides from the likes of man. Their smaller, domestic cousins the Ja'qari litter the streets of many cities in the Marhabumi. They are smaller than humans and resemble domestic cat breeds. Many people in this country speak common, but the old tongues of Solanum are still alive and well in the less privileged.

    City of Desarta; located in the northern desert of Solanum, on the Cay river. This city is a free city run by merchant lords. It is split down the middle by the River Cay as well as by money. The eastern side of the city is known as the slums. It is where the less fortunate, poor peoples of Desarta live and scrape up a living. Unfortunately, it has a bad reputation as a house for thieves guilds and the like, so the lords of the western half have destroyed all bridges linking the city over the river. The merchant lords of Desarta rule the opposite side and they literally lord over the slums as their fancy, giant arabesque houses are built higher and look down on the grubby half. The only way across the Cay is by ferrymen paid by the Lords who can only carry a few at a time to stave off a revolution and cost a hefty sum. The lords are corrupt, though and always fighting amongst each other for the best price or merchandise.
  • Tarlain Isles

    tar-lay-an ai-les
    Native People: Tarlains


    These isles are one continent, but each has a different name. The northern most is Eaghal, the central one Tarla and the southern Cebar. The human people of the Tarlain chain are dark skinned with dark eyes and tight curls to their hair. They are mostly a sea-faring race, and cane be found on most any boat crew across the world. The Isles themselves are a gorgeous tropical paradise and a hub for trade and artisan goods.

    Cebar, the largest of the three Isles is home to many minotaur, who are famous mercenaries for hire.
  • Zheniya

    zen-ee-yah
    Native People: Zhenitians


    Just under the continent of Cryis, Zheniya is home to a cold and industrious race of humans. The Zhenitians are short with tanned skin and light hair and are often born with cryomancy powers. This attracts the Walkas who are native to Zheniya as well as Cryis to steal children in the night. The elementals use the young cryomancers as a way of staying whole in hotter weather. Without the constant shaping and freezing a cryomancer can provide, a Walkas cannot leave the frozen wastelands.