(Old name/New name – Position)
Hartunos/Unotus – Northwest + West
Malpos/Malpaars – North
Rolvstos/Rovtoss – Northeast
Dharules/Darsus – East
Honos/Horuns – Southwest
Galogos/Lagolls – South
Crulih/Kulis – Southeast
Capitals of each Continent:
Ferrent: Capitol of Darsus, and situated Northwest of the continent. It is surrounded by fertile land, perfect for farming and sustaining a large population.
Arsalt – A mining town 24 days north of Ferrent
Thurllton – A hunting town 15 days north of Ferrent.
Kerkhill – A logging village.
Hilthu – A village in southern Darsus by the border.
Zuels – Proximity village 2 days north of Ferrent.
Principality of Zarast
Village of Trigilt
Town of Gevanilt
Humans – the humans.
Kovus – A mountain dwelling race with human-like features. Kovus’s have plates covering their head instead of hairs, along with slender shovel like hands allowing them to dig into the earth. They also have powerful legs that can propel them quickly whether it be for hunting prey or escaping predators.
Gverils – A race with very similar features to humans. The only way to tell them apart is their metallic arm, and the single horn protruding from their forehead. Gverils were a bloodthirsty warring race at one point in history, but have adapted with the changing world.
Aleiths – The nomads of the plains and forests. The Aleiths are born with animalistic features depending on which clan they are from. Such as tails, ears, feathers, claws, long tongues, or in some cases even scales. Although they have adapted as the Gverils did, many ancient clans still keep to their plains and forests—far away from humans.
Derzuls – They aquatic humanoids who spend most of their lives in the water. Their skin is covered in a thin mucus membrane that helps them retain water, allowing them to come out on land for long periods of time. Upon drying up, they become immobilized unless given water. Due to being an aquatic race, they have gills for breathing underwater and are very sensitive to light. Derzuls also have webbed hands and feet, along with a fish-like tail to help propel them when in the water.
Places of interest:
Three mountains that stand out like gigantic claws. Located in the continent of Rovtoss.
They are also the tallest mountains in the world, and are the primary breeding ground for Drakalls of all types. Arauns middle talon is known as the Imperial talon, the left is called The Fallow Spire, the last one is called Dukes Ire.
Arauns claw hosts a wide variety of prey and large games, making it the perfect breeding ground for large creatures like the Drakalls.
Maws of Lovis:
A giant chasm in the middle of the ocean, separating the seven continents.
Erns – The currency of Lovis.
Kui – tiny bits of metal currency. 7 Kui is 1 Ern
Ern Bit – small metallic stones. Most common form of currency. 1 Ern.
Fer – small green metallic stones. Worth 50 erns each.
Gul – small black lustrous stones. Worth 100 erns
Rae – a lustrous gemstone. Worth 500 Erns
Jae – a gemstone with a spirit inside. 5000 erns. depending on the grade of the stone, it could be worth more.
Lok – unit of weight. Used for light objects weighing around that of a pebble the size of a man’s thumb.
Kek – unit of weight. Each kek is the heaviness of two marble stones the size of a man’s palm. Used on things larger than 20 loks.
Dul – unit of weight. Used for objects or mass heavier than 30 keks.
The spirit world/dimension.
Rhas of shadows.
Nuits of Light.
Frems of Flame.
Vanu of Water.
Vix of Ligthning.
Das of Earth.
Ziv of Wind.
Kels of Metal.
Hirces of Nature.
Hasen – Lord of Shadow
Vishan – Lord of Light
Feziel – Lord of Metal
Zion – Lord of Wind
The world is not fair, and some mages are born with a greater capacity for mana than others. These who are gifted with mana upon birth are called mages, and are capable of performing miraculous feats. Powerful mages are in extremely high demand around the world.
A Mage’s power usually manifest around their teens.
5 Ranks of Mages:
Although ranked, mages can ascend past their ranks and be classified differently. While some mages stagnate at certain levels of abilities, many work hard to attain the highest ranks and privileges along with it.
Mahj – the first rank, and where the title of “Mage” comes from.
Mahjs are the lowest of the ranks, and one is automatically classified as a Mahj once they’ve awoke to their magic. Most are weak and lack the abilities of the higher tiers along with mana control. Mahjs are usually taught by a teacher until they’ve at least become a Rujal.
Rujal – the second rank and most common of magicians.
Unlike the Mahj, Rujal’s have greater power, but lacks capacity. Rujals are quite adequate at controlling their mana, and are able to use various magics. It is around this stage where nobles send their sons or daughters to the academy.
Raezil – the third rank.
Raezils are powerful magicians who can expertly command their mana, resulting in more powerful spells. It is around this stage where mages contract with elemental spirits to amplify their abilities, and borrow from Lagus.
Malgin – The fourth rank.
Malgins are experts at utilizing their mana to their utmost. Not only can they contract with many elements, becoming a Malgin means that you are one who understands your own magic to its fullest. Malgins are not limited to just using their spirits as channels, but they can also summon their spirits into the physical world as familiars, to do their biddings.
Malizur – The fifth rank and most powerful.
They are the highest order of those born with mana. Favored by the elements at birth, they are gifted with massive capabilities. Malizurs are the rarest of magicians, and are one in a thousand when it comes to mages.
Kings and queens shower them with favors, hoping to win them as allies.
Dvitus – The lost rank.
Stories recall mages of ages past who were not bound by the laws of the world. These mages were people who governed mana, using their great strength to create changes in history. With unlimited power at their disposal, Dvitus can summon the elemental lords themselves into the world to do their biddings. Shaping the world as they see fit, giving life and taking them at a whim. These mages were so feared, that they eventually became legend. Those who know of their might aspires to reclaim this lost title.
Hiso – 1st turn
Guso – 2nd turn
Soqu – 3rd turn
Tarsi – 4th turn
Lokil – 5th turn
Deju – 6th turn
Linh – 7th turn
Kinu – 8th turn
Zali – 9th turn
Palx – 10th turn
Turn – a period of around 40 days long, give or take a few days.
1 Term = 1 school year
Ryes – the four days break between the 7 days of school
Rjus – a long break that spans the duration of Hiso.
Pegril – a type of bird with an exceptionally long antennae and wingspan. Small, but vicious when protecting their young.
Oriv Deer – a type of deer. Usually distinguished by their three horns: two from the back, and one in front. A black coloration, and quite docile out of their breeding season.
Oshun Deer – a type of deer. Oshun’s are the largest of the deer family, and tower over humans. Extremely aggressive, and usually found in mountain areas.
Scaly hare – a species of hare with its arms, legs, back, and chest covered with scales. The scales are there for protections against other hares when fighting for mates during breeding season. Only the neck up does not have any scales. These scales usually shed after breeding season.
Amber fox – a species of fox. Grayish in color to help hide them in wooded area and primarily hunts at night in packs. They get the name Amber fox, due to the little amber stone that grows out of their left and right shoulders. Hunted for their amber for use in medicinal purposes. Amber foxes are prolific breeders, so there are always an abundance of them.
Dreevil – large lizards the size of a small dog that are extremely volatile and can easily catch fire. Usually found in cold places. The meat is a delicacy, while the skin could be used as fuel.
Dronnon – a type of domesticated animal that serves as food. They have extremely powerful hind legs, and are surprising agile for their overweight body. Their lower body is covered in tiny scales while their upper body is covered in hair.
Krenuk – small hairy creature that is literally blind and travels around using their tail as a feelers and their extremely sensitive hair to detect changes in the air around them.
Kaltier – large war hound. Domesticated and loyal.
Qorkos – a type of bird bred for consumption. Their meat is delicious and their bones soften when cooked, so the whole bird can be eaten, bone and all.
Flying serpent family. All Drakalls share the common characteristic of wings, scales, tail, and some kind of breathe attack.
Kargalls – The largest and most powerful of all the Drakalls, Kargalls are said to be intelligent and able to cast magic. Like Knights of the sky, these drakalls are cladded in thick scales, and fight using their massive wings like hands. All Kargalls have a singular horn protruding from the middle of their forehead, where their magic is believed to be concentrated. These Drakalls are solitary creatures.
Farkans – Bird-like drakalls. They have beaks and tail feathers, but their whole body is covered in dark scales. Unlike other Drakalls, Farkans are the only type to not have any arms, and walk on their hind legs, using their wings as fore limbs.
Kalligors – The most vicious out of the drakall family. Medium sized and very agile, Kalligors use their agility instead of strength to hunt and overwhelm their prey. Kalligors keep to pairs and kill anything that comes into their territory.
Poringuls – Small herbivorous drakalls who graze instead of kill. Poringuls live in colonies of up to thirty, and are extremely fast and adept at escaping in forest areas. Instead of razor sharp teeth, these peaceful Poringuls only have molars for grinding their leaves and plants.
Hvarals – large flying snakes with wings. Elongated body with three sets of wings, the Hvarals spend most of their time in the air by catching the risen warm air and gliding. They hunt by stealthily gliding over their prey and paralyzing them with shockwaves.
Furuce – a leafy green with bulbous root that can be eaten. Usually planted towards the middle of Alivai.
Derilt – a stalky plant that grows up straight. It bears a single fruit. The roots can be dug up and eaten, and can only be harvested once. Planted after the coldness of Rinol has passed.
Ciscut – leaves from a small bush about a meter high. Edible and could be dried for storage. Their leaves thrive on the cold, and usually starts to grow at the beginning of Fulta all the way to the end of Grunei before they shed.
Kargiz – a fruit bearing tree. Their flowers bloom in the middle of Alivai, and crops ripen towards the end of Fulta. The fruit is a small sweet smelling fruit that is sweet and mushy and chewy inside.
Lisal – a reddish leafy plant that is primarily grown for food. The roots are tasteless, but the leaves are sour.
Laraze – an edible plant. Bulky and tasteless, usually served with plenty of sauce.
Mulse – a grainy seed crop that is grounded for use in baking and cooking. Very popular steamed and mashed.
Danach – a type of flower primarily found in forest areas—usually in areas where sunlight penetrates the forest canopy. Danachs exude a sweet smelling odor, and their coloration changes depending on the amount of sunlight they’ve absorbed.
Harkus – a red bush common in forests and fields. Leaves could be used as a laxative, and barks a popular material for making paper.
Dessil – Green plant common in forests. When dried, the leaves turn a dark blue and could be used as a balm to prevent infection. Roots can be burned to emit a sweet smelling odor that attracts herbivores.
Azolus trees – a type of small red tree. They rarely shed their leaves, and are extremely easy to care for. A popular choice for garden decorations.
Tasien – a beautiful flower of white and purple.