Frolm Jobs and Occupations

Frolm are generally given jobs that they have a talent for. There are various jobs among the frolm that keep their society going. To become a warrior is often the most sought-after position, and a frolm has to be 30 years old to go on a Warrior’s quest to prove their worthiness. However, warriors aren’t always at war, and many fulfill other duties in times of peace. Here are some of the jobs that they can do:

Bogkeepers – These frolm protect the water sources and make sure that ponds, streams, and sacred pools stay clean and undisturbed. They may sometimes clean the water with nets to help the water remain fresh.

Mud Architects – Most frolm homes are made from the use of mud, so mud architects are set to build homes and other important places with mud, woven reeds, and bioluminescent fungi. They tend to make very sturdy and long-lasting homes.

Tree Hollow Carvers – They help to shape living trees into storage spaces or ceremonial sites. They are experts at doing this so they don’t harm the trees. This is usually done with larger trees because they supply more room.

Glowmoss Tenders – These are frolm who cultivate luminescent moss that provides natural lighting. This natural lighting is usually put on village paths and homes. It is very decorative in appearance.

Marsh Navigators – These are frolm experts who chart the safest water routes through the forest’s twisting rivers and floating islands. This helps people who are traveling through the forest. These frolm often put up symbols signifying the safest paths.

Defenders & Warriors

Swamp Guardians – These are trained fighters that protect the jungle. They also protect their communities from predators, cave trolls, and those who might attack the Great Frolm Forest.

Leapblades – These are elite warriors, and they use their powerful legs to launch themselves at enemies, with sharp blades or weapons. A frolm must be able to jump at least 25 feet in the air in order to become a Leapblade.

Mist Trackers – These are frolm who hunt enemies by trailing them through the thickest of fogs. Their eyes are tested before they become one of these, and they are generally young frolm because young frolm have sharper sight.

Shadow-Fins – These frolm often remain underwater and are warriors that guard the sacred pools and river passages. They are good at silently swimming and stealth attacking.

Venom Harvesters – This force of the frolm army is specialized in gathering dangerous venom from animals and plants and using it to put on their weapons. Some harvesters focus on finding venoms that can heal frolm.

Nature-Based Roles

Raincallers – These are shaman-like frolm that perform ritual chants and dances that cause it to rain.

Frogspawn Caretakers – These are protectors of young frolm eggs and tadpoles. They ensure their survival in the hatchery pools.

Moss Weavers – These are frolm that focus on growing and weaving moss-based fabrics to be used for clothing, bedding, and insulation.

Root Healers – These are herbalists who use such things as jungle plants, fungi, and minerals to create healing pastes and tonics.

Mist Farmers – These frolm grow fog-dependent plants and bioluminescent crops. They often tend to floating gardens on ponds.

Cultural & Spiritual Occupations

Croak Singers – These frolm perform and use resonating vocal harmonies to tell stories, teach history, and soothe those in ill health.

Echo Dancers – These are acrobatic warriors who leap and tumble through the air. This mimics the movements of forest creatures. They can sometimes access frolm prey that can otherwise be difficult to catch.

Spiritwalkers – These frolm are priests and/or mystics who act as mediators between the frolm and the spirits of water, jungle, and ancestors. They sometimes mediate between frolm clans when there is a serious disagreement.

Water Oracle – This is a rare frolm that claims to see visions in the ripples of sacred pools and helps those in leadership positions. There are some frolm who pretend to see these visions, which can cause a disruption in the clan. If it is found out that the frolm is pretending to see a vision, it could lead to that frolm being exiled.

Ritual Painters – These are artists who tattoo or paint symbols on warriors who are preparing for battle or for coming of age events.

Food & Trade

Glowfruit Foragers – These are frolm that gather bioluminescent fruit that only grows under certain moons and moon phases.

Insect Farmers – These are breeders of crickets, glowworms, and beetles. This helps give the frolm a protein-rich food source for the inhabitants.

Mudbrew Masters – These are creators of fermented mushroom drinks. Depending on the kind of mushroom, this drink can have two effects: one is to help with deep relaxation, and the other is for heightened awareness.

Spore Traders – These are merchants who deal in rare and enchanted spores. They have medicinal and alchemical properties.

Pond-Fisher – These are fishers who catch, breed, and release rare amphibious critters into marsh pools that are carefully controlled.

Crafting & Artisanship

Reed Flute Makers – Just as the name suggests, they are carvers of musical instruments that produce soft and haunting melodies through the jungle air.

Shellsmiths – These are crafters who make armor and tools from the hardened shells of creatures within the forest.

Mudmask Artisans – They are artists who create ceremonial masks with colorful clay and enchanted swamp water.

Poison Ink Masters – These are scribes who write sacred texts and secret messages with ink made from non-lethal toxins that only the frolm can handle safely.

Biolume Dye Makers – These are extractors of glowing pigments which are from plants and fungi. They are used for body paint, ritual decorations, or even regular clothing.

Leadership & Diplomacy

Chief Elder – This is an elder who presides over a frolm Hamlet. He often leads councils on deciding if someone is guilty or innocent and what the punishment is if guilty.

Prophecy Interpreter – There are some frolm hamlets with a prophecy interpreter who is specialized in understanding prophecies that have been written down. They can also act as dream interpreters.

Elder Croakers – These are council members who help to resolve disputes and pass down wisdom and knowledge through traditional storytelling.

Trade Froggers – These are traveling merchants who barter exotic goods with neighboring races. They are often required to navigate through dangerous jungle paths.

Bog Emissaries – These are diplomats who are sent to speak with rival clans and outsider settlements.

Ceremonial Judges – These are respected figures who oversee rituals, trials, and punishment ceremonies. They usually serve the role of a chief elder if none are available.

Unique Jobs Based on Their Frog-Like Physiology

Leap-Couriers – These are high-speed messengers who jump across vast distances in order to deliver urgent messages.

Rain Harvesters – These are collectors of purified rainwater. This rainwater is used in potions and sacred ceremonies.

Echo Locators – These are scouts who use croaks and clicks to map out such things as tunnels, underwater ruins, and hidden caves.

Jungle Wall Climbers – These are specialists who use their sticky hands and feet to scale along cliffside temples and treetop villages.

Mud Camouflage Experts – These are guides who train warriors how to blend in with swamp terrain using natural pigments.

How These Jobs Shape Their Society

These jobs give them a deep connection to water – Many of these roles focus on preserving water, protecting sacred pools, and controlling rainfall.

They give them symbiosis with nature – Different from industrialized civilizations, the frolm depend on biodegradable materials and sustainable farming.

These jobs puts a emphasis on community – Many of the jobs involve group effort rather than individual effort, which reinforces communal Survival.

They keep cultural storytelling and rituals alive – Several roles include song, body paint, spiritual practices, and dance to honor their ancestors and the forest.

Frolm Heroes

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Just as we have well-known people in our history, frolm also has those whom they consider heroes. Here they are:

Groktul the First Croaker

He carries the title Voice of the Deep Marsh and is from the First Age. He was the first great spiritual leader among the frolm. He is the first known frolm to speak with the marsh spirits. He is the developer of the language spoken among the frolm. According to legend, his staff is buried beneath the Stillwater Tree.

Tarka Shellbreater

He was the warlord of the Four Rivers and lived in the later part of the First Age. Tarka’s was a warrior and military leader. He was born with stone-hard skin, which gave him extra strength. He used this strength to unite feuding Frolm clans. His armor was made from the shells of giant swamp crabs and was known and feared for being able to smash the shields of his enemies with his bare hands.

Oomathi Light-Skimmer

She was known as the Mist-Dancer of the Moon Pools and lived during the Second Age. Oomathi was a renowned hunter. She could glide across the water and barely cause a ripple. She was good at capturing spirit fish, which are semi-ethereal beings that grant dreams. There is a constellation of stars named after her.

Wobbak of the Blooming Eye

He was considered the Shaman of Seasons and was around during the Second Age. Wobbak was a nature priest and healer. He was able to predict floods, volcanic mist bursts, and insect migrations. He even invented the first herbal codes that were passed down through bioluminescent tattoos.

Zelgur Mudwrestle

He is considered the champion of the Pit Rites and was around during the Fourth Age. Zelgur was known as a gladiator and folk hero. He came from a low-caste fishing village and became the undefeated champion in sacred wrestling rites. Later in life, he led a rebellion against the corrupt priest-lords who worked for the gnonows. This made him a symbol of the common Frolm’s power.

Ronaqua the Hollow Song

She was known as the Croakless Prophetess and was alive during the Fourth Age. Even though she couldn’t speak, she was a prophet and visionary. She was born without a voice, so she communicated through gestures and rhythmic drumming. During the Great Battle of the Fourth Age, she warned of a great attack that later struck the southern marshes. Every ten years, the frolm reenact her pilgrimage.

Varrik Snapjaw

He was known as the Breaker of Chains and lived during the Third Age. He was a revolutionary general. When he was captured and enslaved by invading sky-sailors, Varrik gnawed through his own bindings and went on to free hundreds of Frolm captives. He also led them to overthrow an entire sky fortress. At a later age, his jaws were enchanted and preserved as relics of freedom.

Lumphi Rainspeake

She was known as the High Speaker of the Rain Chorus and was around in the Fifth Age. Lumphi was a diplomat and orator. She was known to have ended the Long War of Mud and Flame when she composed and performed a rain chorus powerful enough that it caused torrential downpours for seven straight days. It was a symbol of renewal and became the cornerstone of a new peace accord.

Kreeja the Brightspawn

She is known as the Starborn Seer of the Reeds in the Fourth Age. She is known as a mythic being or time traveler. Rumors say that she was born from a falling star, and she glows with ambient magic and can travel between eras. There are some frolm who believe in a prophecy that she is yet to come and will lead them to the “Shining Grove Beyond the Sky.”

Boombik Leafcloak

He is known as the Forest Shadow and Spy who existed during the Third Age. The frolm give him credit for ending the War of Fungal Thrones by impersonating the enemy king for three weeks, sowing confusion and halting troop movement. He wears a cloak that is made of living leaves and changes color to match emotion and terrain.

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Designing Unique Bodies of Water in Science Fantasy Worlds

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Rethinking Rivers, Oceans, and Aquatic Mysticism Beyond Earthly Logic
In a world where science and magic intertwine, bodies of water don’t just quench thirst or serve as travel routes—they pulse with ancient intelligence, carry dimensional echoes, or respond to arcane frequencies. Whether you’re building planets with liquid methane lakes or rivers that rewrite history, crafting aquatic systems in your world can unlock rich symbolism, culture, and drama.

This post dives into inspired and original types of water bodies for science fantasy settings and how to use them meaningfully in your story.

🌊 Classic Oceans with a Twist

1. The Endless Deep

  • A sentient ocean that forgets and remembers you depending on the tide.
  • Its tides are pulled by twin moons—one physical, one spectral.
  • Sailors whisper prayers into bottles; the ocean answers weeks later.
  • Creatures evolve from thoughts lost at sea.

Narrative Hooks:

  • A civilization that treats the ocean as a god—or a demon.
  • Naval expeditions aimed at reaching the fabled “Center Memory Reef.”

2. Etheric Oceans

  • Oceans made not of water, but liquid magic.
  • Shimmering tides emit energy that boosts or scrambles spellcasting.
  • Ships must be partially alive to survive its arcane surges.
  • Water changes color depending on the emotional state of its nearest civilization.

Uses in Storytelling:

  • Port cities built on rituals as much as docks.
  • Coral libraries that “record” ambient magical history in the Ethersea.

🪷 Invented Bodies of Water

3. Lacuna Pools

  • Still, mirror-like pools found in craters where time behaves strangely.
  • Gazing into them shows your past lives or potential futures.
  • Dropping items in may either erase them from history or teleport them elsewhere.’
  • Worshiped by seers and outlawed by empirical societies.

4. The Meltflow Network

  • Underground rivers of radiant, molten material—part magma, part life force.
  • Used to power cities above with geothermal-spell converters.
  • Accessible only to tunneling creatures or via soul anchors.
  • Exposure causes vivid dreams—or permanent hallucinations.

Narrative Potential:

  • A city’s reliance on the Meltflow drives political unrest as its temperature rises.
  • Creatures who can “swim” through both lava and consciousness.

5. Rivers of Echo

  • Flowing streams that “remember” sound and replay moments of great importance.
  • Whispered words become audible again during certain moon phases.
  • Entire battles, confessions, or proposals echo through the water centuries later.
  • Rogue mages use it to trace secret histories.

🧊 Exotic Lakes and Seas

6. Glacial Seas of Thought

  • Massive frozen oceans on an ancient moon where thoughts freeze into sculptures.
  • Walkers on the ice hear the frozen screams and songs of ancient civilizations.
  • Magic users can chisel memories into the ice and cast them as spells.
  • Civilizations trade frozen emotions as currency.

7. The Sinking Sea

  • A dense, bottomless body of dark liquid that pulls even air and light inward.
  • No known bottom—used as a dumping ground for cursed or unstable tech.
  • Myths say the sea is a tear from a dead god’s eye.
  • Creatures that live here can only be described in dreams.

8. The Blooming Bay

  • A shallow, luminous bay where aquatic plants bloom into the air, forming floating gardens.
  • Used as a neutral diplomatic zone by warring nations.
  • The plants produce spores that enhance psionic abilities.
  • Local fauna feed on psychic residue and mimic thoughts.

🌌 Cosmic and Interdimensional Waters

9. Star Tides

  • Rivers of water flowing through space between moons or ships.
  • Carried by gravity wells and magical conduits.
  • Traveled by creatures that breathe vacuum and vapor.
  • Often mined for their pure aether content.

10. The Veil Lakes

  • Interdimensional “pools” that exist simultaneously on several planes.
  • Stepping into one takes you to an identical lake… but on another planet or timeline.
  • Used by smugglers, sages, and invading armies.
  • Veil-lakes shift location without warning—mapping them is a lost art.

🛶 Cultural Roles of Water

Even if your water isn’t magical, how people interact with it can be world-defining.

  • Sacred Rivers: Used for memory cleansing or as part of coming-of-age rituals.
  • Forbidden Seas: Rumored to house weaponized weather or exiled gods.
  • Floating Cities: Built on AI-maintained archipelagos or atop dreaming sea creatures.

📝 Tips for Inventing Aquatic Features

Anchor one law of physics or magic, then twist it: e.g., water that flows upward, evaporates into memory mist, etc.

Give each body of water cultural significance—how does it affect trade, belief, and diplomacy?

Tie fauna and flora into the water—bioluminescent jellyfish with prophetic patterns? Carnivorous lotus? Herds of semi-intelligent plankton?

🎇 Final Thought

In science fantasy, water is never just H₂O. It’s a mirror, a memory, a weapon, a gateway. Let oceans be stained with starlight, rivers hum with haunted voices, and lakes reflect dimensions as yet unborn. The more alive your water feels, the more immersive your world becomes.

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Magical Items of Zalonia

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1. The Shattered Crown of Kings

Description: A crown once worn by an ancient king who united a vast empire. The crown was shattered into several pieces when the empire fell, and each piece is now held by different rival factions, each claiming to be the true heir to the throne. This was the first place to be destroyed in the Great Battle of the First Age.

Controversy: Scholars argue over who has the right to reunite the crown, as ancient texts are unclear about the true lineage of the kings. Different regions and factions claim the crown’s fragments as their own, leading to political and military conflict. Some even believe that reuniting the crown would bring back the old empire, while others fear it would awaken a terrible curse.

2. The Tablet of Prophecy

Description: A stone tablet said to contain a prophecy about the world’s future. However, the tablet is incomplete, and scholars have debated for centuries over the missing pieces, each interpreting the prophecy in radically different ways.

Controversy: Various religious and political groups claim that the tablet supports their agenda, often using it to justify wars, leadership changes, or societal upheaval. Some scholars believe that the missing pieces are deliberately hidden, while others think they were destroyed to prevent a dark future.

3. The Sword of the Fallen Star

Description: A blade forged from a meteorite that fell to the planet during the Second Age. The sword is said to have been wielded by an ancient hero who saved the world from a great evil.

Controversy: While some believe the sword belongs to the descendants of the hero, others claim that the blade has corrupted those who wield it, and that it was actually a tool of ancient evil. The sword’s true origins are shrouded in mystery, and some argue that it should be destroyed, while others think it could be a weapon of salvation in future conflicts.

4. The Scrolls of Eternity

Description: An ancient collection of scrolls said to contain the secrets of immortality. They were believed to have been written by an ancient race that vanished mysteriously. They were found by the quintum as they searched the parts of the Isles of Desolation that were still not underwater.

Controversy: While many scholars dismiss the scrolls as myths, some claim to have found fragments, leading to fierce debate over whether the knowledge should be shared with the world. Religious orders claim that immortality is a violation of natural law, while others seek the scrolls for personal gain. Conflicts arise over whether the scrolls are real, and if so, who deserves to hold them.

5. The Bones of Dragon-like Species

Description: Massive bones discovered in a remote mountain range, believed to be the remains of the first dragon-like species—a creature central to the mythology of many cultures in the world.

Controversy: Different races and kingdoms claim the bones as their heritage, and some argue over whether the creature was a benevolent god or a malevolent beast. There are also disputes over the bones’ potential power, with some believing they could be used to resurrect dragons, while others think they hold untold magical energy. Religious factions might view the bones as sacred relics, while others want to harness their power for war. There are questions as to whether the bones belong to a dragon or not because there is only one dragon that is known, and is alive. Some, especially the medes don’t believe they are bones of an actual dragon. This is because the dragon in Zalonia is one of the great beasts, and there is only one of each when it comes to great beasts, so there can be only one dragon.

6. The Everglass Chalice

Description: A mystical chalice said to grant eternal youth to anyone who drinks from it. The chalice is believed to have been used by an ancient royal family, but its origins are obscure.

Controversy: Some claim that the chalice is cursed, as every ruler who drank from it met a tragic end. Others view it as a symbol of power and immortality. Competing factions fight over its authenticity, with some calling it a forgery and others seeking to control its power. There is also debate about whether eternal youth should be wielded at all.

7. The Compass of the Lost Age

Description: An ancient, ornate compass said to guide its bearer to a lost city that holds unimaginable riches or ancient knowledge. However, it no longer points to a true direction, and only a few know how to decipher its movements.

Controversy: Explorers, adventurers, and nations all vie for control of the compass, each interpreting its movements differently. Some believe the lost city holds magical artifacts that could change the balance of power in the world, while others argue the city never existed and that the compass is a trap leading to doom. Theories abound about whether the compass was broken, enchanted, or never worked as intended.

8. The Staff of Ascension

Description: A powerful staff said to have been wielded by a god-like figure who ruled the world in ancient times. The staff is believed to bestow god-like powers on whoever holds it, but it has been lost for centuries. The staff is virtually indestructible. Magicians seek it out because they want to use it to add to their powers.

Controversy: Various religious and political groups claim that the staff belongs to them, and there are rumors that it has reappeared. Some factions argue that the staff’s power should never be used again, as it caused the downfall of the ancient civilization. Others believe it could bring peace and unity, leading to conflicts over who should wield it.

9. The Mask of the Betrayer

Description: A golden mask worn by an ancient figure who betrayed their people, leading to the downfall of an entire kingdom. Legends say that the mask holds the power of the betrayer’s spirit and can influence whoever wears it.

Controversy: The mask is found and passed between rulers and thieves alike, each claiming they are immune to its curse. Some believe the mask is a key to great power, while others think it will bring ruin to whoever possesses it. Different factions try to destroy it, while others see it as a tool to rewrite history or undo the betrayal.

10. The Mirror of Truth

Description: A large mirror said to reveal the true nature of anyone who looks into it. It was once held by a great king who used it to judge his people, but it has been lost for generations.

Controversy: When the mirror is rediscovered, some claim it is a forgery, while others believe it shows not just the truth of individuals but the truth of the world itself. People fear what the mirror might reveal about their leaders or their own dark secrets. Religious leaders might argue that only the gods should know the full truth, while rebels see it as a tool to expose corrupt rulers.

11. The Coin of Destiny

Description: An ancient coin said to determine the fate of empires. Whoever flips the coin will receive a prophecy or a vision of the future, but the outcomes are always ambiguous, leading to multiple interpretations.

Controversy: The coin is passed between rulers, adventurers, and fortune-seekers, each trying to use it to gain an edge. However, the vague and cryptic visions it provides cause as much chaos as clarity, leading to wars and betrayals based on different interpretations of the same vision.

12. The Book of Unwritten Tales

Description: A massive, ancient tome that is said to write itself, recording the deeds of those who are destined to change the world. The book’s pages are blank when first found, but it begins to write as events unfold.

Controversy: Different leaders and factions vie to control the book, each believing that their destiny is recorded within. Some see it as a divine oracle, while others think it is cursed and will doom those who seek to fulfill the prophecies it contains. There are also rumors that the book can be manipulated or rewritten by those with the right knowledge.

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The Fourth Age Of Zalonia

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Age of Chaos – Alien invaders try to take over Zalonia by brute force creating vast armies. Even the Protectors of Zalonia are infiltrated and almost ambush the frolm. This accumulates to the greatest battle of all time in Zalonia. The only ones who escape the war are the woodland elves and the medes who migrate to the south. They cannot use nuclear force this time because of the inner magic the Creatrix made in the world so they have do use a different means. They still want the purple gems that is in Zalonia for their own world.

Timeline

Age 4 – Year 401 – Gnonows begin to infiltrate Zalonia slowly – Some of the aliens pretended to be gods again and manipulated the races of Zalonia to their side.

Age 4 – Year 473 – King Arsidious’s Birth – He trained a poor person of the Kingdom of Veronona and understood that poor people were just as valuable. There was a tournament held with 123 soldiers (Matthias exaggerates with 128) and Vincent makes it to the final four, not the final two as suggested by Matthias. He created a strong kingdom with a period of peace of about 20 years and he ended up fighting in the Great battle that brought the Fourth Age to an End.

Age 4 – Year 531 – Alien Conquest – The aliens take over the northern volcanic area and sends out their followers of each race to infiltrate the various communities throughout Zalonia. Many places fall when the influencers manipulated inhabitants to fall under the Aliens.

Age 4 – Year 531 – There is a great collapse in the roker teerritory due to a giant earthquake which makes them more volunerable.

Age 4 – Year 525 – Frolm and Woodland Elf Pact – When the Protectors of Zalonia start to gain major influence in conquering parts of the world, the frolm and woodland elves make a contract to oppose the Protectors when they come for the southern lands.

Age 4 – Year 532 – Magdad falls – Magdad has generally held its own in the first three ages but is infiltrated by the minions of the gnonows. It will never recover fully as an elite controlled by the gnonows is what is found in the Fifth Age.

Age 4 – Year 533 – Medes and Migration – Most of the medes in the northeast come into the war and are the last ones to do so. However, some medes disagree and migrate south to the volcanoes

Age 4 – Years 479 – 534 – The Great Battle of the Fourth Age reaches its Peak

Age 4 – Year 534 – The Golden Light – The story of the golden light is told which is where this age ends. This is where Sheila and her army is devastated, but she is able to escape through a portal.

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