Iiosia is a post-apocalyptic fantasy world.
Imagine, if you will, Sauron winning at the end of Lord of the Rings, or The White Walkers conquering the world in Game of Thrones. What kind of settings would then develop, when there was no happy ending at the end? The heroes didn’t totally triumph, the bad guys got what they wanted.
This is what Iiosia is largely about. Although the bad guys didn’t exactly win, the world suffered so greatly from the conflict at the end of the first era that the world became a fractured place of chaos and conflict.
The name Iiosia comes from the ancient Atian language and means ‘Strife’ or ‘Turmoil’, for the atia named it, and named it well.
In the ancient past, at the end of the first Era, a cataclysmic event occurred which sundered the lands. Since then, things have never recovered from those events, which unleashed a wave of black magic, despoiling plants and animals and creating a hostile, foreboding environment populated by beings corrupted by dark magic.
In Iiosia, people live in remote, distrustful communities, feudal lords vie for power and territories, the dwarves hide in what remain of their mountain holds, undead stalk among the ruins of once-great cities, and terrible beasts roam the lands in search of prey.
Author's Note
Iiosia is the bread and butter of Tyania. While it's been in development for many, many years, I recently took a long break and, upon returning, took a step back and hard look at the world.
I have scalled back on many things, deleted and altered the basic geography, and re-worked many of the regions and races of the world.
From here, we will build upon this world of chaos and conflict, which will form the setting for the bulk of content in the future.
As well as the information in this website, there's also a .pdf which you can download.
It contains a broad overview of Iiosia in a one-stop guide.
If you'd prefer that, you can download that here.
Here is a full map of the Era of iiosia.
There's a lot of information in this section, so below a short summary has been provided.
For detailed information on all of the below, click on the name of the country.
Oun, Orondor and Rune are the countries formed by humans.
Oun was the first country, and is the most insular. It prizes knowledge of magic above all, because the ancient race of the atia had a large influence of its development.
Fifty years ago, half of Oun was raised in an invasion by the ghreal. These days, the people there try to reclaim the rest of their homeland.
Orondor was the second country, a cold land that made good woodsmen and hunters of its population. It was initially part of Oun, but the people there felt little kinship with their southern cousins. After a duel of their two leaders, Orondor became independent.
Sixty years ago, Orondor was ravaged by a war against the undead. Only one of their settlements remain in human hands, with the land infested with wandering corpses.
Rune was the third country, and became the greatest. It fought off two invasions to unite its people under a royal family that ruled for almost 700 years.
Twenty years ago, that rule was ended as the royal family was infected with vampirism, and slain. Since then, the various barons and nobles have bickered about who should take power, and now civil war is close.
The Scar is a hazardous mountain region full of exotic and dangerous animals. People only venture here either to hunt those animals, or for the trade route between Oun and Rune.
The Steppes are a vast plane of arid, rolling hills. Their close proximity to The Scar, and therefore the Dark Arc, has warped people who live here and turned them into a race of sub-humans called ferian. Most of the ferian live in the settlement of Fang. The steppes are often used as a trade route, even though it is longer than going through The Scar it is much safer.
Ghrea is close to where The Sundering took place, and its population, the ghreal, are tainted with the dark arc of magic. They are masters of magic and martial prowess, and constantly waging war on other races to secure power.
The ghreal suffered a civil war as they were about to destroy Oun, and are slowly rebuilding their strength.
Khator is also a place of dark magic. Since the Sundering, the six entities have concentrated their powers here, and those corrupted to their cause have erected six towers which attract black magic. Khator is a hot, dry land, and most cannot survive here for long.
Nethicka is the jagged homeland of the gilth, who are a skittish aquatic race of humanoids. They worship The Silent Sleeper; a rock which fell from the sky eons ago. Sometimes, they think the rock sends them on missions, which could be anything from small raiding parties to full-blown invasions of other lands.
Xakarah is a volcanic island home to the grellkin – a race of large humanionds who are highly resistant to heat and fire but highly allergic to sunlight. The grellkin are master smiths, and forge the best weapons and armour in the world.
Two hundred years ago, the ghreal stole something of great value of the grellkin, and forced them to forge weapons and armour for them to use in their wars. The grellkin did recover the treasure, but the ghreal still wield those items to this day.
The Dwarf kingdom was once the largest country in the world, but it is a shadow of its former self
Almost a thousand years ago, the dwarfs were forced to abandon many of their homes due to a dark infection know as The Chill. Only the mighty capital Vordaal to the north, and the isolated Melk to the south survive.
Inferis (not on the map) is a second plane of reality, through which the Dark Arc of magic seeped.
The world of Iiosia is populated with a great variety of people, beasts, and monsters.
This area is divided into five sub-sections; The High Races, The Demi Races, Beasts, Demons, and Undead. Because there is a lot of information here (or at least, there will be), the details of each class of race, are shown on seperate pages. Click on each catagory to be taken to more information about that set of races.
The High Races are those who have formed civilisations and cultures of their own. They have developed beyond the pure needs of survival, and construct elaborate dwellings and constructions, created culture, trade and, yes, hostilities between themselves and one another. The High Races have had the greatest impact on the development of Iiosia, and thus they are most frequently referred to within the world's lore and histories
Somewhere the relatively sophisticated dealings of the High Races, and the animalistic nature of the Beasts, Demi-races posses the ability to reason and understand, but due to a lack of intelligence, physical limitations, or natural behaviours, they are unable to form complex societies of their own, nor form them with others. As such, demi-races are found in primitive tribes, or possibly mingle within the settlements of the High Races, where their unique attributes may be of some benefit to them.

Across Iisoia, monsters lurk in dark caverns, dwell in deep forests, roam barren plains, and perch on high cliff faces. Almost exclusively, they are thinking of their next meal, and will attempt to devour anyone who ventures into their territory.
Creatures of evil magic, manifested upon the face of Iiosia to wreak harm, death, and destruction. Demons are the most chaotic entity on the planet, and come in a myriad of forms. Some are almost mindless, driven mad by the need to inflict cruelty and suffering. Others are masters of magic, capable of commanding sorcerous powers humans mages could never hope to achieve. Others still are armour plated, or possess great strength, or staggering speed. Whatever their attribute, demons are a terrible race of beings, brought about by Dark magic and intent on destroying all they come across.
The undead are a collective term used for those concerned with the Dark magical aspect of Necromancy – the power over death. From macabre wizards conducting bizarre experiments on the dead, to the shambolic Restless, foul ghouls, the undead are an unnatural blight which is largely found within the north of Iiosia, roaming the lands of Orondor.
Nerralyth
The events below summarise a planned novel that is currently half-written (and has been for some time). It contains spoilers for that story, so don’t read on if that would bother you!
Nerra was born in the year 648 close to the Runish capital, Eishion. Her birth mother abandoned her on the doorstep of a church when she was a baby, and she was raised within a famous group of holy warriors known as The Stake. She spent her youth learning the healing arcs of magic in order to aid those of the group who became injured in their battles against the evils of the word, which primarily involved ridding the world of the undead. She was the favoured of the group’s leader, Rhonne, and he looked upon her as a daughter.
When she was nineteen, a vampyre called Saskia and her vampire coven captured Nerra in an act of vengeance against The Stake. Though the vampires intended to torture and kill her, The Stake tracked them down and launched a rescue attempt. During this attempt, Nerra bit Saskia and drank of her tainted blood, thus turning into a vampyre herself.
Members of The Stake initially attempted to cure her, but were unsuccessful and instead decided that they had to kill her. Nerra escaped, however, and fled to Eishion.
Nerralyth, the vampyre, spent two years within the city of Eishion. She hunted amongst the criminals and foul underbelly of the city, ridding it of many crime lords and corrupt officials.
Two years later, Nerralyth discovered that Saskia was attempting to overthrow the monarchy by infecting the then queen, Tarsis. Saskia was successful at this, but Nerralyth managed to expose the plot so that it did not come to fruition. Saskia was slain, and the royal bloodline disbanded. This led to the devolution of the royal family, which in turn led to the fracture of the country and eventual outbreak of civil war.
Narralyth, the reluctant and conflicted vampyre, met her end during these events. She did so gladly, knowing that she had foiled Saskia’s attempt to turn Rune into a land ruled by vampires, and that her unhappy existence as a creature of the night came to an end.
Hack Marrow
Hack Marrow was once a competent, yet unremarkable sailor who went by the name of Mack Harrow. Having no family or permanent abode to speak of, he found himself aboard trading ships doing long hauls within the Sea of Starrs, and across the Shining Seas to Xakarah. He earned enough to keep himself content within the various ports until he found another vessel which he could work aboard.
On one such voyage, the ship he had signed on met with a ferocious storm and veered off course, perilously close to the accursed land of Nethicka within the Sea of Stars. Despite the crew’s efforts and experience in seamastery, the vessel was dashed upon the ragged rocks of Nethicka, killing almost everyone aboard.
Only Mack survived; marooned on that craggy and desolate land.
Not long afterwards he discovered an odd-looking rock; deep purple in hew, smooth to the touch and seemingly emitting a low heat all of its own. He kept it for reasons he never quite understood.
For months he survived amongst the rocks; eating small fish and other sea life which lived within the shallows. The sparse wildlife offered little in the way of nourishment, and to avoid starvation he was forced to feed off the crewmembers bodies that washed ashore from the wreckage of the ship; cracking their bones to get to the marrow.
The native gilth would have eaten him had he not taken refuge in a small cave, which he made his home. He spent the nights in the cave, delirious with hunger, muttering 'Hack the marrow' under haggard breaths. He gradually fashioned a raft from the wreckage of the ship and bound them together with seaweed.
He began to hear whispering voices, first on the wind, then in his dreams, and eventually in his waking hours. At first they spoke little sense and he was able to ignore them for a time, until they began overwhelming his thoughts and influencing his actions over time.
Remaining on the island was unfeasible. Starving and with only a small supply of bones, he cast off on the makeshift raft into the open water with only the dimmest hope of finding rescue in is mind.
Time passed, not even Mack himself could tell how long. Eventually, half crazed and near starved to death, a trading ship happened to come across him and pulled him aboard.
What the traders came across on that raft was no longer a man, but a half-starved humanoid with bleached white skin and yellowed teeth and nails. When asked his name he babbled ‘Hack Marrow!” before collapsing and falling unconscious for several days.
When Hack Marrow awoke, all semblance of the man he had once been had gone. The magic of the purple stone, concealed in his boot, had turned him into something unnatural and haunted.
He slew half of the crew with his talons before the remaining members, in a desperate attempt to save their own lives, pledged allegiance to him.
Hack Marrow became captain of his first ship.
The infamy of this new pirate captain grew over the following months. He offered ships he came across a simple deal; join his service or be killed. Soon, Hack commanded a fleet of ships, and raided up and down the coasts of Rune and Oun, collecting bounty and further vessels to add to his strength.
He sailed to Toruga – then a shanty town located in a sheltered but defensible cove - and although the locals put up a spirited fight, Marrow's force finally overwhelmed the meagre defences and established his base there. Under his rule and the riches which it brought, the town developed into a formidable shoreline stronghold for him.
In a bid to end the pirate menace, Rune launched a force to attack and destroy Hack and his pirate fleet with a swift and unexpected strike.
The voices which haunted Hack’s waking dreams gave him forewarning of this threat and when the assault came it was met with a ready defence at the cove of Toruga which saw the attacking ships destroyed by an organised and stalwart pirate force.
Though successful in destroying much of the attacking forces, Hack himself never emerged from the aftermath of the battle. Attempts were made to find a sign of him or his body, but none were discovered. In the decades that passed, the legend of Hack Marrow only served to attract more pirates to Toruga, and it continues to thrive to this day, with many a pint of grog hoisted in his name.
The fate of Hack Marrow is a matter of some debate. Some say his ship was sunk and he drowned, or wanders the ocean depths and gathers an army of drowned crewmen. Others say he actually resides near Toruga, lurking in one of the caves above the town as he did during his time in Nethicka, waiting for the sea to call to him once more.
Draven
The events below summarise a planned series of novels, the first of which is Twisted Fates. The summary below contains light spoilers for that and following stories, so don’t read on if that would bother you!
Draven grew up as an urchin in the realm of Orondor around the year 620. Living on the streets, he honed his craft as a pickpocket and sneaksman, and became highly efficient at both. So good at his job was he that he was hired by crime lords and thief guild leaders to do work for them, and his freelance work earned him as much infamy as it did enemies among both the law and the criminal underworld.
In the year 622, Draven became embroiled in a heist within the city of Port Ironclad which led to the summoning of a powerful demonic enemy, known as Scythliea.
Scythliea swiftly destroyed Port Ironclad and turned its’ inhabitants into undead servants. She then began a campaign of destruction which, over the next year, led to the near entire destruction of the entire kingdom of Orondor, it’s government, and almost all of its inhabitants.
Draven, for the first time in his life, felt a sense of obligation and duty to stop it. He, along with a group of misfit allies, managed to invoke a banishment which rid the world of Scythliea. The damage to Orondor was irreversible however, and the land has been a blighted realm of wandering undead horrors ever since.
Runic Year | ||
Start Date | End Date | Event |
-300 | The Sundering. A cataclysmic event which ends the war between the atia, dwarves and tar’tchii against the demons of Inferis. The Dark Arc seeps into the world and begins its corruptive influence on the plants and animals of the planet. | |
-298 | -100 | The Greal begin to form their empire around Allyon and what remains of the atian settlements, driving the atia from their lands. The atian homeland, which used to be known as Maleri, becomes Ghrea |
-275 | The most of the remaining atia drift into the land which will become known as Oun, and start forming settlements there. | |
-232 | The atia start to share their knowledge with the humans. Many small settlements were founded, which eventually became towns and cities. | |
-200 | Around this point humans settle on Nethicka and are forced to live in caves due to the harsh climate and relief. They eventually devolve into the gilth. | |
-80 | Fewer and fewer atia are born and atia begin to play a far less prominent role in society. | |
-70 | The country of Oun (meaning ‘hope’) is formed | |
-60 | Initial skirmishes against the ghreal do not go well for the people of (what will be) Oun, and many coastal settlements are lost. This news pushes many people to flee northwards | |
-40 | The people of Oun rally together, banding under their best mages. Together, they push the ghreal back from their shores, though many settlements are ruined and are not re-settled. | |
-29 | The land of Orondor (hope-north) is formed after people who fled the ghreal attacks of Oun forge their own empire in the north. | |
-6 | The gilth attack the land which will become Rune, which at that time is comprised of various warring tribes and factions. Two heroes emerge to repel the sudden invasion and unite the isolated townships together; Braitha and Eisha. | |
-3 | Following the gilth attack and Oun’s resilience, the ghreal launch an invasion against the war-torn realm in an attempt to take advantage of the humans’ weakened state. | |
-2 | The mine known as The Maw, as well as the city-port of Ghorn, are established by the ghreal on the southern coast of Rune. They help fuel the invasion by providing supplies and weapons. | |
-1 | Braitha and Eisha unite the last of the townships against their attackers, and the invasion culminated in a great siege. Despite the alliances forged, the ghreal still would have been victorious if not for the destruction of The Maw and Ghorn, which was said to have been caused by a gigantic winged beast. The ghreal are forced to withdraw. | |
1 | The greatest of the realms of humans, Rune, is formed. Braitha and Eisha are crowned king and queen, and the nobles of the city-states of the realm pledge fealty to them. | |
37 | ‘The Blight’, in Rune, occurs. The rogue ghreal mage, Abhorrian, becomes the first ever lich and launches raids with undead armies against the newly rebuilt settlements of Rune. Abhorrian is eventually defeated in a battle an army lead by the children of Braitha and Eisha, Aradan and Laitha. | |
35 | 233 | Skirmishes and battles between Rune and Orondor are fought over the ownership of several Runic cities. These settlements were raised during the gilth invasion of the year -3. When those from Orondor came to re-settle they found those from Rune there instead. |
198 | The race of the Grellkin are discovered by a crew of lost Runic sailors. | |
230 | Trade opens fully between Xakarah and the human realms. | |
225 | 232 | The ghreal wave war on a seafaring race of humans based in the islands near to the dwarf hold of Melk. They eventually either wipe out or enslave the entire population. |
301 | The ruins of Ghorn, in Oun, become a haven for criminals and despots. | |
322 | ‘The Purge’ takes place in Rune. Since the ghreal invasion, the ruins of Ghorn became a den of thieves and other criminals. A Runic army cleanses it, it is rebuilt as a penal colony, and the mines of The Maw are reopened. | |
332 | The pirate settlement of Toruga is formed by the ghastly pirate Hack Marrow. | |
333 | The Six towers in Khator begin construction by those lured there by the powers of the Dark Arc. | |
390 | The mining city of Zanthe, in the steppes, is besieged by an army of tar’tchii disturbed from their homes. | |
413 | The Grellkin recover their Sunstone from the Ghreal, but not after decades of servitude which greatly strengthened the Ghreal’s military with their weapons. | |
464 | The ferian’s relations with Orondor breaks down and a short war with Orondor begins. This sours relations between the two, and the ferians retreat to Fang where they become increasingly insular. Many of the settlements in The Steppes are abandoned. | |
622 | The demon Scythliea is accidentally summoned and embarks on a campaign of destruction which leads to the devastation of the kingdom of Orondor. Scythliea is | |
623 | The race of Vampyres are created by Scythliea. | |
623 | Scythliea is slain, yet the undead continue to roam the lands. Orondor becomes a land of the dead, a haven for necromancers, and a centre of dark magic. | |
628 | The ferian’s relations with Orondor breaks down and a short war with Orondor begins. This sours relations between the two, and the ferians retreat to Fang where they become increasingly insular. Many of the settlements in The Steppes are abandoned. | |
626 | 654 | The fortress of Viracur is built on the northern border of Rune to protect against the undead that lay beyond. |
630 | 635 | With a military stalemate with Oun not relenting, the ghreal turn to subterfuge. Using dark magic, they subtly corrupt a powerful mage, who then becomes Magemaster. |
635 | 636 | With their leader subtly working against them Oun struggles against a new invasion of the ghreal, as their opponents always seem to have the upper hand. Melas Lonoth, Harrow Gate and even Pinnacle are captured by the ghreal |
637 | 640 | The ghreal civil war, caused by twin sisters who both claimed to be empress, ravaged their homeland. The invasion of Oun was abandoned as victory seemed assured. The war left the ghreal’s forces decimated and their civilisation on the brink of collapse. |
666 | A Vampyre, Saskia, and her coven almost infiltrate the royal bloodline of Rune. Their ploy succeeds but Saskia is slain by Nerralyth, another Vampyre. | |
686 | The kingdom of Rune has no heir, and over the coming decades devolves into petty fiefdoms vying for power over and warring with one another. |