Cherreads

000.2 - The Continent Altrexia

Altrexia is a single massive landmass divided not just by geography — but by corruption zones, Aegis Spire influence, and political tension.

Region 1 - Vlodea it's capital Nolvaris

(Heart of civilization — heavily fortified)

Political center of modern Dieaga.

Built around the largest functioning Aegis Spire.

Multi-racial population.

Home to the High War Council (now a semi-permanent ruling body).

Extremely fortified walls layered with anti-Rift sigils.

Tone: Controlled, tense, militarized prosperity.

Conflict: Political corruption, Spire dependency, elite bloodline rivalry.

Region 2 - Verdant Expanse it's 2 capitals Tabarnaouk & Estiouk

(Former elven territories — partially corrupted)

Once endless sacred forests.

Now divided into:

Tabarnaouk(safe zones protected by ancient rituals)

Estiouk(mutated forests where trees move at night)

Tone: Beautiful but eerie.

Conflict: Radical elf sects vs traditionalists.

Region 3 - dwargonian • The Ironveil Mountains(Dwarven stronghold and Rift-resistant industry)

Massive sealed mountain cities.

Known for:

Forging Rift-resistant alloys.

Creating Spire components.

Hoarding pre-Awakening artifacts.

Many mountain tunnels lead into corrupted deep-earth caverns.

Rumor: Something beneath the mountains is waking.

Tone: Industrial, ancient, secretive.

Conflict: Internal power struggle over whether to reopen sealed lower levels.

Region 4 - Vatanic • Capital The Glassed Coast (Catastrophic Rift impact zone)

Two centuries ago, a mega-Rift opened here.

Now:

Sand fused into crystal sheets.

Ocean tides behave unnaturally.

Rift lightning storms still occur.

Pirate guilds operate along the coast harvesting Rift shards.

Tone: Dangerous, lawless, unstable.

Conflict: Smugglers vs Spire enforcers.

Region 5 - The Ashen Hollow(Reality instability zone)

A permanently corrupted inland region.

Effects include:

Warped gravity

Floating land fragments

Creatures phasing in and out of existence

No permanent settlements.

Adventurer Guilds use it for elite trials.

Tone: Surreal, nightmare-like.

Conflict: A hidden cult rumored to operate here.

Region 6 - The Golden Reach(Breadbasket of Dieaga)

Human-dominated farmlands protected by three smaller Aegis Spires.

Stable.

Prosperous.

Strategically vital.

If one Spire fails, famine follows.

Tone: Calm surface, fragile foundation.

Conflict: Political manipulation from Voldea

Region 7 - The Rift Scar (Forbidden Zone) At the Southwest -end of the continent lies a massive sealed crater.

Believed to be:

The first Rift.

The origin point of The Great Awakening.

It is surrounded by:

Ruined kingdoms

Blackened earth

A broken Spire husk

No one goes there.

Officially.

Tone: Mythic, ominous.

Extra

The Frostcrown Expanse (Northern Snow Continent)

Voldea (Northwest )

The Verdant Expanse (Western Forest Island)

The Maelstrom of Veils (Ocean Whirlpool – Southwest)

The Emberfall Isle (Southern Volcanic Island)

The Sunscar Peninsula (Southeast Desert + Ruins)

The Ironveil Range (Central-East Mountains)

The Golden Reach (Central-East Plains)

The Shattered Halo (???)

More Chapters