Sakudaer

Asagyf 5, 1343

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Sakudaer is a fantasy setting built for exploration.
The world can be thought of in two parts, the Old World and the New World. The northern continents, Alcao & Sirhelanga, have long histories with diverse cultures and many forgotten secrets. And the lands to the south, the Isle of Colaedwr & Rauwhena, only have a few recent settlements, with vast unexplored wilderness and unique barely understood phenomena.

Storied Lands

The continents of the north, Alcao and Sirhelanga, have had long histories, with civilizations rising and falling over the centuries. The largest continent on Sakudaer is Alcao, spanning from arid grasslands in the west, lush wetlands in the east, and windswept tundra in the north. The continent is divided into east and west by the huge Tirnabolqtar Plateau. Sirhelanga is the planet's smallest continent, comprised of equatorial jungle, savannah, and desert.
The world's first civilizations began with small elven communities in Alcao, followed by other peoples, notably humans which began using fire in Sirhelanga. Eventually the current calendar was creating, following the shifting phases of a moon. Three elven empires would rise to power in Western Alcao, coming to an end in the Caithilia Collapse, which caused wide-spread chaos across the region. After several years it would restabilize, with nations founded by humans sailed from Sirhelanga taking the empires' place. Following this, people managed to cross the Tirnabolqtar Plateau with guidance from spirits.
Currently, the northern hemisphere is divided between a few large empires, such as the Isatifi State, Hecaoyuan Dyntasy, and Domain of Kriemhild, with a few tiny independant nations. All of the lands of these continents have been settled, or at least mapped. However, a lot of knowledge can be lost throughout the years, waiting to be uncovered.
Settlements: Nimlothin

Innate Magic

Magic is an energy from the heart of the earth that is found in all materials to varying degrees, often called essence. Whenever large amounts of essence build up, the substances involved react in powerful ways. Wild Magic is a broad category encapsulating any concentrated magic that naturally wells up from Sakudaer. The effects of Wild Magic are typically devastating and hard to predict, most notably in the case of transmuting people. Magic is used in a variety of ways in everyday society, most commonly by separating and combining specific high magic substances to brew potions, enchant glyphs, or ignite fire. Most use this magic by creating catalysts with precision over a long period of time, although magical effects can still be created without much preparation, at the risk of involving more unpredictable factors in the results.

New Horizons

The Isle of Colaedwr and Rauwhena, the continents of the south, are largely unexplored wildernesses. The Isle ranges from a tropical archipelago in the north to temperate wetlands to rocky coastal forests in the south. These ecosystems are separated from each other by large mountain ranges. Rauwhena is smaller, with an overall warm climate including dense jungle marshes and sweltering desert valleys.
Rauwhena has been well known to the northern hemisphere for centuries, but remains unexplored because of its harsh environments and dangerous beasts. A few firbolg nations have lived for centuries on one of Rauwhena's largest islands, away from the continents major threats.
The Isle of Colaedwr was only discovered a century ago by some refugees lost at sea. People quickly flocked to the new land, settlers building independant towns, and empires colonizing large territories. This lead to the discovery of a Wayakeskwen tribe as its people were removed by the Domain of Kriemhild. Soon, many of the empires' colonies as well as independant settlements, fought back against them, leading to the formation of Arfordolia and Yujinxiangia. These nations are still young and unstable, and vast stretches of the continent's wilderness are yet to be explored.
Reaches: Gorllewin Forest, Grenedwr Fields, Hanatochiba Woodlands, Ithfaen Peaks, Nagasungai Jungle, Tengahpulau Archipelago

Spirits

Spirits are a supernatural form of being created from Wild Magic and deeply connected to systems within the world. Being created entirely from Magic, they have powerful abilities and heavily influence the environment around them. There is a great variety among spirits, some of them comparable to gods (such as Celestes and The Watchful Ones), some great monsters (like Dragons and Witches), and others like an extension of nature (including Kodama, Mononoke, and Si). One of the most important and common types of spirit are nymphs, which bring forth clouds and winds, and change the seasons. Spirits are found most abundantly in remote areas. They can easily pose a threat to people if they are disturbed, so most only interact with them when necessary. When building in new lands, settlers often have to make deals with, or drive off local spirits, especially haunts, mononoke, and witches.