Writing Worlds with Words

Major Land Masses of Ithia.

The Continents and Major Land Masses of Ithia. 

-Talis’Vrok is the most centralized of the continents and once homeland of the Septrinian. The Capital continent of the Black Veil empire is now a ravaged land of the Ash a nature spirit of Decay and Ruin that feeds on the death and pain of the Septrinian wiped out by the Magis Bane Plague. It carries the name of Na’Tallys once sword Talis’Vrok and it is said the dark blade feeds the Ash its corruption. Now home to humans, elves, and beasts corrupted by the Ashen and the Vampire Clans, Kiln, and Dragons who rule the sunless lands.  

-Dragonkeep is a smaller continent with the largest volcano on Ithia. The entire land mass of Dragonkeep has been turned into one great city of the Dragons. Pastures where food are raised and lairs cover it with buildings for the various pet species they’ve collected and homes for their elven forms. The remaining first and second generation of the Dragons rule here.  

-Lands of Maria the homeland of humanity from which all humanity originated. Now ruled by the Marok and the Wightmark allies. The northern half of Marilan is often plagued with cold and winter. Its southern half is more temperate and has the ruins of many plain human cultures from their great exodus. Marilan is the second most industrialized continent. 

-Lands of Kain is a large hot continent covered in sprawling sand dunes, great mountains, savannah, and grand oases. Kaina was to start a penial colony for enemies of the Septrinian. Ancient monuments from previous cycles lay half buried in seas of shifting burning sand. Here the Kaiden thrive along the Highmark who fight for control of the limited fresh water across the great continent.  

-Gorok was once a temperate continent and homeland of the Greenskins. Much of the landmass was destroyed by the Moonfall leaving the southern reaches devastated by magical radiation. The remnants of the land mass form many smaller islands, and the volcanic explosion caused by Azure’s contact has scattered landmasses too small for the main Ithian map to be visible. A great whirlpool sits where the moon Azure cracked open the crust of Ithia and water pours into the depths of the world. It is theorized that the endless falls of Mordo are where the water is returned to the surface by the gods.  

-Zatolos the largest mountain on Ithia sitting to the north of Talisvrok. It is composed of terraced steps that rise like a great spiral staircase with the lower steps each big enough for a city. Stairs have been carved into the cliffs of each step, and old slyphstone towers dot its cliffs showing that the Septrinian once occupied it.  

-Dophia is one of the more diverse continents divided by the great Dwar’vic mountains which are home to Dwar and Dragons, as is the far northwest Steel Mountains. To the West the Humanic Empire dwells around the magical scar that is the Blue Desert. The west holds smaller gatherings of Tythen, Dales, and the remnants of the Dreite. In the Central east the Greenskins rule the greater part of what was once the lands of the Sphers who now mostly dwell to the southern coasts where they’ve built a great protective wall. The Northern coast is ruled by the Viar’rune, to the west, and Drei’th to the east. Both elf species along with the limited Vaal’Sheld and Noct’Syll dwell on the island north of Dophia. Swamps, small deserts, and wetlands dot the vast planes along with great forests. 

-Gothique is a square bookish continent made by the bardess and author Mary Lavenza Gothique. A symbol of her hatred towards Zale who stole away her lover and an embodiment of the land that her book is set in. It is a dark stormy continent, a place where the Narrative is at it strongest. Here monsters’ dwell and life is controlled by the partially ascended Gothique. It is also one land where there’s little conflict against the mortal species as there is little energy to spare from mere survival.  

-Kreia is a smaller continent with a great volcano where a sea of lava sits in its center. The scars of magic mar much of the land here, and it is said this is where the emperor of the Black Veil fought the chosen of Septriss Kain in their final battle. It is extremely dangerous as wildlife has been warped. Powerful spells have mutated and warped the landscape but rumors of great caches of treasure draw the brave, stupid, and mad to its rocky shores.  

-Dodicerous is one of the largest and most diverse land masses in Ithia. Stretching almost half the length of Ithia it is composed of the great sea peaks where Dwar make their homes, the Ashike islands, the mainland warped by its close connection to the Faelands. From candy trees to rainbow blossoms of stain glass Dodicerous is a place touched by fae, magic, and spirits where the Gods of Ithia have little purchase or control. Here the Vigint rule along with their Ta’Deir figure heads. Fae touched species and creatures roam freely, and commoners are not allowed to wield iron allowing the spread of Fae influence across the land. Almost anything is possible in the magic touched lands and worship is focused on the natural spirits and Fae. Dodicerous sports almost every climate, except arctic, sporting vast island networks, swamps, wetlands, deserts, tundra, mountains, savannahs, and fae touched wilds. 

-Mordo the once ravaged lands of Mordo where pieces of the contient float and great streams of water pour forth from floating islands. Mordo has healed, and vegetation and animal life has been imported by settling humans, elves, and other civilized species.  

-Dollos one of the smaller continents and where the Dollidoos were first found on Ithia. 

-Axandria a sizable contient and home to the strange Axandrians consiting of the three founder tribes of the human Axilli and Anderlan, as well as the Dwar Drios. One of the few places where cultures connect and openly interbred across species. Axandria has a temperate climate with rocky shores, harsh winters, and one of the only lands where skeptics survive. Axandria is a stronghold against divine influence. An artificial island has been built in the center of the inner sea and is home to the capital of the three tribes as a central neutral point.  

-Thray is a dangerous land home to the Circle of Liches and a small civilization of descendants from their mortal followers.  Thray is a small but powerful land of magic and openly accepts necromancy. Much of the unskilled labor is done by the dead making it one of the lands with the best living conditions. 

-Basilia is one of the more dangerous minor continents as it is home to many breeds of Basilisks and a Gorgon stronghold. Those who come to Basilia are brave and if unprepared, they will become the bravest of statues. Basilia is a rocky land where little grows save for deep in its heartlands. Basilia is marred by ruins, salt rivers from deep geysers, and a vast underground network that expands the oceans. 

-Errok a minor continent often fought over by the Marok, Plains Humans, and Vigint for its climate, rich soil, and docile native species. Errok is covered in plantations, though it is noted that disappearances are more common than elsewhere across Ithia. There are never signs of struggle or interruption. These occurrences are more common along the coastlands with entire blocks of people vanishing at night on occasion. Those newly arrived to Errok swear they can hear whispers and movement in their peripheral sight but these paranoid sensations fade over time.  

-Trinity is one of the most dangerous populated lands on Ithia a place once ravaged by the battle between the Fates and Seir’ald. The land is warped, divine magic twists and warps reality, and magic seems augmented when cast here. The city of Seers maintains its presence on the largest of the three islands and is home to one of the greatest magical institutes on Ithia.  

-Lore like Dodicerous is a land touched by outside realms mostly plagued by the influences of the Conceptual planes. It is a place of fire and light, ice and acid, and overly organic plants and twisted animals. Here a few cities sit where Fae, Demons, Concepts and Angels dwell among mortals. While not dangerous due to the concepts, the chance of stumbling accidentally into the conceptual planes is a far greater risk.  

-Sarabrand a strange landmass, unchartable as any map of it taken off its shores erases itself; it moves about Ithia and other sections of the main plane and other worlds. Surrounded by tall rocky shores, deadly reefs, and rocky spires, its tides are treacherous drawing in mortals to feed its hunger. A great veil of mist shrouds anything beyond its shore and the reaches of its tallest structures leaving the once prosperous island in eternal twilight. Few things escape Sarabrand and the restless dead that pursue what little still lives here. Not even the souls of the dead can pass from this place, and the air is thick with the power of souls and necromantic magic. This continent seems disconnected from time as those who enter it can find themselves in any part of its years even if it’s long before they were theoretically born or long after they should have died. Sarabrand seems to defy space as well as it can fit in lakes but is a sizable continent.  

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