Welcome to Anterone

A vast world filled with a rich variety of people and cultures, coexisting in a relative time of peace. Steam technology has allowed for people to chase their dreams, from the smallest wight to the tallest zmeu. You, too, are making your way into this world, how will your story be told?

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Welcome back; your last visit was on Today
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The largest of the Skylands that was taken over by the humans. The high king declared this place his home and built his capital on it from the remains of the Kuvaren structures. There is so much Magicium running through the base of the land that at night it looks like a very bright star floating through the sky.

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The various dozens of inhabited floating cities hailing to the human high king. These cities range from large cities, to small port towns for airships, to moderate villages, and even some devoted solely to a single individual who was wealthy enough to buy it for themselves. There also exists a few floating penal skylands reserved for the more dangerous criminals.

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Subforums: Renfield Skyland
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These Skylands belong to the kingdom of Fortuna, however due to their size, or infertile lands or other factors, most are uninhabited save by a few animals, whom after years of isolation have all evolved in unique ways. Carefully observed Magicium mining operations occur on these islands.

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-   Shewa
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These are the general areas where spriggans and giants live in the North of Shewa. The Burrwoods are so named for the unique thorny trees that grow here, though some may mistake the name to mean that these trees are in cold areas, which is also true. Winter is long here and other seasons short.

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Subforums: Warm Waters
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The large and expansive home of the spriggans where they spend majority of their lives in the treehomes they’ve made. The land here is most noted for its unearthly feeling, as if the very air and stones are alive. This is due to the overabundance of nature magic that cycle through the earth to the spriggans and from them to the earth.

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Where Spriggans live at the bases of the trees in Shewa, the Woodwose live above, making their homes in the branches. Temples carved into the sides of giant trees, sprawling metropolises strung together by complex bridges, connecting the Woodwose to each other and long winding stairways lead to the Spriggans below.

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-   Hakert
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These far northern mountains are home to both the Ekahu and Valkyrie, and are no place for large flat villages. Instead the Kuvare make buildings and homes wherever the stone allows, carving only where absolutely needed. Visitors to the mountains must have the capability to fly, or use a the complex suspension vehicles and switchbacks to get around.

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Subforums: Sweetsalt Sea
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The Kahatse Plains are just to the south of the westernmost range of the Twin Mountains. This is the only spot of land where Ekahu can cultivate, in addition to fruits and vegetables, plants used for fibers and paper and other practical purposes are grown here. Small villages of hired farmers dot the plains here.

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These are the islands off the point of the peninsula at the base of the eastern range. These islands, though owned by the Morrigna, aren’t inhabited by them, and are usually instead inhabited by non-flying citizens of the land who prefer them for their warm climate and exotic fruits.

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Subforums: Terr Island
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-   Adorwa
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Owa is the name of the large tundra that begins where the Kuvaren lands end and stretch all the way to the ocean in the East. Owa is mostly uninhabited lands filled with hardy wildlife. But it isn’t uncommon to stumble upon a statue or other sign that the ulfhednar were once in the area.

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The island chain near Shewa that were conquered and are owned by the ulfhednar. Clans that find living in the tundra disagreeable make their homes here. The islands also act as a ports for sailing ships. A good deal of nokken visit these islands for being so near water and more welcoming than those belonging to the zmeu.

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Subforums: Catwatch Islands
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The furthest most eastern boarder of Owa where the ulfhednar first encountered the Iris Sea. A good number of clans live along the coast within easy travelling distance, and sail ships for fishing from the shores. It is also the only place where one can access ulfhednar lands without crossing through other territories.

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The Blackwall nation is the living place of all the Kobolds within the extensive cave system, both hand-carved and natural, that runs through the entire mountain range. The name ‘Blackwall’ comes from the caverns’ black corridors, due to the heavy amount of volcanic stone that permeates the entire range.

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The Eastern-half of the peninsula is covered by rolling hills where the wights make their homes in the earth. Unlike the kobolds however wights spend much of their time outdoors, caring over gardens, fields, vineyards, farms and orchards. There are also several above-ground settlements that are built for much larger citizens and tourists.

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Subforums: Hot Springs
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The Posslands are the jagged black-stoned surface of the mountains that the Kobolds live under. The soil here is still heavily mixed with ash and very fertile, giving it an otherworldly appearance as black stones and green foliage jut out of a layer of white. The Posslands extend from the boarder of Owa, down to the tip of the peninsula.

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Subforums: White Star Beach
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The Western half of the atoll where the far darrig people hail from, though there are not many far darrig who still live here. The land is lush with growth everywhere and the tall blueish grey Kunrun mountains are easily seen above the trees. Towns here are small, and it is common to come across entire abandoned and overgrown cities.

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The hollowed out mountain range in Eskeel. A heavy mining operation by several races resulted in nearly all of the magicium being stripped from the stone. When the precious metal stopped flowing it was nearly entire abandoned. A single man laid claim to the mountains and declared it his own kingdom.

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Subforums: Undercroft
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The Eastern and Northern part of the atoll which are owned by the Glaistig. The mountains here are still very rich with magicium, unlike the nearly barren Kunrun, and the Glaistig carefully guard the entire range. The territory also extends into the waters around the Atoll, claiming everything therein including the central island.

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Subforums: Ba'aku Islands
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-   Ka-tao
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The vast desert that spans nearly the entire Western half of the Southern continent beyond the Troll's Spine is known to the cait sidhe as the Takdokao. This is where the tribes follow their nomadic patterns in search of food, water and other resources, hardly ever staying in one place longer than a month.

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A section of land sequestered off by the cait sidhe as ‘unclean.’ This is the only place where outsiders are allowed to set foot without fear of instant retaliation. This place is used to trade with others for things the native tribes may need, and it is also the place most often where ‘cursed’ cait sidhe children are abandoned or sold into slavery.

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Called Taktak-keke in the cait sidhe tongue, these impossibly tall mountains are believed to be where Tontaka sleeps in the earth, and serve as the natural border between Ka-tao and Fortuna. The mountains are rich in metals and are often mined despite hitting snags by retaliating cait sidhe tribes.

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-   Fortuna
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The long island chain that stretched from the North-Eastern coast of Fortuna all the way to just off the Western side of the Braith peninsula. The islands are home to the zmeu people and are for the most part made up of swamps and wetlands filled with colorful but toxic wildlife. All but one of the islands are welcome to be visited by those daring enough.

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The Eastern half of the Divisa Continent encompassing the central desert and virile coasts belonging to the humans. There are still geographical debates about whether or not The Troll's Spine Mountains belong to Fortuna or Ka-tao, and many lines have been drawn and redrawn to try to settle the debate, that will not likely be resolved.

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A long string of islands that stretches from the northern end of the Troll’s Spine Mountains, and stretches all the way to the Kahatse Plains. Travel up these islands began the seafaring age for humans, many choose to live on the islands rather than on the mainland, resulting in higher population density among them.

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Subforums: Clearwater City
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The land of the ogres; an inhospitable land even to the hardy ulfhednar people where even zmeu hesitate to visit. Most who venture into this place are considered to be insane or have a deathwish. Others, though, are brought to this place unwillingly and find life to be nigh-unbearable at every turn.

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An oasis in the tundra and home to the Nuckelavee, |agogesh is a warm green land settled in a bowl of high snowy mountains. The area is powered by steam technology fed by geothermic energy, and the people here are welcoming, but their laws are strict, and the punishments for breaking them are nearly as harsh as the surrounding lands.

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The marshlands above Hudesheta, barely warmer than the surrounding tundra, but enough to allow for a life of relative ease, provided that the people are hardy enough to live it. This is the home of the Svinfylking, encompassing also the lands of the Berserkers. They eke out an existence here with meager hunting and low-yielding farms.

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Subforums: Neurn
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The nine seas and the two oceans of the known world hold some of the greatest mysteries of the world, some areas still yet unexplored even by the nokken empire. The water has always been a source of transport for those explorers brave enough to cross, even after the invention of airships.

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The open skies are a place that once belonged only to the Kuvare and dragons, but since the invention of airships now anyone can take to the skies and feel as free as a bird. Vast and unrestricted, the skies are home to sailors, merchants and pirates alike, trying to make a living in their own ways.

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The lands between lands, forgotten ruins, abandoned cave tunnels, uninhabited islands. These are the places no one calls home, or those that do wish to be left alone, and may react violently to 'trespassers.' The few and far between spaces that encompass the many places where one can go to hide, or be found accidentally while one is lost.

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-   Staff
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Buying the things, handling the transaction, making sure everything's in order, making sure all the requirements are met, confirming the purchase. Keep the change.
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