Cruinlagh
Monastic, Creaking Stone and Slow Horror
Cruinlagh is a colossal medieval walker, its broad back carved with vast hollows where inland seas and winding rivers have pooled over centuries of motion.
The World That Walks
Cruinlagh is not merely a beast, but a geography. It is a colossal medieval walker, its broad back carved with vast hollows where inland seas and winding rivers have pooled over centuries of motion.Most of its surface is cloaked in dense, ancient forests, threaded with roads, keeps, and hidden strongholds that cling to the living stone beneath. Towering mountain ranges rise along its spine and flanks, serving as both natural fortifications and sacred high places for those who claim its shifting realm as home.
Interactive Map: Click the pins to explore the regions of the Shell.
Societies and Peoples
Humans
Humans sprawl anywhere a roof will stand and a market can form. Crownfall’s bell-towers, cliffside fishing towns, river-barge hamlets and border forts are mostly human built, with every district shaping its own customs, accents and little superstitions about the walker’s steps.Dwarves
Dwarves claim the high stone and deep hollows of Cruinlagh’s shell. Their halls cling to mountain ridges and crater rims, carving down into the shell-plate itself. They are the masters of metal, masonry and mechanisms that keep bridges steady and bell-towers standing when the ground lurches.Elves
Elves keep to the great shell-forests, river-gullies and mossy ridges. Their homes wind through living trees, hanging walkways and root-bridges that flex with Cruinlagh’s motion. They tend old groves, study the path of the walker, and treat its slow journey as a sacred pilgrimage.Other Races
Beyond the big three, Cruinlagh’s shell is riddled with smaller peoples who mostly keep to their own corners of the world.Kobolds: Tunnel intricate warrens through old stone and abandoned roots, lining them with clever traps.
Goblins: Drift from place to place, throwing up scrappy camps wherever there is salvage.
Orcs: Tend wide meadows and wind-scoured fields, working hot forges under the open sky.
Factions and Tensions
The Hearthroad Compact
A loose but surprisingly powerful web of innkeepers, caravan bosses, ferrymen and neighborhood elders who have quietly decided that ordinary folk deserve to live through the century.The Chainmoor Office
An officially sanctioned “stability bureau” that wants Mornvahl pinned down, catalogued and brought to heel, walkers and seas included.The Bellbreakers
A ragged network of saboteurs and folk heroes who blow up tolls, topple tyrants and smash symbols of power, caring more about breaking things than what replaces them.The Knotmarket
A hidden web of curse peddlers who sell bad luck as if it were jewellery, quietly arming anyone with enough coin to turn spite into supernatural backlash.Vital Statistics
**Class**
Colossal Walker
**Gait**
Bipedal / Lumbering
**Climate**
Temperate Shell-Forest
**Pop.**
~450,000 (Est)
At A Glance
GenreLow-to-mid fantasy, medieval adventure!
Tone
Cozy yet eerie, hopeful in the cracks, ritual-heavy, slow-burn weird, political intrigue.
Tech Level
Medieval, medium magic. Iron and timber, script and sigils.
Systems
D&D 5e, Daggerheart, or Ghibli-esque Slice of Life.


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