Innworld, is the official name of the World where The Wandering Inn takes place in. Innworld is known to other worlds because of the God War and has been called the "hegemony of gods" by another world's god. This page is intended to cover all of the general information about the world and how it is different from Earth.
World-wide leveling system
All over Innworld, most sentient beings are able to level in what are called Classes, and thus gain Skills (see here for further details). That includes many listed people of the Races page and excludes all listed entries of the Monsters page (with the exception of leveling Undead, of which the only known instances are Toren and the Chosen). This leveling system announces the accomplishments inside the mind of the leveled-up person in a universal language.
Innworld is claimed by inhabitants to not be a round planet - explorers have instead discovered what they call the Edge of the World. Also, the world has twin moons that wax and wane independently from each other, and also a single sun and either no actual equator or a weird one.
Innworld has, like a spherical planet, different time zones. When it is nighttime in Izril, it is morning in Baleros and around noon in Chandrar. The spherical nature of the world was however alluded to several times by the omniscient narrator; and many Izrilians (like Hawk, Relc, Noass and Cirille) believe in a round world, likewise the Blighted King in Rhir and Nawal and the Quarass in Chandrar.
The world has been guesstimated by Ryoka and later other Earthers to have around 3 times the surface area of Earth. The enormous size of the continents clearly supports this theory: Izril, the only continent for which there are very rough measurements available, was estimated by Ryoka to span 8000 miles from North to South, which combined with its width suggests a size comparable to Eurasia. Yet, it is just the third-largest of the continents.
Erin noticed right after her transportation to the world how the sky itself was visibly different from Earth: The vivid blue infinity above her head [...] was different from the one she had seen all her life. This suggests at least a thicker atmosphere, or some other reason why there is more air between the sun and the ground. Another difference is that - at least in Liscor's late autumn - the sun set closer to the south than the west in this world.
It seems to be common knowledge among people on the world that it is flat, which includes the academically interested at Wistram Academy. Wistram's Earthers have introduced the concept of a round world to its [Mages], but the theory didn't receive wide approval, despite measurements taken by mages all around the world that indicated to the Earthers that their assumption of a round planet is correct. It is later confirmed that the world is round, though part of it was torn away.
The length of the year seems different, with each season lasting four months.
Continents, Racial Geography and Major Powers
The Innworld has 5 continents, by the names of Terandria, Izril, Chandrar, Rhir, and Baleros. There is also a massive archipelago filled with whirlpools and deadly storms that is all that remains of the sixth continent, but that place has not been detailed further yet. There were originally seven continents, of which Drath is a remnant, and an apparently artificial "sixth continent" called Tiernas or the "Continent of Glass" existed at some point which may have been one of those two or created and destroyed after them.
This section lists the major races that live on each continent, and the major powers in world politics.
Humans are the vastly dominant race of Terandria, ever since they toppled the Half-Elves from their position of power several millennia ago. In many places, non-Human races are discriminated against, not only the Half-Elves. There is a plethora of large and small kingdoms and other realms there, and Knight Orders wield great powers throughout the continent. The ancient human kingdoms of Terandria maintain a solid infrastructure, but there is still large untamed wilderness in many places.
The native races, the Drakes and Gnolls mostly reside in the southern half of Izril. Drake politics are dominated by the six Walled Cities, while the Gnolls live a nomadic life in the plains or live in the cities.
The north is largely dominated by Humans, the result of a large-scale Human invasion which occurred a few millennia ago. The Five Families have historically been the major power, although they have waned in the last centuries, with currently only two scions of these families being politically prominent: Magnolia Reinhart and Tyrion Veltras.
The Antinium, being recent invaders from Rhir, are not recognized diplomatically anywhere but in Liscor. Two other powerful figures who are currently choosing to stay hidden from the open stage are Teriarch and Az’kerash.
The most important organization on Chandrar are the Slavers of Roshal, a millennia-old and powerful economoical instituion. In the past, Chandrar had many Shield Kingdoms of which only four still remain. The currently largest and most powerful realm that was introduced in the story is the Empire of Sands, followed by the realm of Nerrhavia Fallen. Both of these realms are ruled/led by String People. The Siren of Savere rules a naval nation that plays in the big leagues with regards to piracy. Flos Reimarch is the previous ruler of the vast continent and currently trying to reclaim his glory.
Djinni lived on Chandrar, but are all enslaved save for those that reside on Rhir. Their half-mortal kin the Jinn are extinct.
The Blighted King rules over the human side of Rhir, supplied allies of almost all nations. The demons are a race that is opposing them in constant warfare, without public support from other known nations or groups, although some races clandestinely trade with them. This warring state of affairs has been stable for over 5000 years.
It is unknown if further lands are not claimed by either side (former Antinium areas and the residence of the alleged entity called the 'sleeping god'). The Antinium first appeared on Rhir and recently fled the continent, making it unclear if some still remain. The monstrous Crelers also first appeared on Rhir, and are battled against and feared by all other lifeforms of the world.
- Lizardfolk (Jungle Tails)
- Dullahans (Iron Vanguard)
- Centaurs (Maelstrom’s Howling)
- Gazers (Eyes of Baleros)
Of the Four Great Companies of Baleros, three are listed above, since in each one, a specific race is dominant. However, other races are still hired in the companies; with the possible exception of the Eyes, about whom much is unknown. The Forgotten Wing Company is the newest and most multi-racial of the Big Four, having toppled a great company dominated by Lizardfolk a few decades ago. Hundreds if not thousands of other companies exist and rule over the rest of Baleros.
This state of affairs has been stable since memory serves, although the number of Great Companies has varied: 2000 years ago, there had been six of those.
Wistram Academy has fierce internal politics consists of many factions, the most powerful of which are led by the Archmages. Despite its (self-proclaimed) neutral stance of world affairs, Wistram is nonetheless considered a world power and often interferes in certain events.
The Minotaurs prefer to live without foreign influence, which is why their islands are famous for having not many outsiders to the Minotaur race living there. They are one of the foremost naval powers, especially in their region of the sea.
The Drath Archipelago is the remains of the sixth and/or seventh continents of the world, which was destroyed in the final blow of the God War long ago. The primary political power is the Empire of Drath, which is largely isolationist.
Non-Continental or Unknown
- Dragons (In hiding, near-extinct)
- Drowned People (Live near or in the sea)
- Elves (Extinct)
- Gnomes (Extinct)
- Goblins (All continents)
- Trolls (all continents)
- Vampires (In hiding, endangered)
The dominant spoken language in the world is English, which can be understood by all people that the story introduced so far (with the exception of Earthers who don't speak English). There are however other languages such as the one used by the Drathians. Goblins also claim their own language, which includes a significant incorporation of body language, and is especially notable for its large lexicon of words for different kinds of death.
Unlike in Celum in which the citizens not only speak English but also use the same writing system, which possibly goes for most other human cities, in Liscor the people only speak in English while another completely different written language has been implemented.
It seems that older written texts need translation, which involves for examples books older than some thousand years; and glyphs found in ancient crypts. This translation is usually done through magic.
There are no reports of any basic education system in the whole world. Yet, most people in the story seem to be able to read without issues (for example, even eremitic [Farmers] are used to exchange messages; guild jobs are posted on announcement boards; etc.). The only known persons who professed not being able to read at some point, were Garia Strongheart and Durene.
Land of the Dead
The land of the dead, also known as Kasignel, is where the ghosts of people reside after their deaths. It is more or less a reflection of the real world, though it echoes multiple periods of times in history. The laws of physics do not apply, while Skills and magic are nonexistent.
- As the official name of the World is currently unknown, the readers have come to designate it as Innworld. Even Pirateaba has come to use this term as well.
- Solstice (Pt. 3)
- Chapter 8.82 pt. 2
- Chapter 1.02
- Chapter 6.05 D
- Chapter 4.03 K
- Chapter 6.06 D
- Chapter 4.45
- "around the world" in Chapters: 1.45, 2.22 K, Wistram Days, pt.1+pt. 5, 4.25 N, 5.08 (4x), 5.45, 5.54, 6.07 D, 6.12 K, 6.23 D, 7.02, 7.03, 7.04, Interlude: Ships
- Respectively in chapters: 6.11, 7.16 L, 7.32, 7.35
- Chapter 1.03 C
- Respectively in Chapters 6.13 K, 6.55 K
- Chapter 2.06
- Chapter 2.08
- Chapter 1.02
- Chapter 1.28
- Chapter 8.80
- Chapter 6.68
- Chapter 8.79
- Chapter 8.80
- Chapter 8.76 B
- Interlude - Talia
- Chapter 6.42 E
- Interlude – 1.00 R
- Chapter 6.20 D
- Chapter 1.13
- Chapter 1.02 H
- Chapter 3.35
- Chapter 8.11 E