Corrupted lands

Corrupted lands

For better or worse

Chapter 1 by n1veau n1veau

Elayerium

A world where different races live in harmony. Dwarf, short and stoic, who like to make the underground and mountains their home, preferring their forges and isolation over other races. The tall and graceful elves, living for hundreds of years perfecting everything from music, to art and dance, always seeking peace over conflict, preferring simple dwellings in the vast forests that dot the world. Beastkin, probably the most diverse kind, partially covered in fur and featuring different animal characteristics from tails, ears to even claws, traveling the deserts and plains in their nomadic lifestyle.

But the most numerous are the short-lived humans, populating most of the world, building massive empires, which rise and fall over the ages. Elanium, the biggest of them, ruled with steel and might by an emperor, backed by the church of light, the largest religion in the known world. Parts of the other races live here, but humans outnumber them all, holding massive pieces of land.

Just north of Elanium are just icy, barren lands. Northern wastelands or just wastelands are they called, home to demons, orcs, undead, everything dark and bloodthirsty. Their inhabitants call it survival of the fittest, not much food to go around with no soil to grow it after all, but the self-proclaimed civilized races call it barbaric, evil even.

South we find Tar'chi, or the great desert, home to most Beastkin, but best known by mankind for Zel'alka, an oasis of wonder and innovation. Here we find the largest academy for wizards in the world, far away from worldly affairs, old and young focus on studying the arcane together, be it for combat or just seeking wisdom.

East are massive forests, home to most elves, but also magical beasts and monsters critical for a lot of professions. Be it hides, magical cores, or just enchanted wood, many adventures try their luck at fortune, sadly often coming back as corpses, or not at all. Elves for their part are wary of outsiders, having had bad experiences in the past, guarding their villages with wards, magic, and bows.

Finally west, home of the dwarfs, a place of tall mountains and deep caves. Famous for their capital, Zardom, the best place to get weapons and armor - magical or mundane. Small mining villages dot the border, with people trying to make their living by finding veins of ore. But beware, the deeper you go into the dark underground, the more likely you will never return.

But what about the monsters you may ask - who keeps them in check? Why the adventures guild, of course, the largest independent organization in these lands. Home to everyone, from every race, who seeks easy money, or just doesn't have a place to go. Of course, only those who are willing to put their life on the line will prosper, many youths trying their luck dying each year.

Who do we follow?

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