#Cripea
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the-world-of-errakor · 1 year ago
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Continent Overview - Aurkura
Ok so the next continent we’re going to cover is the one I’m currently in the process of redesigning, Aurkura! (The map for this one is still in the sketching stage so will add later)
Aurkura is not only the largest continent in all of Errakor but has the largest number of governing entities of all of them (so far).
The first we’ll cover is Cripea. Not only was it the first designed, and the one I have actually run a short term campaign in, but it used to be the whole continent during the first draft of this continent’s development. Cripea is very much your classic fantasy environment, with large forests, grasslands, mountains and lakes. The nation has two mountin ranges that help to seperate the nation into it’s northern and southern parts. The north of Cripea contains the nation’s capital Redholt. Redholt is a large city with a large arts scene, having many theaters throughout providing great support for theatrical actors and musicians, even providing people with places to train with their bardic college. The north also holds its northern port towns of Eccot and Prylyn, which act as the easiest point of travel to other nations on the continent, as well as the continent of Faerith to the north-west of them. In the south of the nation is one of the strongest places of magical energy, The Everdusk Forest. Initially a forest that was the home of the god Sylvanus, The Old Oak, until during The Sundering (my calamity event) when Mystra, The Mother of All Magic was dragged from her divine realm to the material plane landing in Sylvanus’ forest. In order to prevent chaos or an overload in magical power caused by this event, the two deities weaved the magic spread by her summoning into the forest itself. In modern times those woods became known as The Everdusk Forest.
The next area is the group of islands to the south of Cripea is The Votquetian Islands. A series of three islands occupied with jungle terrain, many tirbal communities as well as variety of large beasts, the most notable of which are dinosaurs. The main settlement, Vot, is a huge point shamanic knowledge and important to those well attuned to their or others beastly natures.
To the north of Cripea is the small dwarven nation of Voratim. Surrounded on almost all sides by mountain ranges, the dwarves of Voratim are extremely proud of how easily defendable their nation is as well as proud of the strength of their military. The culture in Voratim is very much focused on the strength of not only that of their indivdual clans but their collective strength as a nation. They often see themselves as stronger than their neighbouring countries. Recently their has been word of some clans pushing for war with the surrounding nations, mainly Cripea as in the past Voratim used to control much of it’s northern region before being ousted a couple hundred years ago.
One much smaller governing body to the east of Cripea is the floating elven Autumn spire Galgwyn, one part of an Eladrin citadel shattered during the Sundering when it was dragged into the material plane from the Feywild. Though it contains more than just the Eladrin subrace of elves, due to being locked in the season of Autumn, this causes any Eladrin present in the spire to be locked into their Autumnal Forms.
To the east of Voratim we have the quaint nation of Wiryish. One of the main stand out parts of the nation is its large marshlands that make up a large portion of the nation. These marshalnds contain five different settlements, some of which include Ol’Fen, a welcoming village of goblins and halfings in the northern swamplands, and Guskatin a village that is little more than a goblin encampment that awkwardly grew overtime to become a large chaotic settlement. My favourite part of developing this nation was the motivation it gave me to develop my own Halfling subrace known as the Marsh Halfling/Bogling. Many of the fetures for which are repurposed from the Boggard race designed by R.N.W.’s Spike Patch Grove one shot, check it out its great.
To the north of Wiyish is the currently very underdeveloped jungle nation of Dowajiro. I have plenty of ideas ideas for the society of the nation, mainly involving some mayan influences and making the population largely consist of the animalistic lineages, such as Leonin, Tabaxi and Shifters. But for now I don’t have much written for it.
And finally to the south of Wiryish/east of Cripea in the Orean Sea we have another chain of islands known as The Igian Isles. The Igian Isles are a series of seven islands that all used to be part of one landmass, until the destructive effects of The Sundering led to a titanic influx of water from the Plane of Water that raised sea levels globally and earthquakes, caused by the pained reverberations that the Plane of Earth felt during The Sundering leaked into the material plane, separated what was still left above sea level into the series of Islands we are familiar with today. The landmass was known as Opath, but is now since known as The Igian Isles as Igia is largest landmass of the remaining islands.
Ok this was really long but I really enjoyed writing about all of this, if you found anything cool, had some ideas or any writing pointers please let me know, see you all next time!
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cripea · 3 years ago
Audio
→ Atlan
tis  
                            → Cripea
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skykittywhatchamahcallit · 7 years ago
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Wi.tchs scare me
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