make Believe, it's real
Krystia
Krystia is a sizeable country located in the north sea, Gallopticus. Despite its location close to the North Pole, Krystia has a very tropical feel with coconut trees, sandy beaches, lots of fishing and washed up coral and sea shells. The Islanders live in small communities along the coast. There are two noteable villages, each led by an Islander Chief.Krystia was first disovered in 500AR by the Elf explorer, Cevelt Drophar. Cevelt later returned to Krystia in 650AR and established the now thriving City of Trehn which is well known for its strong magical community and famous magical schools and Universities.
The Country of Krystia conjures up images of intrigue and excitement for the young. Krystia was named after the discovery of the largest known amethyst Tor'gel found in the Tahndra region, and though no other significant crystal or gem has been found since its discovery, Krystia still lures faithful fossickers to its shores.
Despite it having been the location of the famous discovery of the famous amethyst Tor'gel, the treacherous mountain range in north Krystia, wards off many travelers from this barren land making it the ideal refuge for the Tahndra, a race of tall Ahn's. Fleeing from Vikandor and Sparatus some two hundred years ago, the discrimination over their looks, strong work ethics and dulled intelligence that ultimately
drove them into Northern Krystia, remains.
Tahndra often reach the height of nine feet and have a Neanderthal appearance which tends to lend itself to a misleading assumption of that they are
a violent race. Despite there interest in music and love for animals, they
are cast out of normal societies for fear of their gargantuan strength
accompanied by their seemingly dulled intelligence.
Tahndra now make their homes in the caves of the mountain range and beneath
the ground, or even in the hollowed out trunks of older, thicker trees.
The area in which they live has been aptly named after their race and despite their simple existence, community spirit and a respect for nature, the continuation of world wide discrimination towards the Tahndra is remarkable.
The untrusting folk of Vatlisk never run short of visitors to persecute and drive away from their city. First the Tahndra, then the Elves and Dwarves who sought trade with them, and now the Druids.
Living just south of the small city, the small band of druids make their
modest existence living in harmony with the land, comfortably dug into
the sand dunes. They sustaining their health by trading their healing arts
with passing car vans of merchants traveling between towns for food, water
and clothing.
The Ahn's of Vatlisk claim the Druids to be beggars and liars, denouncing
their claims of being One with the earth and attaining true knowledge of
herbs and the energies of all living beings as utter rubbish. It is not
that truth is on the side of the city folk, for no amount of exhibitions
could possibly dissuade them from their iron tight logic that everyone outside of their simple isolationist belief's could possibly be on to something.
This is one of the few serene locations throughout Ahnicus, a small town whose wealth is caught in nets and dragged back to their small ports. A pleasant wood shadows the community and provides them with lumber and reprieve from the heat. To the East is their own Island paradise, one of the best kept secrets hroughout all the land. Though the plot of land boasts no extraordinary iches, its cool, pleasant climate and abundance of exotic fruits makes the ideal vacation spot for those wealthy enough to charter passage cross the water and to afford appropriate accommodation.
Morcgulcos is the seaside entrance to Krystia a popular holiday destination, though few remain permanently to populate its wooden shacks moving through it and onwards to the more popular and civilized city of Vatlisk, or turning south towards Delhai or the the mountains, where a band of dwarves have set up mining. The village folk of Morcgulcos are very friendly, battering with complete strangers for cheap accommodation and hand woven baskets. This is a tourist town with a bohemian atmosphere, where you are sure to find
a map and cheap equipment for any adventure, though tourists are warned not to buy from the locals. Purchased livestock have been known to return to their original owners and no amount of discussion will convince the locals that the animal is the same one that they sold you.
Considered to be the farthermost place in the east, Trehn is robust college for occult learning and experimentation. Every year, hundreds of young children are interviewed for an elite place. Only a few of those that are accepted into the school actually go on to become a Mage, many turning to more accepted careers in healing, teaching, visionary and advising.
A large lake near to the school, which also acts the main water source for the city of Vatlisk, is used to assist in the cultivation of the land. tudents learn how to grow many herbs and plants, tending to them and harvesting them for sale. It is no little wonder that the townspeople of Vatlisk consider Trehn a hoax, scoffing at its learning center and instead damming it for exploitation of child labor.
One of three powerful mage centers, Casdtron-asp'd is conveniently erected in the protection of a circle of mountains. Carefully guarded by domesticated monsters and heavily booby trapped, this tower of magic rivals its other two affiliations (Tier'Ne and Kharintel. Carefully located within the tower's circular rooms, is the famous amethyst, Tor'gel. The largest of any crystal gem to be discovered on Ahnicus, Tor'gel is a center of attraction for guests and thieves alike. Though few have actually ever glanced upon the crystal, it is said to have a power so strong that even those who venture close to the tower, are pulled into its magical weaving of dreams and halucinations.
Living on the mountain range to the north of Vattilisk, Krystia, is the Nord tribe. Its society is very secluded - they only associate with neighboors through trade. Considering the harsh conditions of constantly frozen mountains, Nords are forced to buy food (although some is produced inside the caves, it is not enough to support the whole population), textiles, wood, and other products from the people living beneath the mountains. In exchange, Nords offer well forged weapons, leather/furs from hunted animals, and convinience products. The only path to the outpost through which Nords trade with the outside world is a narrow passage among high cliffs. Although a good place for ambushing, every caravan can feel safe after entering the passage, as it it is heavily guarded by the Nordish proffesional troops. The passage disappears completely after the outpost. There is only one passage through the mountains that the valley people know - it begins just north of Castdron-asapd and leading to the land of Tahns. Nords, however know many more trails which allows them to travel quickly and unnoticably.
The kingdoms from the valley have attempted a few wars against the Nords, none of which were succesful. Often, the armies sent to conquer the unhospitable mountains would freeze to death or be swept of a cliff by a storm. Nords are, however, proffecional fighters able to resist a substantial force, escpecially on their own ground. Nords are rumored to practice dark arts and come down from the mountains to pray on lightly guarded villages and caravans capturing treasures and slaves. Too few people have seen a Nord in their lives to prove these rumors. Nords are Contributed by Illan.
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