Frolm (Species)

BASIC

The frolm are Frog/human like creatures that live among the Great Frolm Forest and sometimes in tall trees. They can leap 20 feet into the air on average and have no problem climbing trees because they can easily leap up to the branches. The highest one has ever jumped is about 30 feet. They use many strange rituals in worshiping their gods. They blend in with their surroundings giving them much advantage against enemies.

Their skin is green and scaly like a frog. The men can grow beards when they get older and many of the frolm leaders grow them.

CHILDREN

In normal times, each frolm couple is allowed to have two children. There are exceptions given to have three to help keep the population even as some don’t have any or one. Pregnancy usually lasts about five months. Frolm are considered children until they are about thirty. Children are not allowed to leave the Great Frolm Forest due to the dangers on the outside. They often play with toys made of wood such as figurines. Some children treat these figurines like they are sacred. A child’s opinion is generally respected among the frolm, as their children are fast learners and smart.

FOOD

Frolm eat vegetables and large bugs, and their favorite snack is maple-covered grasshoppers cooked over a fire. They only need to eat every two or three days. They can go without eating for weeks and survive, perhaps up to 80 days with no food. They need water, though, and can’t survive for long if they are not well hydrated. The Great Frolm Forest provides them with the hydration that they need in order to survive. It is difficult for the frolm to survive outside of the forest for more than three months, so not many leave the forest for prolonged periods of time.

SLEEP

Frolm have a way of not stressing about future things too much and can fall asleep easily like they do when traveling with the elves. They generally require about five hours of sleep and usually go to bed around midnight. They sleep in beds made of hay, which has been padded down for comfort. Frolm don’t tend to have vivid dreams while sleeping. They also wake up very fast and don’t deal with grogginess like many humans.

Customs

  • Say “Will you welcome me into your home?” when you want to enter a frolm home.
  • They offer guests the most comfortable chair.
  • They try not to know the names of those who they go to war with.
  • Crossing one’s heart with their arm when meeting someone new.

LEADERSHIP

They have various tribes, and there is usually a leader and a council. The leader and the council preside over about 200-400 frolm a piece. There are many frolm hamlets throughout the forest. They rarely have disagreements with other tribes and like to live in peace.

WARRIOR FROLM

There are generally 20-30 warrior frolm in each Hamlet. They are often sent out to the edge of the forest to make sure that nothing dangerous enters

There is a ritual done when a frolm becomes a warrior. There is usually a big celebration with a few frolm at a time becoming a warrior. They will have festivals that last about 3 days with dancing and partying. The new warriors are announced and honored. Frolm only allow men to become warriors, as women don’t really have that desire as they would rather do things like attend a garden.

MARRIAGE
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They practice arranged marriages. Before the shadowthieves, it was the women who arranged the marriages and performed the weddings. Frolm are not bothered by their marriages being arranged. After the marriage, a bucket of maple syrup is poured over the heads of the couple.

BIRTHDAYS

The frolm celebrate birthdays in groups where the entire Hamlet comes together and feasts. This is done about six times throughout the year and is often celebrated on days that are not the actual birthday of the frolm. They give treats as gifts. Once a frolm turns thirty, their birthdays are no longer celebrated.

There is generally a small celebration when a new frolm enters the world. This celebration usually lasts a day, and the family is showered with gifts that will help raise the new frolm. Frolm often look out for one another and help each other out. At the birth itself, usually the mother, father, and the person who is delivering the frolm is present. Birth is a lot less painful for frolm women than human women. However, usually up to their 4th cousins attend the celebration after the birth, which is usually scheduled for the next day unless it interferes with one of their other celebrations.

Generally, the whole family that lives in the household helps with raising a child.

CLIMATE CELEBRATIONS

The climate often plays a role in the celebrations and customs of the frolm. They generally take shade as best as possible on really hot days so they don’t die of dehydration. They generally love the rain the most when it comes to the weather. This is because they are amphibian-like creatures. It does rain a lot in the Great Frolm Forest, which has a very moist atmosphere.

CROPS

Most of the frolm crops are taken from what naturally grows in the forest. They eat fruit, vegetables, insects, and sometimes small prey. They are careful about balancing out their small prey so they don’t kill too many, which would make the small prey species become extinct.

LIVING SITUATIONS

Frolm often live in the same house as their uncles, aunts, and grandparents. When the family becomes big enough, some will move out to make room for more frolm. Frolm keep track of their family to the 4th cousin because they are a family-oriented species. Even when frolm move out of their homes, they generally don’t move far from where they originally were. Frolm are also good at keeping the population even, so they don’t have to deal with overpopulation. Therefore, a lot of families are typically found in the same community.

GROWING UP

Many of the boy frolm go into training for a warrior, while others train for other things, such as a trade, for instance becoming a blacksmith. They do most of their learning through family and don’t have formal teaching unless the frolm wants to learn magic in Magdad. They do have a damp place in Magdad made especially for the frolm since they have difficulty surviving without the moisture found in their forest. The only training that is formal is for those who want to be warriors. However, math, reading, and history are all informally taught as the frolm grows.

DRESS

Frolm usually dress lightly and use forms of skin for armor rather than metal. They can’t fight that well when wearing metal armor because it is heavy, and frolm aren’t built with as much strength as a human. They usually make sure they are dressed light and often wear shorts and a vest-like coat.
Funerals

FUNERALS

The funeral of one passing is observed in the utmost seriousness. Those close to the dead often cry, and the funeral ceremony can last up to three days. Mourning the loss can last up to 30 days. They usually offer the dead up with flames to the gods that they acknowledge. This happens on the first day of the funeral, while the next two days frolm come together to eat and comfort each other. The ones who handle the dead bodies are generally leaders of the area, such as the council members.

One reason they use cremation is so the dead will not rise, as this has happened before, so they take precautions against it. They believe that if the body is burned, the soul will move on to its next journey. There have been near-death experiences where frolm believe they have entered an afterlife of some sort, but they can’t explain it using mere words. The dead are generally revered when it comes to the frolm, and the dead body is treated as if it were sacred. They don’t keep the ashes of the dead because they believe they should move on without continually mourning the dead.

WEAPONS

The weapons used most by the frolm are bows and arrows, light-weight swords, and daggers. Because they have better eyesight than humans, they are generally better with the bow. However, they are generally frailer and therefore don’t typically use the heavier weapons. Usually, it is just the frolm warriors who carry weapons unless there is an attack on the forest itself; then many more frolm will take up weapons to defend their homes. The frolm are generally trusting of one another and feel that there is no purpose in carrying weapons within their communities. There are many warrior frolm who gather on the edge of the forest to keep it protected. Each guard spends about a week at a time on the edge of the forests, but is allowed to return to their family for 3 weeks at a time.

Holidays

A commune of the frolm generally gather together during popular holidays and feast together for celebration. Since there are no servant frolm, all the frolm eat together and each takes responsibility for getting the food, cooking the food, and serving the food. Even the leader frolm partakes in the chores necessary for the gathering. There is no special seating for those who are higher up.

VISITORS

It’s rare to have visitors unless the frolm live near the main path that cuts through the Great Frolm Forest. In these places, they are usually prepared for guests of different species who are traveling through. Most of the travelers are human or medes. They have beds that can be used for medes and their large wings. They usually don’t have to worry about the medes food-wise because medes carry mede seeds with them when they leave their territories to explore the world.

WORDS FOR FOREST

They have fifteen or so words for a forest, including woodland, barkle, leafton, etc. The forest is very important to their lives, so they have many words for it. The most valuable thing for the frolm is the forest itself. They have a deep reverence for nature.

THIRTEEN LAWS

They have a scroll of their thirteen most important laws that some are supposed to swear by. Swearing by it, but not being honest about it can result in a curse, or they may exile the one who dishonestly swore.

OTHER

They also love candles. Frolm are typically left handed which can throw some people off when it comes to dueling.

Frolm don’t keep a written history and everything is told by mouth. Only the medes who do research write down what they are taught by the frolm. The frolm have no trouble giving information to the medes since the species are generally at peace with each other.

Frolm believe that everything is owned collectively and often borrow from each other without needing permission. This can throw some people off who are from other cultures. However, the frolm only do this from within their communities and wouldn’t “borrow” things from a non-frolm.

Most frolm want to grow up in peace and want families. A small commune is ideal for them. They don’t like crowded spaces and like to move about without hindrances. Some do desire to serve in the military, but they are allowed to retire when they hit 400 and can typically spend the rest of their lives the way they want whether it is sitting by a pond with their spouse, or exploring the Great Frolm Forest. Frolm often have individual wants.

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The Third Age Of Zalonia

This is a time when history of the first two ages become legend because of the disease that wiped out a good portion of Zalonia. No one seems to know the true origins anymore and most things are speculation and myth. The medes do a lot of historical studies and are able to retain some knowledge from the first two ages. They also wonder if the Lost Age actually happened, or if it was only part of the first two ages.

Timeline

Age 3 – Year 1 – The Great plague comes to an end, leaving Zalonia in devastation.

Age 3 – Years 1-154 – Splintering of Factions – Outside of Ruinoneo seems to be mostly wilderness with tribal like factions. These factions vary, as some are peaceful, others are warlike, and some like to cause trouble. The quintum, medes, rokars, and frolm were far away from the plague and weren’t involved in the tribes. This means the tribes were mostly human and sxion. There is one tribe of woodland elves that gather during this time who become wanderers and explorers.

Age 3 – Year 53 – The Founding of dark matter magic. Some people embrace while others outlaw it because of its unpredictable nature. A new course in Magdad teaches about this kind of magic.

Age 3 – Year 103-249 – The Portal to our world remains open – This allows for people to go through the wormhole if they find it, and spiritual beings also cross back and forth. The Watchers who have been released from their prisons in the stars get stronger. In our world, the time frame is 1890-2036. In the time of the Watchers, technology quickly comes forth in our world. They also find ancient secrets in Zalonia which they use as a guide to teach humans from our world technology. The Watchers are not all on the same page and don’t have the same motives as they did before the flood.

Age 3 – Jenna and Company – Year 232-253 – Jenna’s chronology in the world is the same as in the fantasy world which is kind of bizarre because the timing is generally reversed from ours. However, the crossing of portals screws up the chronology while it is open. This brings the Age of the Lost to an end. This is the first age that ends without some kind of devastation.

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Third Age

This is a time when history of the first two ages become legend because of the disease that wiped out a good portion of Zalonia. No one seems to know the true origins anymore and most things are speculation and myth. The medes do a lot of historical studies and are able to retain some knowledge from the first two ages. They also wonder if the Lost Age actually happened, or if it was only part of the first two ages.

Timeline

Age 3 – Year 1 – The Great plague comes to an end, leaving Zalonia in devastation.

Age 3 – Years 1-154 – Splintering of Factions – Outside of Ruinoneo seems to be mostly wilderness with tribal like factions. These factions vary, as some are peaceful, others are warlike, and some like to cause trouble. The quintum, medes, rokars, and frolm were far away from the plague and weren’t involved in the tribes. This means the tribes were mostly human and sxion. There is one tribe of woodland elves that gather during this time who become wanderers and explorers.

Age 3 – Year 53 – The Founding of dark matter magic. Some people embrace while others outlaw it because of its unpredictable nature. A new course in Magdad teaches about this kind of magic.

Age 3 – Year 103-249 – The Portal to our world remains open – This allows for people to go through the wormhole if they find it, and spiritual beings also cross back and forth. The Watchers who have been released from their prisons in the stars get stronger. In our world, the time frame is 1890-2036. In the time of the Watchers, technology quickly comes forth in our world. They also find ancient secrets in Zalonia which they use as a guide to teach humans from our world technology. The Watchers are not all on the same page and don’t have the same motives as they did before the flood.

Age 3 – Jenna and Company – Year 232-253 – Jenna’s chronology in the world is the same as in the fantasy world which is kind of bizarre because the timing is generally reversed from ours. However, the crossing of portals screws up the chronology while it is open. This brings the Age of the Lost to an end. This is the first age that ends without some kind of devastation.Third Age of Zalonia

The First Age of Zalonia

Long before the ages of tyranny and the lost, the First Age of Zalonia had begun.

The Creatrix wondered if anything ever roamed the lands; there seemed to be a time of death, which was buried under the planet. The wastelands stretched out wide over the planet, and the only other sign left that something once existed was a strange city.

The city was extremely large but uninhabited. As the Creatrix looked upon the city, she could see writings all over the walls of the buildings. The language was told in symbols that not even she could comprehend. Some of the buildings soared high into the sky, while others were short and small. The buildings came in all sizes and shapes. She walked among the streets of the empty city. The streets were clean, as if nothing had ever been there.

She could feel a sense of weakness as she walked through the city. She would not be able to destroy this city with her powers, as an ancient magic held the city together. The magic was strange and beyond her understanding. She wondered how this could be possible, as she believed that she was the only being in existence besides her son and the strange prophet who warned her of her son. Where did this magic come from? She used her spiritual eyes to view the threads of magic that were being used. They were more complicated than anything she had ever faced. This spell was intended to remain forever, as there was no known power that could undo it.

She didn’t know how she came to exist, as she had no memories of what came before. There appeared to be darkness and spheres of light, which she was only beginning to understand. She had decided that the world of Aztharian would be the place to form her creations. Zalonia was a large enough continent upon this world in which the Creatrix would perform her work, which took place in what later became known as Kredaria and spread throughout the lands.

The Creatrix’s son was her one burden. While pregnant, a prophet warned her of her son causing problems for her and her creation. Before he was born, she attempted to murder him. She used all her magic. One day, when she awoke, she noticed that she was no longer pregnant, nor was there a baby around. However, her son, the Soul Chaser, escaped into the darkness of the unknown universe. The Creatrix knew that one day he would return more powerful – So powerful that she would be unable to destroy him.

She created all the beings of the earth, human and nonhuman, along with the animals and plants, in 99 days, according to legend.

In the first 90 days, she created the plants, animals, mountains, valleys, lakes, rivers, oceans, deserts, etc. These were her special creations, which came with the final 9 days, making a total of 99 days for creation:

Day 91 – Rokers were created
Day 92 – Sxions were Created
Day 93 – Humans were recreated
Day 94 – Frolm were created
Day 95 – Elves were created
Day 96 – Medes were recreated
Day 97 – Quintum and spiritual beings were created
Day 98 – Deities were created
Day 99 – The Creatress imbued the world with her own style of magic, which included a strong sense of inner magic that wasn’t strong during the alleged Lost Age.

It soon flourished into a beautiful world which brought close to 10,000 years of mostly peace. The many races of the Zalonia worked together to form systems of government that were fair and just. Thieves and bandits were rarely found, and murderers would always seem to get caught.

The humans and Sxion spread out. The Medes went to the East, and the Quintum to wherever the sea was. The Lyrian elves went to the Northwest and the land of Lyria. The Frolm to the Great forest, and the woodland elves spread out. Rokers found rocky territory. with many mountains and deep caves.

There were only a handful of small wars that usually ended with a peace agreement. The Creatrix was proud of her creation and would often visit with the various races, at least according to some legends. She could take the form of anything she created and often learned from her own creation. Over the years, she grew in wisdom, but this wisdom brought with it a darkness. She knew that the peace wouldn’t last, and that bloodshed was the future of Zalonia.

Most species lived in small tribes. The elves gathered at Lyria between 480 and 612 First Age (1A). In 67 1A, the frolm found the Great Frolm Forest. The first city, Tarvon, reached a population of 10,000 by 712 1A. The medes founded their territory in 895 1A. Magicians founded Magdad by 2315 1A.

Humans have become the most populous and have lived throughout the world. Their reproduction rates were extremely high compared to the other races because they enjoyed making love and were very fertile.

The races of the world could soon feel that a darkness was upon them. They didn’t know what it was, as they could feel it coming from the sky. Days grew darker, and the sun’s light lost some of its power. Soon, a shadow came over the land.

It was soon after this time that the Creatrix’s son returned, and with him, he brought all his longings for vengeance.

It was 12439 1A when the first war of Zalonia broke out.

Then greed slowly entered. People wanted more comfort and would take from others. Wars entered the world at the hands of people who wanted money and power.

The elves became snobbish and stayed to themselves, besides the more friendly woodland elves.

The Soul Chaser created his own species to cause problems, but he could never unite all the elements necessary to create the races of the Creatrix. He sought revenge on the Creatrix for trying to destroy him and took it out on her creation. The Soul Chaser caused mass destruction.

Timeline

Before – Creatress and Soul Chaser –

Age 1 – 0 – Creation – The primary seven races of spoken language were created: Medes, Humans, Elves, Frolm, Sxions, Rokers, and Quintum. Animals and plants were also made. The Creation is rumored to have lasted 99 days, just like the Mystic Prophecy card deck has 99 cards. There are alternative beliefs among Zalonians in regard to how creation actually happened. Some believe it was a much slower pace and took place over billions of years through evolution. Some mede scholars believe this due to their research. It took place in Kredaria.

Age 1 – 65 – First Legal System – The first legal system and set of rules was set up in Tarvon. They were basic and set up mostly for safety.

Age 1 – 67 – Frolm Found the Great Frolm Forest – The frolm from creation went in the wrong direction in Zalonia in the beginning, and found it hard to survive. Some were able to return and went into the forest to find it more survivable for their species. In fact, as time went on, they evolved to the point where they could only survive in the Great Frolm Forest for a prolonged period of time. If they were away from the forest for too long, they would get weak and eventually die.

Age 1 – 70 – The Medes Invent Writing and calendars –  Knowledge before this is a little hard to know. Humans often estimate 70 years since creation, but it could have been more than that. Medes generally believe the world is quite old and that living forms came about slowly through evolution.

Age 1 – 201 – Sashtan reaches a population of 1,000 and contains the Book of Knowledge –  But people abandoned the city after a while because the land wasn’t very resourceful. There are generally a few medes who look after the Book of Knowledge, and there are often visitors. The library is actually quite small, and the Book of Knowledge is magical. It is used by certain color-coded keys that can unlock certain parts. It doesn’t unlock the same way for everyone, but gives knowledge according to need. People can fall into a different realm if the Book wills it and experience such things as history, other places in Zalonia, and so on.

Age 1 – 95-300 – Great Exploration – The great exploration took place, where various races explored the world. The greatest exploration was the ten-year exploration of the elves from the years 132-142 led by Prince Gerald. All survived this particular exploration.

Age 1 – 122 – Religion begins – The first religion was created in response to what happens after death. There were stories of the Creatrix and other deities, but little was known of the Soul Chaser. The 9 constellations became a theme in religion and magic soon after. The idea of religion began with humans, and they passed it to the Sxion. Later, the frolm would develop their own religion.

Age 1 – 480 – Elves Find Lyria – Lanugotiousian founded this land sometime within the time frame so this is just an estimate.

Age 1 – 501 – First Elven King Lanugotiousian – He is on the elven king card. He was the first one to find Lyria in 480, and many elves migrated there. He claimed kingship because of finding it and all the rulers of Lyria descend from him until it fell into the sea in the second age.

Age 1 – 606-617 – Surge in Magic – This was known as a period of time that many people wanted to learn magic but didn’t know much about the consequences. Magic was used before this but not well understood. The medes took up the study of magic to try to figure out how things worked.

Age 1 – 712 – Tarvon reaches 10,000 people – Human and Sxion were most of the population, but there were also medes, woodland elves, and quintum within the city at this time.

Age 1 – 895 – Medes founded their Northeastern territory – They were mysteriously led here by a mysterious force that has to do with the Isles of Desolation, which was once a large island full of medes and ancient wisdom before the nuclear holocaust of the lost age.

Age 1311 – 1969 – Mede “Queen” Joabie – She was the first real female leader to exist. She was known to refuse the wisdom of other medes and do her own thing. She ended up making many mistakes when trying to lead, and her well-intended arrogance brought her to an end when she thought she could leave the mede territory and go out on her own and remain safe in dangerous lands.

Age 1 – 2315-2321 – Magdad Founded. The search during the Magic Years, when people came into Magdad to learn magic, not knowing about the curse of magic. In Magdad, they sought to find a way to teach magic so it would be used appropriately. They also didn’t know that elves were pretty much doomed if they used magic. In the beginning, magic was generally used for positive things like healing and prosperity.

Age 1 – 2320-2512 – Mede “Queen” Ersella – Known as an extremely wise mede, she dedicated her life to study and assisted with leadership with wisdom and justice. She was very good at knowing who was guilty and who was not. Rather than leading with an iron fist, she showed with a kind heart. There were no battles when she was queen.

Age 1 – 3054 – 3091 – Human Queen Arubia – Ruled from Tarvon. Some consider her the most beautiful queen who has ever lived. Some even thought she was the Creatrix incarnate. She easily seduced her way to the top, and both her male and female soldiers almost always did what she asked without question. She had pitch-black hair to her waist and deep blue eyes. She stood six feet. Not only was she seductive, but she was also a master of weapons. Some criticized her because she owned male slaves. But the slaves were willing slaves. She never actually fought a battle. Instead she would enter enemy territory and mesmerize the men so easily that she would assassinate them with poison, a dagger, or whatever weapon she felt like. Her territory was never attacked. Even though historians sometimes believe negative things about her, she always made sure her people were fed and sheltered. In times of drought and hardship, she made her slaves and servants work extra hard so no one went hungry. She was the only leader in the First Age who was able to prevent anyone from starving or going homeless during her reign.

Age 1 – 4210 – 4232 – Human Queen Oliveria – She was spoiled by her parents while growing up and had very little empathy for those who suffered. She believed that imprisoning and executing the poor helped clear her territory for the noble and wealthy. However, this brought about problems, as the wealthy had no one left to work for them. The people eventually rebelled and removed her as queen.

Age 1 – 4539 – Mede Knight – Sir Gladit – Known as a pivotal leader in the first mede war. It appeared the medes were certain to lose the war, but Sir Gladit’s strategy turned the war around and the medes were victorious. The Mystic Prophecy card shows a mede in armor, holding a spear.

Age 1 – 5419 – Humans Romantic Folklore – The Love story of Princess Arubia and one of her servants begins and becomes the greatest love story ever told.

Age 1 – 5769 – Elven Queen Nire – Having an interest in magic at an early age, she went to Magdad to learn. However, because of the effects the use of magic had on her, they forbade her from learning. She decided to learn on her own and became quite strong with it. She was able to become queen of Lyria and hid her magical abilities from the elves. However, she was caught using magic eventually, and they attempted to banish her from the land. The darkness that magic-using elves face continued to corrupt her, so she refused to leave peacefully and used her magic. She was a good queen before the magic corrupted her. She honestly believed that learning magic would help her do good things. The story of Queen Nire is a classic tragedy. On the Mystic Prophecy cards, she is the Elf Queen Dark. She was one of the first elves known to be corrupted by magic. Before her, elves had very little interest in learning magic.

Age 1 – 7532 – 8163 – Mede “King” Oralis – Known as the first mede king (all were queens before), he led for 731 years. He just basically kept order and did nothing significant.

Age 1 – 8301 – 8923 – Mede “King” Eretium – began his leadership in the Mede territories as the second. He was over obsessed with knowledge and would have other beings put to death in order to understand the body. He was heartless and sought out world dominance but was assassinated by a frolm that “snuck” by the mede guards in order to get to him. Eretium is on the Mede king of darkness card.

Age 1 – 8658 – 9545 – Elven King Akkad – Akkad was a teacher who taught the art of peace among those who would listen. He warned of the dangers of war before the Soul Chaser’s Attack and was said to help spread peace among the elves.

Age 1 – 8854 – 9565 – Mede “King” Darekius – Began his rule in the Mede territories. He was the third king and was known as Darekius the Fair. He always worked to rule fairly and was able to prevent minor wars. He is on the original Mystic Prophecy deck as the mede king of light.

Age 1 – 9601 – 10223 – Elven Queen Aras – She was one of the last queens before the soul chaser returned. She had the gift of prophecy and gave warnings of what was to come. For a brief time, people considered her a liar because she died before anything was fulfilled. However, her prophecies were chronicled by one of her close servants and hidden in a place where she predicted they would be discovered when her prophecies were starting to be fulfilled. Her dire warnings spared Zalonia from being conquered for 9,000 years. Some considered her a dark elf. On the Mystic Prophecy cards, she is the Elf queen light.

Age 1 – 10054 – The Soul Chaser – Comes to Zalonia and begins to formulate his plans of getting back at the creatrix by enslaving the races of Zalonia.

Age 1 – 12621 – 12745 – Frolm “Queen” Amme – At an early age, she was one of the few female frolm to become a warrior. She was quickly recognized as one of the most skilled warriors among the frolm and was put in charge of the generals of armies. She successfully defended frolm against invasions from the soul chaser’s armies. In the Mystic Prophecy deck, she is the Queen frolm of light card.

Age 1 – 13576 – 13696 – Human King Arfound – the evil king ruled for 20 years. He used torture over any kind of superstition or just expecting someone who committed a crime. He was eventually poisoned by one of his servants who conspired with others who wanted to kill him. He was on the original human king of darkness card of the Mystic Prophecy deck.

Age 1 – 14870 – 14933 – Sxion Princess Umah – She despised her overly strict parents, so when an outside army attacked, she helped lead them through the caves so they could take advantage of a secret attack. The card shows a Sxion dressed in red, which symbolizes her inner anger, and is holding a torch in a cave.

Age 1 – 15461 – 15505 – Sxion “King” Atras – Was skilled in war and battle and worked to conquer various areas in Zalonia as the period grew darker and darker. He is the Dark Sxion King in the Mystic Prophecy Cards

Age 1 – 15467 – 15498 – Madam Krestan – She wanted to be the leader of the Protectors of Zalonia, and she seduced knights into her bed, where she poisoned them. She became the leader and wasn’t found out about her murders until after her death. The Mystic Prophecy card shows a woman dressed in skimpy knight clothes and holding a vial of dirty yellow liquid. She is in a temple of some sort.

Age 1 – 16755 – 16804 – Roker “King” Horese – Rokers generally don’t have kings, but sometimes they have leaders for various tribes. This “king” gathered over a thousand rokers together when the Soul Chaser were leading his followers to battle. Although greatly outnumbered, Horese was able to strategically place his army, which led to a victory. He is found on the Roker King of Light Mystic Prophecy card.

Age 1 – 16835 – 16876 – Roker “King” Merlo – Was king soon after Horese when the Soul Chaser made a comeback. They were ready for Horese’s strategy, but Merlo was much more devious and tricky when he invited the Soul Chasers men to a pre-battle feast. Many of the would-be attackers were poisoned. The Soul Chaser wasn’t able to conquer the Roker territory until 18234. His Mystic Prophecy card is the Roker King Dark card.

Age 1 16901 – 17101 – Quintum “King” Armillo – The final of the seven races to be overthrown by the Soul Chaser, as the Quintum generally lived near the sea ports of Zalonia. King Armillo won the first battle by drawing the quintum armies deep into the oceans, which they know how to navigate with almost perfection, and then attacked the Soul Chasers armies, making it an easy victory. He is found on the Mystic Prophecy cards as Quintum King Light Card.

Age 1 – 17233 – 19434 – Quintum King Fernadus – Quintum King Fernadus took the throne. The Soul Chaser was using his armies to tear down the wilderness before the oceans in order to defeat the quintum. Instead of using good strategies to deflect the Soul Chaser’s armies, Fernadus brought his armies to fight the Soul Chaser head-on. However, when he got to battle, he surrendered his armies in exchange for a high-ranking office in the Soul Chaser’s army. Some refer to this as “The Ultimate Betrayer.” He can be found on the Mystic Prophecy Card – Dark Quintum King Card.

Age 1 – 20,382-20,389 – The Battle of the First Age comes to a peek. The Soul Chaser captures many people and has turned many to be on his side in the war.

Age 1 – 20,388-20,389 – The Woke Phoenix dies and comes back as a woman.

Other Space Phenomena

Aetherlites

Aetherlites are other objects that can be seen using instruments like telescopes. The medes can see them with their eyes, which are seven times the strength of the human eye. They are light objects that orbit around the sun. They have a short lifespan of about 3,000 years for a really large one, to about 500 years for a small one. There is fear among medes that these objects could collide with Aztharian. In fact, some medes have predictions as to when one will hit. However, no one knows for sure because it is hard to tell where they are coming from, and each has a different orbit. They produce their own light source, and if one comes near the planet, even humans can see them with their naked eyes.

Glimmerglobes

These are objects that glow, but are smaller than the stars and planets. They are part of the solar system, but do not follow a particular path. There is some fear among the medes that one of these can collide with Aztharian and destroy the planet. However, the glimmerglobes have an antigravity aspect to them which is how they seem to avoid colliding with large bodies such as planets.

Skygleams/Shineliths

Skygleams/Shineliths are objects in the sky that appear similar to stars. However, they are low in gravity. Legend has it that the Nine Ancient Ones put them there as constellations to help give people directions. They do not twinkle like stars but hold a solid look. They are larger than the sun, but are at least a few light-years from the solar system. They are called both shineliths and skygleams, depending on which culture is talking about them.

Celestiorbs

Merging “celestial” with “orbs,” this term emphasizes their heavenly, spherical nature. They are beautiful if peering through an instrument. They are almost like crystals, and they give off their own light. They are different from the stars and are typically diamond-shaped. There are only three or four that can be seen in the night sky. It is believed to hold certain magical meaning, such as it is good to focus on a celestiorb when it is in the sky. The main magic it produces is that of healing. There are temples that have open ceilings so people can be healed through these space objects. Some high priests and priestess can access their magical properties, especially if their magical strength is in healing others.

Luminarocks:

A simple combination of “luminous” and “rocks,” indicating their glowing appearance and possibly lower density compared to normal stars. They can only be told apart from the stars due to their behavior. They are in the solar system, and while small, they have a strong glow to them. Once in a while, they will crash onto the planet, and magic users often grab the remnants. While the remnants can be used for magical purposes, the luminarocks have no magical qualities while they are up in the sky.

The dust gathered from them can enhance many magical abilities. It is often used in times of war, whether it is a defensive or an offensive war. A laser-like beam can be produced by the particles of luminarocks, and the laser is typically deadly. It is a great advantage to have luminarocks in war, but they are very hard to find.

Ethereospheres

Combining “ethereal,” which conveys a light, airy quality, with “spheres,” indicating their shape. They are the largest objects found in space, and there aren’t any in the same galaxy in the stories. They are bigger than galaxies, but they are so far away that their influence is minimal. They are not close enough to be able to work with in a magical sense. However, they appear in various shapes like triangles and circles. They are too far away to see with the naked eye, but the medes have found them using their devices to stretch how far they can see.

Radiant Stones

A more literal name that directly describes their appearance and nature. They are asteroids that glow, and they have their own irregular belt that is typically between Onog and Anohpmi, but they sometimes come closer. Sometimes, a Radiant Stone can go off course and crash on either. There are magical properties that give one the ability to temporarily disappear. They can also make one quieter when sneaking up on someone, so they can be used for this in times of war. They also work as lie detectors. The one accused of lying has to come before the stone, and if he is lying, then the stone glows. The larger stones, about 9 inches in diameter, can sometimes help a person teleport to a different part of Zalonia.

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