Hey!
Welcome back one and all, to the wondrous gates of Enverdolmal!
I hope as always that you have ann been just fine and that this finds you well.
I have been busy with some of my poetry, and it had me take a bit of a break from One Last Knight, but I have not and will never abandon my first true love lbvs.
These stories and the characters who drive them have so very far to go, and they could never do that if I just left them to fall to the wayside and waste away!
I will not let that come to pass, you have my word.
I won't keep you all for too long, just checking in!
I hope this next piece of world lore suits you all well and is enough to hold you over till the next Chapter Part!
I will see you all back here soon enough, until then, please enjoy his trip through Enverdolmal and into the Kingdom of Suidelain.
See you soon!-------------------------Here is a recap on the way life spans and ages for different species work in Enverdolmal, and an explanation of what Aether is and how it works on a basic level.
Aether: The natural energies that fuel the world and everything in creation. Many of the sentient creatures and human-humanoids on Enverdolmal are sensitive to Aether and are thus able to manipulate it to one degree or another in a plethora of applications.
-Spell casting.
-Enhanced Combat Techniques.
-Automaton fuel.
-Sigil and Rune casting.
and much, much more, typically pending on the user, and or region.
*Resilience = How much of a beating one can physically take.
*Resistance = How much of an effect magical abilities and sources have on the character.
*Low magic: Practical spells that most well-trained folk and some self-trained folk can use freely. These types of spells vary in effectiveness based on how well trained the caster is, and how strong their affinity for Aether is. Some examples include but are not limited to:
-Elemental manipulation spells. (Fireballs, Bolts of Lightning, and the like.)
-Low-level healing spells.
-Low-level push/pull spells.
-Low-level mental assaults.
*High magic: Spells and abilities that can affect the world at large.
-Weather manipulation spells.
-Blood/Death spells.
-Life/High healing spells.
-Probability spells.
-Summoning spells
There are many more types of both Low and High-level magics to be listed, but where is the fun in giving away ALL of the abilities here!?
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Lifespans are a bit weird here in Enverdolmal :-) Nothing to crazy thought I assure you.
A year is know as an SC or "Sun Cycle" and one SC is 366 days (give or take.)
One day-night cycle is 28 hours, about 30 additional hours a year when compared to our real world calendar.
HLS- Human Lifespan.
Humans: 1x1 Sun Cycle . = 1 Year or one rotation around the Sun.
Dwarfs: 3x HLS. The average Dwarf will live 3 times longer than the average human.
Elves: 4x1HLS. The average Elf will live 4 times longer than the average human.
Goblins: 2x1 HLS. The average Goblin will live twice as long as the average human.
Orcis: 2.5x1 HLS. The average Orcis will live 2.5 times longer than the average human.
Ogre: 3x1 HLS. The average Ogre will live 3 times longer than the average human.
Ordin: (Goblin/Orcis hybrid. Randomized physical characteristics based on parental species.) 3.5x1 HLS. The average Ordin will live 3 times longer than the average human.
Dwarfym: (Human/Dwarf hybrid who retains Human height and features.) 2x HLS. The average Dwarfym will live twice as long as the average human.
Tinker-Kin: (Dwarf/Human hybrid who retains Dwarven height and features.) 1.5x HLS. The average Tinker-Kin will live 1.5 times longer than the average human.
Changeling: ??? HLS.
Elfym: (Elf and Human genetics are always harmonized if the pregnancy makes it to the second trimester. A rare happenstance. Neither bloodlines characteristics show more physically than the other.) 2.5x HLS. The average Elfym will live 2.5 times longer than the average human.
Update!
Faemen: (Human/Faeri hybrid. ) Nearly 134.000x HLS1 Human year is the equivalent of but a single day in the world of the Fae. 1 year in Enverdolmal is equivalent to nearly 134.000 years in the Fae realm. The Fae are extraordinarily long-lived and have been around since a time before time itself. The are thought to be the very creators of existence as we know it, therefor their perception of time and the way it flows is completely different. The math above is based on speculation and scientific theory.
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Recap:Enverdolmal.Loose translation from: *Een Vir Almal* which means: "One for all" in Afrikaans.
Thousands upon thousands of years in times past,
Enverdolmal was a lush and healthy world, yet it was devoid of animal life outside of four great and mighty Dragons.
These were the Living Elements: Water, Wind, Earth, and Thunder.
**Thunder here is the physical manifestation of sound in short. I know Lightning comes before Thunder, and is the Element whereas Thunder comes from Lightning. Nonetheless, this is fiction folks lol. I wont always stick to the Rule of Cool.**
From the sky came the Twin Dragons, a pair of Immortal Elements.
From the darkness of space both Fire and Ice made Enverdolmal their new resting place. These two were Life and Death. The balance was upset and the world was bathed in Draconic conflict. The six Dragons found peace and truce in the form of a great and all encompassing slumber. An age of Ice and nothingness. One that would see them fade away physically, and become the very Aether that fueled the new world and its rapid growth after the Great Thaw.
With the Great Thaw came new life.
New death. Animals, one and all evolved from countless lineages of Dragon dust and essence.
Fanged. Feathered. Furred.
All came to be and evolve from that which was once Dragon.
Humans, born of the need for not only guardians, but caretakers of the new world. From them, and time, and exposure, came the many varied Humanoid species.
From the Forested-bound folk, the Elf.
From the Mountain-bound, the Dwarf.
And as they grew, and learned, and loved, and hated, and warred, they intermingled and became even more: The Tinker-kin (also referred to at times as the Halfling) the Dwarfym, and the Elfym.
From the need to balance and mayhap even counter the existence and rapid expansions of Humanity, came Monsters.
They were born from the most desolate and polluted parts of nature (most of these places came to be that way due to Humanity in one fashion or another) and sought only to kill, to hunt, and to breed.
Among them were the Goblins, the Orcis, the Ordin: A disturbing cross species of Goblin and Orcis, the Troll, the Ogre, and a list of many other cross and subspecies.
War found Enverdolmal as was inevitable. But then, and always, so-to would peace.
With time and effort, Kingdoms and Queendoms where erected, Boarders were lined, and maps were drawn. The world came to know some semblance of what it is today. The balance between Light and Dark is in constant flux, but this is in our favor (my good Reader) for how else would such tales come to be?
Welcome one and all, to the ever-evolving world of Enverdolmal.
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Kingdom of Suidelain.Current ruler: King Sahar Worstyn III.
Regional Elemental Affinity: Wind and Earth.
Military Force: Sword of Sout, Klyptorin Kite, Bant City Defence Force and the Suidelain Regional Army (S.R.A)The Mountainous region is ruled by tribes and clans, all of which are independent from Suidelain's King.
"The land of Salt and Sand."
Suidelain was last to be settled, thus last to be officially established as a Kingdom. The great desert is merciless to any who aren't either born there or accustomed to the never-ceasing heat, hence no other Kingdom or Queendom has bothered to wage war for its near-limitless stores of preciouses, uncut stones and other natural resources. Suidelain is the only region of Enverdolmal to have never seen war.
Although they have never marched to war, the cities of Suidelain have been known to supply resources to anyone who they see as allies in times of tension and conflagration.Most Suidelain folk see Naeri as the homeland, thus the two share many cultural ideas among their people. Although its people can be fickle in temperament at market and trade, they are loyal to a one. More mercantile in nature than anything, Suidelain is known for being typically the best go-to for nearly anything that one could need. Legal or not.
Many of the first expeditions into the vast and harsh desert being conducted by resourceful, innovative Dwarven clans. Suidelain has enjoyed a rather peaceful existence thus far as it shares boarders with only Lumaleza and what remains of Grootawe. Lumaleza and Suidelain have always been great trade and market partners, as they share many common field of study, and are both partial owners to the massive salted lake known as Pecel.
Both Suidelain and Grootawe (The Crater Coast Collective) have mastered the process of converting salted water into fresh and drinkable water, one of the most sought-after resources in the entire world.
Major Exports and points of interest:
-Oliesh Whale Oil.
-Coal.
-Precious stone. Cut and Uncut.
-Converted Pure Water.
-Colored and treated sands.
-Salt.
-Sell Swords.
-Assisted in the funding of Crowhaven.
-Is home to two Knighthoods in the form of the Swords of Sout and the Klyptorin Kite.
-Swords of Sout: This Knighthood was the first established in Suidelain and with its assistance and guidance, Suidelain was further settled. They are known for their impenetrable phalanx formations and famously low casualty rates against even the toughest, most dangerous beast of the desert, and its many and varied groups of raiders and brigands form the mountains and sea. The Shield of Sout saw many battles during the world war that swept across Enverdolmal while most regions were still in their infancy. Grootawe was at times both allied with and pitted against its Southern neighbor.
-Klyptorin Kite: The entirety of this Knighthood is composed of Dwarves. Theirs was the second Knighthood to be sanctioned and was done so immediately after the Battle of Waters rise during the first and thus far only world war to strike Enverdolmal. The Dwarves of Klyptorin battled the Elves of Lustria South in a series of fierce naval and land wars -in part- due to the Elves over fishing along the Western edge of Suidelain and in waters that were not their own. The Klyptorin Kite was sanctioned to honor those who fell in that war, and to carry on their names and heritage. It is composed of nearly 20 Major and Minor Dwarven clans.
-B.C.D.F Bant City Defence Force: The B.C.D.F was established not to long after the city itself was completed, as the desert region was heavily populated by roving Goblin clans and large tribes of Orcis. The ranks of the original B.C.D.F was filled with Human and Humanoids alike, all 500 were recruited from among the civilians of Bant. This was until the invention and later deployment of the Gatemen Automaton. The B.C.D.F is currently composed of nearly 200 Gatemen and a handful of trained Special Engineers who keep them maintained and accompany they on missions.
-Klyptorin Zoological Society. A public organization that has dedicated its vast amounts of resources to the pursuit of environmental harmony, and to the study and documentation of any and all flora and fauna known to Human and Humanoid kind. They have been around for nearly as long as the B.C.D.F whose excursions into the wilds of the desert region inspired them to be the 'pen and paper' to the militant groups 'sword and shield' so to speak.
-Suidelain Regional Army. The main army that is deployed in the event that the event is near to or pertaining to a bordering Kingdom/Queendom. This army is composed of drafted individuals from all across Suidelain.
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Sout Capital City, Northeastern Suidelain.
The capital city of Suidelain and home of the Knighthood known as the Shield of Sout. Sout is vast and sprawling, and is the largest of all established settlements in all of Enverdolmal. The elite knights of the Shield are rivaled in battle tact and strategic acumen only by their distant cousins, the Knights of Naeri. Sout is one of the most technologically advanced places in the entire world, its gates are powered by steam and Aether, its streets are wide and filled with shops and mobile venders alike. Its great walls topped with large and intimidating Aetheral Cannons. Outside of the occasional band of desert raiders, Sout is wholly unbothered by the lesser happenings of its neighbors. Its main interest are focused on self improvement, and the never-ceasing pursuit of knowledge.
*Fun fact: 'Sout' is translated from Afrikaans and means "Salt".
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Bant. Central Suidelain.
The world hub for Tinker-tech and the origin city of the nearly unimaginable autonomous beings known as the Gatemen Automaton. Bant is one of the only "major cities" in Enverdolmal who does not host or have a Knighthood of their own, instead opting to have a rotating mixture of Human Guards/Soldiers known as the Bant City Defence Force and privately owned Gatemen Automatons as their main line of defence.
Bant is second only to Sout in its advancement of its localized technologies. Its world-famous Gatemen have been highly sought after by many rulers for just over a decade as they are not only hard to manufacture, but just as expsensive. The Gatemen are an exclusivity of Bant and can be found nowhere else in the world as of this time. They are all owned and operated by Jakon Automatons. Bant is the banking capital of Enverdolmal, its many vaults and stores of wealth are all kept extraordinarily deep beneath the city in grand vaults guarded by Dwarven Sentry's and a dozen custom Gatemen.
-Excerpt from "In the name of love. Part 1.5"
"Grom wasted little time, for the time that he had was already not much at all.He would plead the same case that he had been pleading for the past 17 years.The cities need for more HUMAN guards, and less of the demandable Gatemen Automaton that the Scientist and Inventor Davien and his wife had presented to the Governor and the Council of Bant."
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Klyptorin, West Suidelain.
*Fun fact: Klyptorin is a loose alteration of the Afrikaans words "klip toring" meaning "Stone tower."
Home of the prestigious and rather infamous Klyptorin Kite, this Dwarven city was the first "major city" to be built by some of the first settlers to the desert region. While most of the city is run and operated by Dwarves, it is not considered a Fiefdom as it is not run by any specific Dwarven clan or group or clans. The Klyptorin Kite conversely is composed of nothing but those of the purest Dwarven blood.
The mining city was built and established by Dwarves but not just for their kind, with many different species of Humanoid being able to find good work pay here as well. The Klyptorin Zoological Society is also a major reason why the population of the city has been on a steady and healthy incline over the past three decades since the all encompassing war.
There are dozens of small taverns scattered across this loud and bustling city, a tribute to and reminder of the Thousands of Dwarfs who pieced the place together, and the mead and hydromel that made the task possible.
-Excerpt from "Take me their. Part 1."
"Anything open at this hour was either run by Dwarfs or of ill repute.Or both.Not much was open. Not that Dwarfs are bad peoples mind you, they just don't sleep as much, thus they -in many Southern places at least- tended to run such establishments as pubs and inns without the need of much staff rotation. They were also among the toughest of the locals, and the most numerous, thus dealing with the late-night type didn't bother them nearly as much. Hellz, a bulky chunk of the Dwarven population of Klyptorin tended to make up a healthy portion of the night time crowd."
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Welcome back to the gates!
So, I have come to realize just how...expansive Suidelain is, and I think I would feel a bit better chipping this Part into two. This Kingdom is nearly twice as large as Naeri and Noordania, and home to two whole Knighthoods and a plethora of guilds and the likes.
I will be sure to have the other half posted just as soon as the rest of the region is rounded out in my mind lol I have the Beirklou Mountain Range for you all, and several other locations that have been mentioned in the main story or in Character Dives.
These will be release in a compilation of their own just as soon as I can polish the ideas up a bit more. I love you all.
I don't feel as if I have said that nearly enough.
You all have been my inspiration and drive to keep writing.
And so I will.
I will see you all back here soon enough yeah?
Until then, safe travels.
And as always,
Stay safe.
Stay healthy.
Stay vigilant.
-Redd.