Krakrasien

Krakrasien is a world whose boundaries span over many galaxies and so over many curious places and people. While this world has been heavily globalized, well documentet, and explored, there still remain many places that are unknown or unexplored due to the wastness of it all.

Here you can find and read about different places found in Krakrasien. The tabs above correspond to planets and planes under which every place is categorized.

This planet houses the origin of most holy and unholy creatures and powers. While these powers have since expanded to exist over the entire world of Krakrasien, they are strongest on this planet.
Heviolae is also the home to the Heiva and Leronx, the keepers of good and bad and the sources of everything holy and unholy respectively. It is thus also the place largly responsible for managing the balancing of "good" and "bad" throughout the entirety of Krakrasion.

While Heviolae may be a very popular and important place, it is quite dangerous outside of main cities. Most of the planet is hazardous to navigate either due to the environment or the inhabitants, and thus not many people are seen outside of the main cities unless they're native to the region.

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Fihlei is the region of Heviolae which recides in the skies. It consists of cloudlands and open skies, and the heat of the two suns of Heviolae is relentless here. Needless to say, most species who reside here can fly or in other ways stay on the solid clouds and other floating ground. Many species here are also highly magical, for better or for worse.

It is additionally the place where the Heiva resides, and as such is the main place where the managing of everything "good" takes place.

Domain of Kuvollik


The Domain of Kuvollik houses some of the most idyllic places and utopian like societies. Many species here are inheritely kind and giving on top of lacking any natural dangers, making them quite cooperative and efficient in making the place better for everyone when left to their own merits. Trade and currencies are also concepts used sparcely as most things are simply given for free in good faith. What goes around comes around, and that in the most positive sense possible in this domain.
It is also the home of Uptopys angels, a species know for craftmanship that is on par with Dwarves' while being much easier to trade and bargain with.

Domain of Chamero


A largely chaotic domain, this place houses a lot of oddly powerful, yet docile beings. Unable to truly sustain itself due to a largely naive and people pleasing demeanor in its residents, the Domains of Kuvollik, Hiihfwenn, and Garnuvoy have united taken to protect this domain and its residents while also ensuring that the residents won't cause unintentional harm anywhere else.
Many scholars, explorers, and the like come here to study and/or explore the domain as it is one of the "safest" places to experience high concentrations of chaos up close.

Domain of Hiihfwenn


Ruled by law and order, this domain houses some of the strongest magical species in the entirety of heaven. Many societies operate like clockwork and have long since mastered the art of protection and self-sustainability. This domain also holds a record export of protective means to other places, be this in the form of items, magic, manpower, or something else entirely.

Domain of Heiva


The domain of Heiva is by no means as large as the other domains. It houses the estate of the Heiva and most of the official business regarding the balancing of "good" is done from here. It also features a big public hub that connects seamlessly to all other domains as well as the domain of Leronx and a couple of other select places free of charge.
Most people come here either for official business, or as a middle stop to one of the other domains.

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Pilonzea is the region of Heviolae which resides on the ground. Its biomes are mostly different types of forests or tundra, and it has no body of water large enough to be categorized as an ocean.

Domain of Tarvenill


A generally calm, but extremely deadly domain. Many species in this domain are cold calculated, and usually very malicious in nature. This in turn has made it that there barely exist any large societies in this domain in favor for smaller, more secluded ones, enabling each society to avoid any of the others and so preventing clashing between them.
Even so, many people have come and lost their life here in pursuit of fortune in both legal and illegal means. This is due to the fact that most any species from this domain can fetch high prices on the black market, and many of its resources are optimal for the creation of magical artefacts.

Domain of Pathimenkathalihn


A domain filled to the brim with precious resources of many different kinds - if you can manage to get hold of any of them. Not only are the inhabitants of this domain not fond of change, they're also incredibly mischevious and ill-minded toward anyone daring to disturb them. A true recipe for stagnation.
To top it all off, time has a mind of its own in this domain. It will flow differently for anyone entering and change with every step they take, making it incredibly hard to enter as a group if no counter measures are in place.
Aside from that, this domain and its inhabitants are peaceful, given you can keep your hands off of their resources.

Domain of Pavilae


While this domain is filled with strong yet egocentric species, it is a goldmine of magic and education. Many residents of this domain are equally parts powerful and wise, and many have a burning passion to teach others what they know, something they are quite excellent at. This domain is known for producing the best teachers in all of Krakrasien as well as an education system that is unparallelled. It is also known for being an excellent hub for magic users, as somehow every type of magic is present here in quite the concentrated amount - an else unheard phenomenon.

Domain of Wrenkatok


A temperamental domain filled with natural disasters of any kind, yet most commonly known for its large quantity of volcanic eruptions. Originally a domain of Nature Guardians, the seething rage and anger that flows through the domain has turned most species into vengeful entities who are always on the lookout to punish those who do extensive harm to anything or anyone.
While this may sound like it could be justified, the acts of punishment often go overboard or too far, affecting innocents or doing much more harm than good. It is a domain to be handled with care, and should you ever see one of its inhabitants outside the domain, then it is considered an incredibly bad omen.

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Xurxyq is the region of Heviolae which resides underground. It is generally regarded as a place that you do not wish to visit unless you know what you are doing, as it is quite deadly. Additionally, the cave systems found in Xurxyq are like labyrinths and very easy to get lost in, which also adds to the regions deadliness.

It is additionally the place where the Leronx resides, and as such is the main place where the managing of everything "bad" takes place.

Domain of Garnuvoy


More commonly known as the capitol state of the Empire of Garnuvoy, this domain is known for its unparallelled life quality, diversity, and riches. The entire empire strives for space for any and all species to live under optimal conditions, and the Domain of Garnuvoy is no exception to this. Large stretches of the domain lay isolated from most as many of its original inhabitants prefer to live in solitude, yet at its center lies the Capitol of Garnuvoy, one of the largest cities to be found in all of Krakrasien. The largest public library, the Library of Garnuvoy, can be found here, as well as the Casino of Garnuvoy which serves as the headquarters of Garnuvoy in addition to being the largest casino in Krakrasien.

Domain of Erhvtgrl


Not much is to be said about the domain of Erhvtgrl. A barren place, devoid of much life and life-threatening to fare in. The domain has mainly been left unexplored due to its deadly nature and vividly hostile inhabitants. Most lifeforms that are to be found here are of the flora or fungi variety as fauna simply do not seem to thrive very well here.
Yet still, it is rumoured to be a hub for illegal trading or other such activities. A rumour that is often questioned, due to the unlikeliness of survival for those conducting such activities.

Domain of Luxie


Considered a barbaric and uncivilized domain by the vast majority, the Domain of Luxie houses species that are heavily instinct driven and who commonly do not grasp the concept of long term consequences. Most societies that can be found here are based on hierarchies, territories, and survival of the fittest. Rules are a foreign concept in this domain as whatever the strongest say goes, making this domain ripe for criminal activity of any kind given that the criminals can survive it.
While the inhabitants don't count as super strong, their sheer ferocity, lack of any social curtesy, and spur of the moment behavior make them quite unpredicatble and deadly for those unprepared.

Domain of Leronx


The domain of Leronx is by no means as large as the other domains. It houses the estate of the Leronx and most of the official business regarding the balancing of "bad" is done from here. It also features a big public hub that connects seamlessly to all other domains as well as the domain of Heiva and a couple of other select places free of charge.
Most people come here either for official business, or as a middle stop to one of the other domains.

Enthoria is a very magic heavy planet. Home to species and creations such as wizards, faries, and elementals, many places on this planet have rich mixtures of all five different types of magical energy which sets it apart from other planets that usually exhibit only one or two. It has furthermore become a planet that excells in research regarding magic or the interactions between magic and science due to this.

Enthoria has succeeded in staying its own independent entity whose laws are much more open to more unconventional research in comparison to other places, which in turn makes it very attractive for any researcher out there.
It also exhibits many fantastical places if you wander outside the cities which many people like to visit for inspiration or peace of mind.



The librarians are currently working on getting a comprehensive list of important places on Enthoria together. However, a lot of the staff have become occupied with other more urgent matters, so it might take a while before they finish. Until then, the important places will stand empty or incomplete, they apologize for the inconvenience.

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Ms. Bein Ghai had written up a summary, but one of the soul fragments in her vast hall snatched it before she could hand it over to the librarians. Please stand by and don't mind the heated shouts from within the hall, ms. Ghai will be here shortly. Hopefully...

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Known for


Ms. Bein Ghai had written up a summary, but one of the soul fragments in her vast hall snatched it before she could hand it over to the librarians. Please stand by and don't mind the heated shouts from within the hall, ms. Ghai will be here shortly. Hopefully...

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Fahrveqnox is a rather dynamic, but stubborn, planet. Origin to mainly elves, dwarves, and orcs, these three species are always found in odd squabbles with each other. While other, smaller species can be found here as well such as goblins or kobolds, none of them are as varied nor as widespread as the main three.

Elves hold a natural connection to nature and magic, dwarves have a keen sense for craftmanship and comradery, while orcs exhibit exeptional physical capabilities and a symphathy and empathy rarely found anywhere else. Though it may sound like this would be a great alliance if they were to cooperate, somehow they always find themselves fighting over something or other, leaving the planet as a passive-aggresive battleground.

This rivalry may also stem in the fact that the three species each are of a different category; dwarves originated as fauna, elves as flora, and orcs as fungi. While they all all have long since mixed and matched across categories, the very first of each of their kind had their origin in these categories respectively.
This also lead to very different needs, ideals, and general ways to live which lasts to this day, even if they are no longer purely subject to each one category.


The librarians are currently working on getting a comprehensive list of important places on Fahrveqnox together. However, a lot of the staff have become occupied with other more urgent matters, so it might take a while before they finish. Until then, the important places will stand empty or incomplete, they apologize for the inconvenience.

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The elven people, known for their harmonic relationship with nature and their uncannily in-tune sense of magic.
Whereever elves are, you can be sure that the nature around them thrives as they adapt to any and all environments they settle in. They live sustainably and aid nature so that they can live alongside any original inhabitants, granted that these aren't bent on getting them to leave.
Furhermore, elves can "sense" magic in a way so potent that it is even rarely observed in creatures made up of magic, such as elementals. This isn't to say that they can necessarily use magic themselves, but rather that they can sense and understand the magic around them and thus bend and use it to their benefit without harming or disturbing it.

Many consider elves to be majestic and wonderous creatures. They can, however, often be quite full of themselves, protective of nature, and a general neusiance to those who don't want to dedicate their entire lives to living in harmony with the elements around them. Even amongst their own races do elves often argue about who's better than the other and who is more in-tune with the world around them, and so it can easily become a passive-aggressive, hostile mess whenever the elven people meet up.

Gyndelkendala


Home to the Lyhus elves, this city is located deep within one of the largest forests of Fahrveqnox, namely Gyndela Forest.
Mainly magicless themselves, these elves are masters in magical technology and most of their population work as inventors, scientists, and researchers. Many know them to be "mad scientist elves" who are always dabbling in creating new, better, and more optimized magical artefacts through the manipulation and careful siphoning of the natural magic around them.
They are secondarily known for producing a "Guardian of Nature" once to trice ever millenium. This elf has incredibly potent magical powers and is incredibly focused on the well-being of the forest. They have been known to pick fights with even the Planetary Guardian and making it out alive. Their remains can be found in the forest in the form of trees, as they turn into such once they die.

Xavol


Xavol is home to the most magical and least nature-loving of elves; Arcane elves.
These elves are not just in-tune with magic like other elves, but possess incredibly potent magical powers across all five sources on par with the wizarding species. These elves spearheaded the creation of the artificial magical source known as Arcane Magic together with a few other species.
Despite their several, large-scale, magical contributions to the world, these elves are mainly seen as bad omens and unpleasant company. Not only are they egoistic, they are aggressive, calculated, and see most others as "lesser" beings. They don't particular care for upkeeping nature, which in combination to their magical powers led them to settle down in a tundra biome. Less nature to upkeep and more room to carry out experiments without worry of collateral damage.

Iva'ila


Located at an oasis in The Golden Desert, Iva'ila is the home of the Golden Desert Elves.
Known for their spirited, optimistic, and welcoming demeanor, these elves are counted as some of the kindest you can find. Their city is considered a safe haven for anyone regardless of species, given they can tolerate the climate and can keep from breaking their laws.

The Golden Desert Elves are a magicless elven race. They instead rely heavily on their keen sense of re-directing the natural magic around them, as well as preserving their oasis and the desert.
Yet, most of all, they are known as the favoured people of Pavilae, and much of their culture is centered around the worship of Pavilae and his ideals. They furthermore stand under Pavilae's personal protection, and a select few devotees are even granted a way to use his magic as their own.
This aid of Pavilae also leaves Iva'ila practically invincible, further adding to its status as a safe haven for others.

Kanchala Aira


Ever heard stories of elves who party their life away, and that if you join them then you will either not make it out alive, or leave after several years have passed even though it felt like mere minutes or hours? The elves of Kanchala Aira are the root of this elven reputation.

A carefree, happy-go-lucky, party-loving people recide in Kanchala Aira, namely the Miseira elves. While these elves seldom harbor ill will beyond pranks and tricks, they do no take on responsebilities of any kind either. They welcome anyone and everyone to join them in their neverending festivities, but if anyone stays longer than what they would have liked, then it is ultimately their own fault and there is no help to get from the elves. It doesn't help that for most people, time starts slipping through their fingers when entering the forest.
This time phenomenon is largely due to toxic spores found everywhere in the forest, but that hardly makes for a good fairytale, does it now?

Isenkraft


Isenkraft is the name of the largest, coldest, and most hazardous mountain in Fahrveqnox. Living in harmony with this hazardous environmnet, this mountain-dwelling elven society is home to some of the toughest and gentlest of elves. Being a mixture of ice giants and elves, they have lived secluded for long and have only recently been rediscovered. They are largely different from all other elves as they take much after their giant ancestors and are often described as pleasant and welcoming company by those who meet them.

The Isenkraft elves have a strong bond with the dwarves residing in the mountain as well, as they have often saved one such dwarf's life and generally come to their rescue. They've done this so often in fact, that the dwarves have passed down for generations that these elves are to be considered family no matter what. Thus, the Isenkraft elves are some of the only people who can get in contact with the Isenkraft dwarves.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Known for


Dwarves, unwelcoming to strangers, hyperfocused on their crafts, and uncaring for the world around them.

Dwarves are impeccable craftsmen. Oftentimes, a dwarf will find a craft they enjoy doing from a young age and then never do anything but that, making them so professional in it that no one else can compare. Their expertise and craft are sought after throughout the entirety of Krakrasien, but actually getting it is nrealy impossible.
Dwarves do not care to socialize with anyone but those they grow up with - barely even other races of dwarves, or even their own race if they grew up elsewhere. They do not want to trade unless strictly necessary for their own survival, and so getting their goods is a challenge.
There is one know way to get around this issue and gain a dwarves trust; saving their life even if it puts your own at risk. Dwarves would never do anything risky for anyone else unless the other is family. Thus, if someone else saves their life at the risk of their own, they must be family and immediately gain that status. So while it may be difficult to get close to dwarves, it isn't entirely impossible.

Aside that, dwarves aren't kind to their surroundings. It's not rare to hear of cave-ins, upset nature guardians, or the occassional unleashing of an abyssal gate due to the dwarves reclessness and greed.

Goldenclaw


A city overflowing with decorative but delicate gold, and one of the only places with naturally occuring true gold, this dwarven city lacks naught in riches. Boasting themselves as the noblest of dwarvenkind, they are by far the most vain and snobbish as well.
While their behavior is more unpleasant than most other dwarves, their riches still keep merchants flocking to them and their expertise with both gold and true gold attracts many customers who need these resources customized.
When it comes to the company of other dwarves, however, they are quite disliked and unwelcomed. They are so disliked, in fact, that they will often not be granted access to other dwarven strongholds or are even chased off by some at sight.

Isenkraft


Deep inside the bowls of Fahrveqnox's largest and most unwelcoming mountain reside the dwarves of Isenkraft. Completely isolated and near impossible to get into contact with, these dwarves are self-contained inside the mountain. They refuse communication with the outside world and are waging war with most other entities inside the mountain. The only creatures that these dwarves will not attack on sight are the few animals that they use as cattle and pets, the Isenkraft elven race, and the enourmous dragon slumbering deep, deep down in the depths of the mountain.
While the dwarves keep on neutral terms with the dragon out of sheer respect, the Isenkraft elves are indescriminately considered family due to repeatedly saving the lives of dwarves even at the cost of their own.
To anyone else, these dwarves are completely hostile and distrustful. One could see it as quite the blessing, even, that they keep entirely to themselves and do not leave their mountain.

Iron Whisper


Iron Whisper is a stronghold of silent and dedicated dwarves. They are known for their versatility in crafting diciplines, their easy and relatively pleasant demeanor, and their disdain for verbal communication. They are the dwarven race that trades the most with other species and who are most often sought out for general commission work. Their goods and crafts can be found far and wide in Krakrasien and their name is equally well-known.
Amongst other dwarves, the Iron Whisper dwarves are seen as off-putting and uncanny due to their more generous and inoffensive mannerisms. Even so, they can find hispitality amongst most other dwarves for the very same reasons; their more generous and inoffensive mannerisms.

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Oh, the orcs. Oftentimes categorized as barbarians, animalistic, and unsocialized, these beings couldn't be further from. While their culture might be very different from others and death does not matter to them, they are some of the most civil, well-meaning, and kind species you can find.

Orcs do everything as a group and care a great deal for the well-being of both their clan members and strangers. They might seem intimidating as they are very gruff and rough, but they welcome anyone who walks to them in confidence as their own and will feed them and keep them safe. They also possess an immense ability to feel sympathy and empathy, and are excellent at reading other creatures emotional state and what they need to become happier. As such, people sometimes seek out to temporarily live with orc clans to better their mental and physical health, or even to permanently become part of the clan.

Orks don't need much to get by. They're don't care for material possessions and only take that which they need to get by in terms of food an resources. Thus, they rather effortlessly live in harmony with nature, if primitively as seen by others.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

The Void and the Abyss are one and the same place, a seperate plane of existance. Why the two names, you may ask? It all depends on how you got there. Did you go into space, lost your way, and suddenly found yourself there, then it is the Void. Did you dive too deep into the ocean or wander too far into a cave, then it is the Abyss.
For simplicities sake, it will be called the Void from here on out.

The Void is a place not many return from. Filled with horrors big and small, little is known about this place. While certain beings have access to the Void and are even able to navigate it without much harm, these beings are seldom willing to talk of what you find there. Most information of the Void comes from people able to harness a sliver of the Void's power, or even to temporarily summon it. Yet the information they give is uncannily sparse, as if they are all sworn to secrecy.

The Void is home to entities that hold immense amounts of power, and it is theorized that it is here that the power known as the Balance resides. This is to part due to the fact that the Void is largely celestial, but also due to the rediculous amounts of power and knowledge enteties from here have. It is not uncommon for an entity from the Void to know top secret information, or to be able to tell stories of places no being should ever have been to.

Safe to say, the Void is a frightful place that most are best suited stearing clear of.



The librarians are busy cleaning up after a quite unfortunate accident involving a lot of knocked over books and documents. The sorting through, and mending of, this mess might take a while...
Maybe a very long while.
Please come back once the librarians have ceased their mental breakdowns and gotten back to work with getting the situation under control.

Khar'vhk t tlk is a plane of existance whose entire being thrives on peoples fears. More commonly known simply as The Plane of Horror, this plane manifests all and any fears that exist in Krakrasien. While much of this plane is shrouded in mystery, it is known that it is largely chaotic, which could explain its odd and horrifying abilities to let your worst nightmare come true and hunt you down.

While incredibly rare, it happens that people are sometimes randomly pulled into this plane to be terrorized by it. Even fewer actually return, but those that do always come back utterly traumatized and shaken, only rarely able to recover from it.
There are beings living in this plane, and these are unsurprisingly hard to take down. So much so, that even the most powerful beings not native to this plane avoid going there if possible, with some exceptions. Two of these being those responsible for balancing fear and bravery, both of whom live and recide in this plane while being able to freely leave it whenever they wish.

This plane is freely accessible should you wish to enter it, so it bodes well to be wary of what you wish for, as leaving it is no easy task. The only escape from this plane of existance is through a very rarely occuring portal that can only take one person through it before it closes, or through the help of a very few select individuals.



The librarians are busy cleaning up after a quite unfortunate accident involving a lot of knocked over books and documents. The sorting through and mending of this mess might take a while...
Maybe a very long while.
Please come back once the librarians have ceased their mental breakdowns and gotten back to work with getting the situation under control.

Information of this planet is currently being extracted from the library of Greed, please stand by while the librarians swear at their memory loss and sorting system.

Known for


Ms. Bein Ghai had written up a summary, but one of the soul fragments in her vast hall snatched it before she could hand it over to the librarians. Please stand by and don't mind the heated shouts from within the hall, ms. Ghai will be here shortly. Hopefully...

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Known for


Ms. Bein Ghai had written up a summary, but one of the soul fragments in her vast hall snatched it before she could hand it over to the librarians. Please stand by and don't mind the heated shouts from within the hall, ms. Ghai will be here shortly. Hopefully...

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.

Name of Place


Sadly the librarians were unable to identify this place as it is simply called... Name of Place. They are sure they will have the information as soon as they figure out what place was meant to be here.