Creare

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“Don’t teachers realize that it’s important to let students know about the hazards of cutting off hydra heads and how two will take the place of each one cut? What are they teaching, math?” – Dan Shive

The world of Creare is a fictional world that this wiki aims to expand upon, document, and devise stories therein.

Summary

From a fantasy genre standpoint, Creare has a moderate degree of magic, as well as technological/scientific development similar to England in the Late Middle Ages/Early Renaissance, though the civilizations of Creare are older than these. For the sake of narrative convenience however, the "present" tense used in the wiki is to refer to the year 1736AR, though this may be subject to change as the wiki grows in complexity. Religion is commonly practiced, though no one unifying God or pantheon is worshipped by all, and while often a majority of a town may worship the deity of the local temple, personal shrines to other Gods are not uncommon.

Geography

Kingdoms

Races

Races with Developed Cultures

Races without Developed Cultures

Science

Magic

History

The Cycle

Creare goes through several millenia-long cycles of death and rebirth, predominantly governed by the dungeons and how they affect the world around them.

  • Roughly speaking, the cycle begins with dungeons all being dormant
  • Then a few breaches here and there, the crystals being relatively benign as long as you don't move into one. * Towns often get formed over them for the potential wealth of dungeonspawn.
  • Breaches become more common, but dungeonspawn still stay within the dungeon and the crystals start to affect the surface above them.
  • Eventually, dungeonspawn start to leave the dungeon. This is usually fine for established dungeons but incredibly dangerous around new breaches. Dungeon crystals are larger now and more dangerous.
  • Aluis effects become more pronounced causing personality shifts and aggression. This is typically where towns built around dungeons fall.
  • Eventually, as more and more breaches happen, dungeonspawn overwhelm surface civilization.
  • When civilization has been reduced to a sliver of what it once was, dungeons in the least populous areas start to collapse, taking their dungeonspawn with them. Other dungeons may shrink in size and their crystals in complexity.
  • Dungeons start going dormant.
  • Eventually, when the world is recovering, it begins anew.

However, sometimes a dungeon will survive multiple cycles, becoming more powerful, vast, and dangerous than any single-cycle dungeon.