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Ithia

Regions & Inhabitants

The Middle Kingdoms

  • Hyrn: Originally a hyrian settlement. They were cut off from their brethren in Shoneun when the Veil rose and, as such, swiftly unified and found strength in their own civilization. Like all Shoneun, they function as a military run society, with mandatory service and training for all citizens.
  • The Kingdom of Kondaria: A kingdom of humans known for producing capable arcane mages and equally skilled knights. Shares its land with elven neighbors, which who they are on fairly good terms. Often considered a just and fair land and they have known little in the way of internal conflict.
  • The Lîrwood: The wood elven kingdom north of Kondaria, with whom they share good relations. Devout protectors of their wood and the life it holds.
  • Maurudren: Once the proud shale elven empire, they were quite recently overthrown by Bail Shaern, who decimated them down to very nearly the last man, woman and child. Now nearly completely inhabited by Shaern's risen ashwalkers, who make their own way in the world now that he no longer holds sway over their fate.
  • The Tribeclaws: An untamed plains to the east of Kondaria which is occupied primarily by the catfolk. The largest concentration of the catkin, owed to the fact that they unified during their time within the Veil.

The North

  • The Angaran Forge: The primary dwarven realm. A far stretching expanse of barren lands and foreboding mountains. Renown for their great forges and masterful command of metalsmithing.
  • Eldhërwye the Untamed: The wild forests occupying the western side of the same land mass as the Angaran Forge. As its name suggests, it is a wild wood and is home to small cabals of wild elves and the untamable Fey.
  • Illia: Close allies with Lilan, Illia shares its border also with the Angaran Forge and is host to a mixed culture of dwarves, humans and halflings. In a prime location to import goods from both its neighbors, Illian is home to the a fair few merchants and craftsfolk.
  • Lilan: A sister country to Illia and her closest ally, Lilan is a halfling nation of small townships knitted together. Ruled by Idala Greenthumb, who is enamored with all things about the First Kin and who seeks most feverishly the lost knowledge of how they tended to the land.
  • Nevean: Isolated from the rest of the lands in the North by restricting mountains, Nevean is a smallish backwater overseen by Highlord Conmin Halyas, who levies strict taxes from no better than a country of shepherds and hedgemages.
  • Risxit: A fairly wild nation of sparse and far spread cities. Ruled loosely by the pirate lord, though who that is at the moment is anyone's guess.

The Cradle of Light

  • Cyrare Republic: Humans.
  • H'urek: As isolated as its northern neighbor, the Cyrare Republic, H'urek is a young nation.
  • Lok'ahn: A loosely bound network of orc tribes situated on the borders of Mireny and Cyrare, the orc tribes are led primarily by their own chieftains individually. They have not been bound under one tribal law for nearly three hundred years, since the last blood-chieftain, Anzor Shattertusk, died.
  • The Mireny Imperium: A land of rolling hills and valleys, Mireny is a land of plenty and wealth, ruled by an ancient line of mage kings and queens. Having become the founding society of the world, Mireny is known as the penultimate elven nation and is known for harboring all those with a fresh thirst for learning. A fertile land, its southern borders are home to a plentiful swath of soil and forests and is the location of a vast farming network.
  • The Plainsborn: A group of human tribes hailing from the south eastern shores beyond Mireny claims, the Plainsborn are a small network of human tribes. A nomadic culture, the move along the eastern coast with the seasons and are known for being almost entirely reliant on the horses they raise. The Plainsborn are known for aiding Mireny directly, often sending their windriders into battle alongside the Mireny calvary.
  • Shoneun: The primary homeland of the hyrian race. A land of people who hire themselves out as the most capable of warriors and mercenaries. They are one of the few lands to believe the Veil fell, having rejoiced at being reunited with their lost brethren within the Veil. hey are ruled by supreme martial law, with a council of four generals commanding equal parts of the country and each one of the four armies.
  • The Southern Peoples: Known simply as the Southern Tribes or the Southern Bound, these seventeen well known communities are scattered along the southern border and coast of Mireny and encompass a group of peoples, both human and centaur, who live and work together. They are not unkind to the Mireny populace they live around, though they do tend to remain exclusive.
  • The Wind-Hearted: The tribe of the Wind-Hearted is a herd of centaur residing in the forests south of Mireny's borders. Known for being reclusive, as most fey, they bear no small amount of ill-will towards the Mireny peoples, believing the southern farming communities infringe upon their land.

The Land of Sand and Dust

  • Chausk: A mountainous region of high aeries and scant forests. Less ruled and more owned by the territorial flights of wyverns. Though his command of the flight is tentative at best, Thorn Bright-eyed holds onto his "rule" with a steel grip and seeks to bring his brethren under a unified rule, by force if necessary.
  • Scala: The holdings of the reclusive salamanders in their volcanic reaches. An unforgiving island off the coast of Chausk, few find anything of interest in the barren, rocky expanses of Scala. Word of the salamander-kind seeking a means to bring their god-like Immortal back to the Prime is whispered, but these tales are nothing new.
  • The Shining Realm of Phynta: A desert kingdom that thrives around a mother river cutting through its middle. Ruled by the great king, Rihar Te-kamen, who is the absolute monarch of his country and wields complete control of the land and its resources. Its society is highly stratified and social status is expressly displayed. Slavery is prominent and they broker trade often with their closest ally, the Dominion of Byden.
  • Atia Confederacy: Ruling from the highest mountain of the land mass reigns a far flung dwarven settlement. Having long since broken off their ties with the Angaran Forge
  • Tauwyns: The lands of the lizardfolk. Primarily settled on its coastlines with a wild, inner lands. A flat plains seperated from the deserts of Gephynt by only the narrow strait of Lorn. Though the lizardfolk are a varied, wild race seen by many as merely a step above the Grey Races, they are collected under the unified rule of Shez'na Staggeringclaw, who sees herself as Zira of Tooth and Nail reborn.

The Austral Lands

  • Byden Dominion: The constant and bitter rival of the Mireny Imperium. A country devoted entirely to furthering Raneiss's presence in the world. A forsaken land with a poor standard of living for those of any social standing beneath that of a noble. Most that serve in Byden's armies do not do so willingly, save perhaps only for the Wraths of Raneiss, Byden's most fearsome group of knights and warriors.
  • Quien: A small island hedged in on either side by Tauwyns and the Byden Dominion. Once known as Quienen's Outpost, it was originally founded by hopefuls from the Mireny Imperium. It fell to the Dominion during the Starlight War.
  • The Haoros Remenant: Those of the Hundred Tribes that forsaked the lifestyle of a Haoros-conquered Byden. A now reclusive folk that continue to assail the Frozen Gasp and have settled the unrelenting land of the Ribbon.

The Emerald Gems

  • Itory: A small, reclusive island nation that most seem to forget exists. Home to a devout cabal that believe that all the gods were preceded by another, singular power.
  • Jidoen, hobgoblins hobgoblins hobgoblins.
  • The Mercantile Conglomerate of Varill: A province ruled solely by a conglomerate of merchants. The lush lands of Varill proved a bounty of raw materials and rare plants, both of which became primary exports and lead the Council of Merchants to grow rich, fat and greedy.
  • Sel Teki Alliance
  • The Winding Isles of Na'sthias, the largely unexplored islands near the equator. What little is known of the scattered, swirling islands comes from the smattering of information gleaned from the hobgoblins, and tales of tribal naga dwelling in the tropics generally cause those keen on exploring new lands away from the isles.

Categories

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