The Lands of Idris-Summary in Idris | World Anvil
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The Lands of Idris-Summary

There are six major continents in Idris, each with wildly different politics, geography, and culture.
  Gaeriath
  The western continent, comprised of a disparate collection of duchies, marches, and baronies. Wilderness is abundant and travel is difficult, made only harder by the dangers of the monsters that maraud the land. In the north, society is primarily feudal and very underdeveloped, having only recently accessed gunpowder with access to trade routes from the south. There is a lingering state of lawlessness and unrest after the fall of the Good King Goldmane to the axes of the orcs 3 decades ago in the costly Northern Wars, only exacerbated by the rise of the tyrannical Kingdom of Lothgardt in its stead. The southern kingdoms in Gaeriath fare much better than their northern counterparts, being at the core of an intercontinental trade hub that endows them with far more sophisticated technology and infrastructure. Their challenges are still numerous though, least of all a series of escalating conflicts with the kingdoms of Anwyn to the southwest.
  Etharis
  The southeastern continent and a land of grim darkness. Etharis is said to be forsaken by the gods and cursed to the horrors of the dark, and it is plain for all to see that that rumor has much merit. The land is infertile, with blistering summers and frigid winters. Monsters prowl in the shadows, hunting down prey with ease not seen anywhere else in Idris. Entire kingdoms have come to be ruled by vampires or undead lords, with the populace being kept more as livestock than anything else. Strange eldritch horrors bearing the markings of the unknowable beyond lurk in the deepest shadows of the land, and with them comes strange and alien magic with the intent of corrupting what little light is left. Yet hope survives, in the form of brave hunters who risk their lives against the night so that mortalkind may live one day more. In the meantime, the citizenry live on and struggle, praying to whatever power may answer that salvation may one day arrive.
  Therioustin
  A land of strange magic, stranger science, and the greatest cities in any age, Therioustin is dominated by the unrivaled Arialyonian Empire that controls much of its land. The Empire is a modern marvel of steam powered science and magical technology, fueled by the strange Brightglass that only a patron of the Empire could dare glean the secrets of. The Empire is a nation embroiled in political intrigue, as factions vie for power and influence in the grand capital of Arialyonia. More so than in any other place on Idris, magic is commonplace and standards of living reflect the increased technological prowess of the Artificers who inhabit the lands. Modern marvels such as Skyships, Glamourcloth, and Food Transmuters have allowed a vast expansion of both the population and the influence of the Empire, as ancient traditions and magical arts still dominate much of its day to day life. And keeping watch over it all is the enigmatic Emperor, who gazes from their high spire upon the machinations and plots of the territories of the Empire in their struggle for influence.
  Melremarque
  A diverse land of dozens of kingdoms small and large, Melremarque is the melting pot of cultures all over Idris. From the pyramids of Khasashtep or the Ziggurats of Zabari’i to the grand Coliseums of Mythros, the land houses empires that all play a delicate game for dominance against both the wilds and each other. Far to the north though is a threat that stirs, occasionally awakening and making a move only to retreat just as suddenly. The Archlich Djallfei rules his Kingdom of the Dead, and there is an uneasy understanding between the other great powers of the land that any political squabble pales in comparison to the threat that is posed by the Iron Crowned King.
  Anwyn
  The forests of Anwyn are shrouded in mystery to outsiders, left only to the Elves and Faeries that call such a place home. The kingdom acts as a gateway into the Feywild, sometimes unintentionally, as travelers walking down a treacherous road may be transported into another realm entirely. Outside the forests, the continent reveals a scattered and meandering wild populated sparsely by the Fey who have chosen to call the Prime Material Plane home. These Fey are alien creatures even more abstract and frightening than many of the monstrosities that inhabit the rest of the world, and as a result travel in Anwyn is scarce and dangerous. The Elves of Anwyn provide some of the only truly safe lands, and their enclaves in the woods shelter the few travellers unlucky enough to pass through the veiled woods. There are few human kingdoms to the North of Anwyn, most of whom are sheltered from the wilds by Elven enclaves.
  Lugiai
  An isolated land, little is known of the Kingdom of Lugiai to outsiders. The Kingdom once was the head of a vast empire, spanning continents and generations. The empire fell to the mists of time, and the bitterness of the people has never been mended. To those who have dealt with the reclusive kingdom, a clearer picture of its society begins to form. Lugiai is divided into seven great Clans, each of which takes stead over a different part of the kingdom. The Clans often bicker and squabble, sometimes escalating into full scale conflict over resources and territory. The day to day life of Lugiai is governed by Daimyos, regional lords who act on the behalf of their house. It is a highly religious land, and various Kami wander the countryside seeking worship, followers, or respite. It is said that for this reason it is a land unusually close to the gods, and they can often manifest physical forms to aid their followers.
  Exotic Lands
  Far beyond the reach of most mortals lie exotic and strange places, suffused with ancient magicks and technology from a bygone age. Beneath the waves of the cerulean oceans lie the kingdoms of merfolk and tritons, staving off the antediluvian horrors of the greater depths and led by the brilliant city of Avalon herself, Nerius. Spanning the underground of all of Idris is the Penumbra, a strange magical labyrinth guarded by fearsome minotaur and home to the Mycon and Duergar; navigation of which can seemingly fold distance and allow for travel across the entire world. Beyond the highest clouds lay kingdoms floating on thin air, dominated by Avian folk who leap across the sky and ride the winds above. In the Far North, infinite hordes of restless dead lie beneath sheets of ice and frost, waiting for unsuspecting travelers to awaken and add more to their ranks. Other such places of arcana and obscurity exist, usually on the thinnest edges between reality and the planes beyond.

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