Cherreads

HOLLOW CROWN

Lucas_Perry
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Chapter 1 - CHAPTER ONE

Velkryn is a vast, broken continent shaped like a jagged crown, its edges torn by time and something far older than war. No map is ever truly accurate for long, as parts of the land are known to shift subtly over the years, but the major regions remain consistent enough to chart.

The continent is divided into four dominant regions, each separated by natural barriers—mountain ranges, dead forests, and blackened waters that few dare cross.

THE EAST — THE KINGDOMS OF GLASS AND STONE

The eastern lands are the most structured and "civilized" part of Velkryn.

Here, high-walled cities and fortified castles dominate the landscape. The terrain is a mix of rolling green hills, farmland, and carefully maintained roads connecting noble territories. Rivers run clear, and trade still flows between regions under heavy guard.

At the heart of the east stands a massive capital city built of pale stone and glass-like structures that catch the light unnaturally, visible for miles across the plains. Surrounding it are lesser lordships, each sworn to the crown, their banners marking borders that are constantly disputed but rarely abandoned.

To the far northeast, the land rises into sharp mountain ranges known as the Crownspines—jagged peaks covered in snow year-round. Mines carved into these mountains provide iron, silver, and other metals, but many shafts have been sealed after workers reported strange sounds echoing from deep within the rock.

The eastern coastline is steep and cliff-lined, with only a few safe harbors. The sea here is cold and violent, crashing endlessly against black stone.

THE SOUTH — THE ASHEN WILDS

South of the eastern kingdoms, the land begins to darken.

Grass gives way to gray soil. Forests thin into charred remains of what they once were. The air itself feels dry and heavy, as though the land has been burned and never allowed to heal.

This region, known as the Ashen Wilds, is vast and largely lawless. There are no true kingdoms here—only scattered settlements, war camps, and ruins of cities long abandoned.

The terrain is uneven and scarred. Deep cracks run through the ground like old wounds. Some still glow faintly at night, though no heat rises from them. Dead forests stretch for miles, their trees blackened and brittle, creaking in the wind but never falling.

Toward the far south lies a massive desert of dark, ashen sand. Storms sweep across it without warning, reducing visibility to nothing. Travelers claim the dunes shift too quickly, burying entire caravans within hours.

Ruins are everywhere in the Wilds—collapsed fortresses, broken statues, and empty villages. No one knows exactly when they fell, only that whatever drove people away did not leave signs of battle.

THE NORTH — THE DROWNED CITIES

The northern region of Velkryn is defined by water.

What was once a thriving expanse of cities and trade routes has long since been swallowed by rising black tides. Now, only the upper halves of ancient structures remain visible above the surface, forming a labyrinth of canals, rooftops, and crumbling towers.

The water here is unnaturally still, reflecting the sky like polished glass even in harsh wind. It is deep in most places, though depth is difficult to judge—some areas drop suddenly into darkness, while others are deceptively shallow.

Travel is done by boat or narrow walkways connecting the highest points of the ruins. Entire settlements have been built atop these remnants, supported by wood and rope, swaying slightly with the movement of the water.

Further inland, the flooding becomes less severe, but the ground remains marsh-like and unstable. Thick fog covers much of the region, especially at dawn and dusk, limiting visibility and distorting sound.

To the far northwest, the land rises again into cold, wet highlands where constant rain falls. Few settlements exist there, and those that do are isolated and difficult to reach.

THE WEST — THE VEIL SCAR

The western region is the least mapped and the most feared.

Known as the Veil Scar, it is believed to be the center point of whatever shattered the world. The land here does not follow natural rules.

From the eastern edge of this region, the terrain begins to twist. Hills become uneven and jagged, as though pushed upward from below. Forests grow dense and tangled, their trees bending in unnatural directions. The further west one travels, the more unstable the environment becomes.

The ground is marked by fractures—long, deep rifts that cut across the land without pattern. Some are narrow enough to step over. Others are vast, disappearing into darkness with no visible bottom.

Structures appear where none should exist. Broken towers, archways, and fragments of buildings stand alone in empty fields, their origins unknown. Some look ancient beyond measure. Others seem almost newly formed.

At the heart of the Veil Scar lies a region where maps fail entirely.

Landmarks do not remain in fixed positions. Paths lead in circles or vanish altogether. Travelers report seeing the same structure from multiple directions, or walking for hours only to end up where they began.

The sky above this region is often dimmer, as though light struggles to fully reach it.

No kingdom claims the west. No permanent settlements exist. Those who enter do so for a reason—and rarely return.

THE CENTER — THE FRACTURE LINES

Between all four regions lies a shifting network of trade roads, abandoned territories, and contested lands known collectively as the Fracture Lines.

This central area connects the continent, but it is also the most unstable outside the west. Old roads still exist, though many are broken or overgrown. Small towns attempt to survive here, often protected by mercenaries or local militias.

It is a place of constant movement—travelers, traders, soldiers, and outcasts all pass through at some point. Because of this, it is also where news spreads fastest and danger arrives without warning.

The Fracture Lines are marked by unpredictability.

A road that was safe one season may be abandoned the next. A village may thrive for years, only to be found empty overnight. Entire sections of land are occasionally avoided for reasons no one can clearly explain.

THE WORLD AS A WHOLE

Velkryn is not a unified land. It is divided not just by borders, but by nature itself.

Mountains isolate the east. Ash and ruin consume the south. Water drowns the north. And the west... breaks everything that comes near it.

Travel between regions is possible, but never safe. Most people live and die within a small portion of the map, rarely seeing more than their homeland and the nearest road.

Maps exist, but they are treated as suggestions rather than truth.

Because in Velkryn, the land is not entirely still.

And the further one travels from the safety of stone walls and known paths...

the less the world behaves like something meant to be understood.