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.

Overview – The History of Zalonia

The Planet is called Aztharian. The most well-known continent is Zalonia, but there are other continents that exist. There are five planets total and three moons that are generally seen from the continent of Zalonia.

No one knows how exactly the universe came about. Not even the Prophet of Old or the Great Historian was given the vision of what came before the universe

In the beginning, there was a giant explosion creating infinite parallel universes. The explosion was created by the Nine Ancient Ones, who organized the universes as they exploded. These universes held magic within them. Some had strong magic, and some had weak magic. If the magic were too strong, the universe would be destroyed by the misuse of power. If the magic were too weak, then people would die from sadness because they would have no hope. The magic of hope is a strong enough magic to keep a universe alive. Our universe is a world with just enough magic, whereas the fantasy world of Aztharian has much stronger magic until the ages come to an end.

Ruinoneo was the first, with no known origin. It wasn’t made by the Nine Ancient Ones, and they don’t even know where it came from. It came before the explosion and, at some point in time, was attached to Aztharian. It existed before the first creation of Aztharian. There was an unknown good species that inhibited it at one time that knew the prophecies of the planet of Aztharian, even though it was not attached to the planet yet. They inscribed the prophecies in a lost language in hopes of saving some. They had a leading prophet known by some as “The Prophet of Old,” but they don’t know their origin. They inhibited the city, but were overcome by the original evil force. However, as they went down, they cursed the city, killing anything alive and bringing the evil force to death along with them. Had they not used this curse, evil would have spread over Aztharian and the universe. The ancient good and the ancient evil combined as one, and everything that came after had aspects of both. These aspects are often denied by most, besides a select few philosophers. This is a parallel to the Yin-Yang

Many medes and some of the other scholars of the world believe that life first came from very small particles that combined together.

Centuries (billions of years according to some of the medes and some scholars) came and passed before the beginning of life came into being. The four elements of earth, fire, water, and air existed, but Spirit had not entered yet. When Spirit descended upon the elements, life came into existence. The beginning of life marked the beginning of humans, animals, and plants.

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Interstellar Trade and Economics

Crafting Interstellar Trade and Economics in Your World

A Guide to Developing Trade Systems That Use Both Magical and

Technological Resources

Whether you’re building a galaxy-spanning empire, a cluster of magic-infused star systems, or a spacefaring fantasy civilization, interstellar trade is the lifeblood of a living universe. Trade and economics add depth, conflict, realism, and opportunity for stories to unfold.

In this guide, we’ll dive into how you can design believable, exciting interstellar economies that incorporate both magical and technological resources, while giving you tools to tie them into the cultures, politics, and tensions of your world.

1. Start With Scarcity: What’s Valuable and Where?

Every trade network begins with scarcity. What do planets or realms lack, and what do others abundantly produce? The gnonows in my world are a high-tech species that isn’t from Zalonia and need purple gems in order to survive on their home planet. Therefore, they manipulate the species of Zalonia to work hard finding these purple gems since they are found all throughout Zalonia. However, this plays into the monetary system of Zalonia, as purple gems are often up for trade even though they aren’t really worth anything in and of themselves. It’s like gold is on our planet. It is only worth the amount that it is sold for; however, the gnonows need it, and they only press down on the population when they are not receiving enough purple gems.

Tech-Based Examples:

A planet with rare hypercrystals that fuel faster-than-light engines. Hypercrystals are found on the original world that the gnonows came from and are used to power their space ships.

You could have a colony with access to superintelligent AI labor, but lacking raw materials. Perhaps they can build computer systems, but don’t have the material needed to create vehicles. Zalonia is lacking in resources that would make it high-tech. If there were a way to do it, the medes would have discovered it with all the research they do.

Another idea is A space station that trades in quantum computing cores made from frozen neutronium.

Magic-Based Examples:

A moon rich in etherium dust, necessary for spellcasting. An alien species called The Elyndor have this in abundance. Fortunately they are not hostile toward the races of Zalonia because magic that comes from their moon is quite powerful. Sometimes they help the people of Zalonia if they are facing a formidable enemy.

A society of mages that exports illusion-weaving silk that can shift shape on command. This can only be found in Zalonia at the school in Magdad unless someone sneaks it out without permission. It can be magic that is difficult to control with even seasoned magicians which is why it is kept within Magdad. People who sneak it out are often after something that will require the use of dangerous magic.

A dying world that trades life-essence potions to extend longevity. Oddly, in Zalonia, a magician will usually live a longer life than others within their species. It is a price they pay for the use of magic since magic use can have a variety of negative effects. They have to live a long time with these effects.
By establishing the unique magical or technological assets of each world, you’re not just creating an economy—you’re crafting relationships, rivalries, and dependencies.

2. Define the Medium of Exchange

Is there a universal currency, or is barter still in play? Do different societies accept different forms of payment—tech credits, magical essence, promissory blood-oaths? In Zalonia there is no universal currency to trade with extraterrestrial races. There is only currency among the inhabitants of Zalonia, and sometimes between seas. However, the primary extraterrestrial race is hostile. However, sometimes they partake in Zalonia’s currencies in order to obtain the purple gems that they depend on. There is also another alien race which is more friendly toward those in Zalonia and will sometimes use Zalonia’s primary currency while visiting.

Some hybrid options:

Aethercoins: Magical currency infused with power, accepted for both spells and trade.

Trade Sigils: Enchanted seals bound to a merchant’s soul that function like digital contracts.

Data-Platinum: A high-density mineral that stores both digital and arcane information, used by hackers and wizards.

Tip: Establish exchange rates and conflicts. Is there inflation in magical currency because a world figured out how to mass-produce enchanted gold? Is tech currency destabilizing old mystic economies?

3. Design Trade Routes and Limitations

Just like the Silk Road or maritime empires, interstellar trade routes are shaped by geography, risk, and bottlenecks.

Think about:

Wormholes or stargates: Who controls them? Are they stable or taxed? The gnonows who are an extraterrestrial species that visit Zalonia carry their purple gems through a wormhole in order to reach their planet, which is in a parallel universe. The process of going through is that it activates the purple gems’ properties to be distributed throughout the atmosphere of their own planet.

Leyline currents through space: Magical pathways only accessible to spell-powered ships. The Myrr are an extraterristial species that visit Zalonia and sometimes bring items from the magical pathways in space in which they are able to travel. There are certain gems that they can access and are worth quite a bit among Zalonians.

Time distortion zones: Regions of space where time passes differently, affecting perishable cargo or aging merchants. In the abandoned city of Ruineneo, there are pockets of energy throughout the city that can transport people and make time go by differently. Sometimes it feels like they are transported to some other world.

These natural and magical features become strategic choke points, breeding grounds for pirates, guild wars, and diplomatic tensions.

4. Mix Magical and Technological Interdependence

The most interesting interstellar economies are ones where magic and tech intersect—and conflict.

A high-tech planet needs mage-powered encryption keys to communicate beyond a light barrier.

A magical society relies on AI navigation systems to chart leyline-safe flight paths. Since the gnonows manipulated people from Zalonia to be on their side, they sometimes will provide landing areas with the technology that the gnonows use, so they don’t have to take as many risks when landing one of their spaceships on Zalonia.

Enchanted bio-hybrids can only be maintained by both technomancers and genetic engineers. In Zalonia, technomancers work secretly with the gnonows who provide them with technology in exchange for fortune-telling. This is a great benefit for the gnonows when helping them prepare for attacks.
Interdependence opens the door for cultural tradeoffs, hybrid professions, and universal guilds or unions with strict codes.

5. Account for Culture, Ethics, and Black Markets

Not all goods are traded equally—or legally.

Questions to explore:

Are soul contracts outlawed in tech-centric systems but openly sold on necromancer planets?

Does a technological society ban sentient spell-creatures as slaves, while others see them as property? There are rumors of a lost age in Zalonia where a race called stiminites were used for slavery by the humans and gnonows. The humans that worked for the gnonows made the stiminites do their work for them.
I

s there an interstellar black market for memory elixirs, forbidden AIs, or divine artifacts? The Soluum, which are an extraterrestrial species in Zalonia, will trade certain elixirs from their home planet with certain people, particularly the medes who want to gain knowledge about it. These elixers have a valuable purpose. During the rule of King Etan, elixirs like this were banned. However, even with the banthe soluum helped out the Zalonian’s who were hoping to overthrow the king.

You can also develop ethics-based trade bans or moral tariffs:

“No planet dealing in cursed relics shall enter the Galactic Pact.” Most alien races that visit Zalonia don’t abide by these kind of laws because Zalonians don’t enforce them, mostly because they are ignorant of other high tech items. They do ban the use of the weapons the gnonows, especially during the Great Battle of the Fourth Age when the gnonows try to overtake Zalonia.

“Trade of artificially evolved sentient species is forbidden.”

These cultural value systems affect diplomacy, war, and internal rebellion. What happens when a colony trades illegal dream-dust to survive?

6. Who Controls the Flow? (And Who Tries to Stop It)

Behind every robust trade system is power—and those who want to manipulate it.

Potential power structures:

Trade Consortiums that operate across empires with their own private fleets. There are sometimes humans from Zalonia who the gnonows allow to use their guns in order to fight on their side. However, they are very careful who they choose because they don’t want their guns getting into the hands of spies.

Arcane Banking Houses that tie spells to credit lines and magically enforce interest.

Smuggler Guilds that use invisible ley paths and cloaked AI drones.
Guild Arbiters—neutral zones where even warring nations must honor trade law.

There generally isn’t too much intergalactic space trade in Zalonia because they are a low-tech area, and aliens are relatively rare, with the exception of the gnonows in the Great Battle of the Fourth Age. During this time, aliens that are on the side of Zalonians will trade items for spells or other items.

7. Logistics Magic and Sci-Fi Workhorses

Don’t forget to address how goods move.

Is there teleportation-based freight? Maybe it’s expensive, limited, or dangerous for living cargo. Sometimes the mysterious portals in Zalonia are used for trade, especially if they create a shortcut to a far-off land. Zalonia is riddled with these kinds of portals.

Are goods stored in pocket dimensions or data-beads? The Soul Chaser, who often inhabits Ruinoneo, sometimes hides things in pocket dimensions within the city. Ruinoneo is a great abandoned city, cursed with magic that kills almost anything that enters.

Are space freighters infused with sentient navigation spirits that negotiate their own routes? There are alien races in my world that partake in this, like the Thaless alien race. When a thaless dies, it becomes a spirit that still helps out with the living thaless to help power their ships.

Are there magic-proof containers to prevent cursed items from leaking? The elves in Zalonia can make a magic-proof container, but it requires drawing blood from their hand in order to make it magic-proof. This is because elven blood is immune to magic.
By thinking through shipping infrastructure, you add realism and opportunities for sabotage, theft, or disaster.

8. Conflict Breeds Story

Trade isn’t just a backdrop—it can drive entire plotlines:

A diplomatic crisis when a magical substance goes missing during a trade exchange.

A rebellion on a planet that’s been economically strangled by a tech monopoly.
A merchant-turned-hero smuggling illegal life-saving potions to a plague-ridden colony. During the reign of King Etan, there was a lot of smuggling that took place in Zalonia to help those in need. King Etan was a tyrannical ruler during the Second Age, and he made many trade routes illegal unless they served his purposes of taking over all of Zalonia.

A war ignited when two empires fought for control over a ley-crossing that only opens once a century.

When trade affects lives, culture, and survival, it becomes a powerful storytelling engine.

Final Thoughts: Make It Dynamic

Economies shift. Planets collapse. New discoveries disrupt entire industries.

Let your interstellar economy evolve in your world:

What happens when teleportation becomes cheap?

How do people react to the collapse of a trade monopoly?

How does inflation affect spell prices across systems?

Can technology “out-magick” the magicians—or vice versa? In Zalonia, it is pretty evenly matched with it comes to the gnonows and their technology against the inhabitants of Zalonia, especially the magicians. However, this leaves the elves at a severe disadvantage because they aren’t able to use magic, and while they are immune to magic, they aren’t immune to high-tech weapons. This is part of the reason they avoid the Great Battle of the Fourth Age.

Trade isn’t static—it’s a breathing, pulsing force that binds your galaxy together or tears it apart.

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Creating Life – By Ralph Ellefson

The Art of World Building Workbook – By Ralph Ellefson

Fantasy World Building: A Guide To Developing Mythic Worlds and Legendary Creatures – By Mark Nelson

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