World of Zanina

These are a set of maps of one of the first RPG settings I ran as a teenager. I decide to redo the hand drawn maps in Inkarnate, mostly because of nostalgia and trying to get better at Inkarnate. It is high fantasy, so the focus really isn’t on realism or even verisimilitude, but rather providing the players with a fun, and entertaining world to explore. I was pretty pumped, so I basically made an entire world (a lot of it that went unexplored!), and if I was to this differently I’d probably condense of a lot it onto a single continent, but I don’t run games anymore so I don’t have to worry about it lol! As these are all continents I’ll just give a brief overview of each landmass instead of giving indepth context of each people/polity because it’d be pretty long—ask any questions about places that you want further information on.

The story hook was this: the final battle came, the fated Chosen One had entered into a magical dual with the great evil emperor of the Ornic Empire, defeating him, and dying in the process. Yet…life went on, the empire weakened, but not defeated. Enter the Adventuring Company, recruiting daring adventures to explore the world for people or tools to help finally defeat the Ornic Empire.

Zanina: Zanina was the starting continent, as in the lore of the world is known as the ‘empty continent’ because of some great magical battle in the far past wiping life off the entire continent. Only recently had it been repeopled from peoples and species from all over the world (some longer than others). The main peoples and states here are: Arkizan (Ark Hill, Secinda, Thrindi), Calina (Caland, Sithland, Litil, Muthan), Sorrod (Sordi, Lakeport), Mos (Cobbet, Mosport, Lowser), Hurkizan (Mirebolt, Klarsmine, and nomads), the city-state of Huskbolt, the Indalidi Whalers, the tribes of the Coastal Plains (Ninmali) and Southern Plains (Ninbulu), and finally the Farn (non-humans, fairylike) of Fairlia Temple.

Gunthlands: the smallest proper continent was the second ‘arc’, it had a more overarching theme and people, plus a first proper introduction to the campaign villains. In the lore of the world it is the birthplace of the Drakes, humanoid dragon people, as well as it close connection to the Plane of the Gods through the various house-cities. The main peoples and states here are: Holylanders (Ironhouse, Rivener, The Eye of God), Gunthfir (Gunth, Stormhouse, Gulftown), Gunthfir (Stonehouse, Lukilin, Putijirn), Drakelands (Drakehouse, Olin, Hunalinala, Dragon’s Spire), Ornic Empire Colony (Ornicport), Jarnfir (Bonehouse, Wesfir, Eajafirn), the Jarnic tribes of the northern forests, and the Uninic Tribes of Godwinds Island.

Viini Archipelago: the archipelago is fairly large and ‘third arc’, almost the size of the Gunthlands, and with a similar theme in the sense that you are dealing with a single type of people. The islands are a popular port between Zanina, the Gunthlands, and Asahadan, so it often called the ‘market’ or the world. The entire islands people run on a clan system, and all islanders are related to at least one of clans. The main peoples and states here are: Sosoamahar (Clan Aniwa, Clan Luum, Clan Luchu, Bridge City, Panlaawa, Duti, Kantua, Kywannahar), Kapinpin (Clan Takuolo, Clan Phe, Old Place), Samphanthmitahar (Clan Mitanal, Clan Wintha, Clan Sukuhar, Xawahar, Thihan, Runran, Penkhrang, Hanfanhar, Little Lieng), Far Orrapet (Clan Kulano, Viini Temple, the tribes of Orrapet), and the scared clans Tain and Hunihar.

Asahadan: the largest continent in the world and the place of arcs fourth-through-sixth, it is the birthplace of humanity in setting, and last resting place of the last Magical Legions. It is also the most populous place in the world, seeing the least, and being the best prepared for the attacks of the Ornic Empire. The main peoples a states here are: Lieng (Salaklum, Thi, Samti), Asis Empire (Ibereo, Mejiodual, Onigirn, Awenileigo, Iwoyii, Odual, Ilunula) Falkulu (Mazant, Yokuwula, Elun, Kwinanaba), the city-state of Yedwani, Ruvitan (Webigan, Xeebeta), Olis (Eningizi, Enyaka), Ulfi (Wenizirasi, Anidenai, Medawohu, Huletenai, Sositenai), Danik (Vatanil, Quirgural, and Cholun), Fallen Legions (Living Legion, Black Legion, Red Legion, Stone Legion), the Sava Horselords, the Desert tribes of Basis and Kaler, the plain tribes of Mor and Unegui, the mindless Broken Legions, and the holy order of the Pata.

Farniula: the homelands and last living lands of the Farn, and the seventh arc, it is known as the Magical Continent, or the Artificial Continent. It is warped by magic with many magical areas of note. The city of Farn which is protected by an ancient forest and a ring of mountains which have four gates (the Spirit, Death, Bone, and Flesh gate) which need payment to enter. Before them, however, are the celestial temples of the Sun, Sky, and Moon, and to enter them you need to get the keys from the three sentinels (Steel, Golden, and Mercury) and their companies. But before getting through you need to either convince the Seelie, or Unseelie courts to grant you passage on the island-continent, and get through their House challenges and labyrinth-castles. It’s basically a giant dungeon.

Ornic: the last, and second biggest continent is the place of the eighth-through-tenth arcs, and home to the evil, inhuman, Ornic Empire. The entire continent is under the control of the empire and broken up into administrative zones who have unique armies and peoples. They are the Unconquered (Treaty Hill, Semavi, Harnalic Pass, and the Atkisi Tribes), Fortress Island (Uproakahilos, Sakahlishi, Shemdigomi), Mount Origin (Mount Origin, Keenlu, Seentome), The Hand (Goiko Staldago, Lehenago, Bigarrago, Hirugago, Laugarago, Beheko Staldago, Gunthport), Old Ornic (Hinric, Nimric, Mornic, Ornic, Unric), and Five Cities (Kurkinal, Inatill, Talinal, Mintill, Runinal).

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