Vurahk (Continent)
| Vurahk | |
|---|---|
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| Continent Map | |
| Location | |
| Global Position | West |
| Plane | Material |
| Ecological Information | |
| Terrain | WIP |
| Notable Locations | |
| Points of Interest | WIP |
Vurahk is a continent disconnected from the others. Located further west from the rest, its culture and structure differs greatly. It is divided into the Mainlands and the Cursed Tail, and many clusters of smaller islands.
Show Content
- 1. Geography
- 2 Countries
- 3 Isles
- 4. History
- 5. Religion
- 6. Map Gallery
Geography
The climate in the central part of Vurahk is similar to that of real world’s Spain. Going north, temperatures get milder and more managable.
Most of the far west of the Mainlands is somewhat hilly. Two mountain ranges span on the central and eastern part of the continent, the land being flat between the two. Forests of the Mainlands are lush and full, being the perfect home to wild animals.
Going south, towards and on the Cursed Tail, both weather and terrain become hostile. Strong winds, steep cliffs, large hills, and rocky ground, all filled with dying trees. The central part of the Cursed Tail is barely habitable, as it cannot sustain plant life.
Countries
Azarion
- Grey Shard - a magical town whose foundation was built on an Arcane infused stone plataeu, giving it its signature greyish tone.
Bronze Union
Before the ascention of King Morran II, it was known as the Upper Thyrrin.
- Brightwynne - a closed off city unwelcoming to foreigners.
Cranew
- Bright Helm - a bustling capital, home to the largest library on the Mainlands.
Had’aaros
- Thronspire - from around 737, no other larger city has been able to get in contact with it, dubbing it the Flameless City.
Lower Thyrrin
- Glasmore - an old town with a long history of glassworking.
Order of Ame
- Cinderport - a large port city, the centre for import and export of spices to the continent.
Silver Isles
- Salt Keep - a smaller town attached to a keep built on a sharp cliff above the sea.
Isles
The Isles are clusters of islands around the Mainlands. They are politically independent from any of the aformetioned countries or other Isles.- Bleak Reef - South-West of Mainlands (square C4 on the gridded map of Vurahk), group of sandy isles with little life.
- Crescent Isles - South-West of Mainlands (B5), shaped like a crescent moon.
- Domain’s Key - a small isle South-West of Mainlands (half on B4 and C4).
- Ebony Waves - East of Mainlands (H1), islands of ebony trees.
- Glass Marbles - far West of Mainlands (A2), cluster of isles, many of which are circular.
- Golden Isles - South of Mainlands (D6), group of small sandy shores.
- Grey Ridge - small isle West of Mainlands (C2).
- Islet of Dawn - a small island far South-West of Mainlands (A5).
- Lost Refuge - smaller isle located North (C1).
- Salted Cay - far South-West of Mainlands (A6), flat and long isle.
- Saraskel’s Spiral - East of Mainlands (G3), a somehwta spiral-like cluster of islands.
- Severed Cay - flat isles West of Mainlands (B2).
- Skull Islet - near Mainlands (D3), two small isles shaped like the human cranium and jaw.
- Sonna’s Horde - far West of Mainlands (located half on A3 and B3), most of the isle is taken up by a large mountain.
- Sovereign’s Skurries - cluster of isles West of Mainlands (located on the intersection of B2, B3, C2, and C23).
- The Albatros - South-East of Mainlands (half on H4 and H5), a group of isles both large and small.
- Turtle’s Haven - a small cluster of land South of Mainlands (C6), it is said to be the nest of baby Giant Turtles.
History
Vurahk main land area used to consist of only the Mainlands. At some point (exact date is not known) an Elder Dragon died near the Mainlands, slowly turning into land itself, creating the Cursed Tail.
At the beginning of 502 PD, the Sea’s Stars, a group of elected pirates and other marine workers, was established through the efforts of Captain Marisol to represent those who spent most their lives on sea to the councils and rulers of the Mainlands. The Sea’s Stars continue fighting for the establishment and betterment of marine laws to the present.
At the beginning of 600s PD, a corruption had been spreading around the Cursed Tail. Anyone who brought it up as an issue to the marine life has been dismissed, as the the corruption seemed to not have been much of a problem.
After the disappearance of Marisol the Seaborn, during 738 PD, both the Sea’s Stars and Cranew have been holding a yearly day of rememberance on Kale’tah 30th, called the Day of Seafoam.
During 737 PD, Had’aaros’ capital, Throwspire, has ceased any contact with its surrounding countries, due to unknown reasons. So far, none have been able to figure out what exactly is going on there, with no expeditions or messengers having returned.
Religion
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| Example of clothing belonging to a sea coven |
Vurakh’s religion takes some inspiration from paganism. People don’t tend to worship one specific god they align with, but pray to, so called, “Nature’s Spirits” based on what they need at the moment, and they might have a closer alignment/relationship with a group of Spirits they work with regularly. There are no organized temples, only little altars that tend to be scattered alongside roads for travelers in case they need to pray or want to give a little offering.
Offerings are usually items handmade in nature: food, trinkets, dolls, etc. During some distinct holidays, the offerings may be more specific (but that also depends on the region/country).
Druids and Nature-aligned clerics are way more common than ones that work with a specific deity, but the latter isn’t frowned upon, just not as well understood by the general public.
The closest thing to organized religion are placed known as Covens. Covens aren't necessarily about spreading their religion. They are places where Witches (clerics, druids, or other worshippers of the elements) get together and help people in any way they can: be it magic, healing, or general life advice. Larger Covens aren't exactly common, and only some higher population cities may contain them, but smaller Covens - of roughly 3-9 witches - are present in most settlements.
Aside for Spirits, most regions have a deep appreciation for dragonkin of all kinds. Dragons and drakes (the non-sentient, beastly dragons) are protected by law, which makes them a prized possession to have a hand on in the underground, thieving circles. Any people who have even the subtler of draconic traits tend to be treated with more respect and kindness. Some people might even give them little bracelets or trinkets for “good luck” on the road.
Map Gallery
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| Map of Vurahk (Grid) |

