This is a post that provides information about the world called Elonth that my characters exist in.
This section is intended to help you remember who’s who if you’ve forgotten who a character in the story is. The sections on Mar and Irikshan also contain links to the chapters of their stories.
A blue and orange Ebonscale-Tumenzarian halfbreed. Aged 34 in 2020, his life was interrupted when his advanced ability trapped him in a coma. He was sent to the city of Tumenoord to study under the guidance of Irikshan, the head of the Raifal Mage College, who has an advanced ability thought to be similar to Mar’s.
- Practice Makes Perfect
- Exercising Authority
- Stress Relief
- Flight and Fight
- End of an Era
An orange, green and yellow Tumenzarian – Irikshan has led quite an eventful life. At age 74 in 1777, he departed Tumenzar to explore the Imaadudish Empire – to learn about this foreign nation that had been conquering the human kingdoms around Tumenzar.
In 2020, at age 317, he is a renowned mage and illusionist, one of the three Elders of Tumenzar, and the head of the Raifal Mage College – a world-esteemed institution. When he is told of a young Tumenzarian with an advanced ability that shares similarities with his own, he decides to mentor the youngster.
A white, gold and ultraviolet Scriven, Rentik grew up in Meihian – the homeland of the Scrivens, ruled jointly by them and the Meihianese humans. A few decades into her life, however, she moved to Tumenzar. Here she studied at the Raifal Mage college, where she is now the head of the Nullifications and Countermagics department.
Lyntarr & Ilress Sterkvleuel
Lyntarr (Tumenzarian) and Illress (Ebonscale) are the father and mother of Mar and Ireka. They work as an architect and an artist, living in the city of Tumensuid.
Ireka is the sister of Mar. Living with her parents in Tumensuid, she works as a 3D modeller and animator.
The van Schalks
A human family living in the Sterkvleuel household, Mar and Ireka grew up alongside Josh and Annabel, children of Lars and Palesa. Most of the family work the farm owned by the Sterkvleuels, but Josh – who is one of the rare humans with magic capabilities – moved to Tumenoord years ago to study at Raifal College. He is now specialising, studying to be a doctor.
Mischa, Vivette, Morne, Luski, Lucy and Zhen
Members of a research team funded by Rentik that Mar meets and works with during his time in Tumenoord.
A black and blue Ebonscale, Kabelo has been the head of Irikshan’s guard since 1992.
An elder of Tumenzar alongside Irikshan and Tronesk in 2020, she is situated in the city of Tumensuid. She is a yellow, black and red Tumenzarian-Ostracation mix and the youngest of the elders.
A green and yellow Tumenzarian and the third elder of Tumenzar in 2020, he is master of the archives in Tumeoos.
A Tumen-Ebon cross, she is the owner of AMAS – a software and robotics company that Mar worked for before the events of his story.
Vice-head imperial mage at the Namhnese city of Shormton, in 1777 she is assigned to escort Irikshan during his exploration of the empire.
Apprentice to Lucile, Jared is also assigned to escort Irikshan during his journey.
An impromptu addition to Irikshan’s travelling party before he departed from Shormton, Kamon is a wandering storyteller and artist that has roamed much of the empire.
A human colonel in charge of the garrison stationed in Shormton.
One of the elders of Tumenzar during Irikshan’s expedition into the Imaadudin Empire. A purple and blue Ebonscale, she is also the head of the Raifal College, where Irikshan studied and worked before his journey.
Elonth is an Earth-like planet. ~65% of surface is water, ~15% is ice.
Elonth’s years and days are the same lengths as Earth’s. Its axial tilt is similar.
Dragons and humans are both of the sentient species that live on the planet. In the year 1777, ~1.96% of world population are dragons and ~98.04% are humans. Human territory is ~80% of land area, and dragon territory is ~20% of land area. By 2020 (the time of Mar’s story), the dragon population and the territory of “dragon countries” have increased somewhat.
The world’s civilisations are in the Information Age by 2020. Years are longer than Earth-years, but technological development is usually slowed by the reliance on magic.
While there are many different dragon and human languages, Imaadudish is used as a standard international language, just as English is on Earth.
Human nations are usually referred to as countries.
Humans on Elonth are mostly the same as humans on Earth, with of their history being similar to ours. The major difference about Elonth humans is that they have a rare chance to be born with magical abilities.
They far outnumber the dragons. Global population is about 6 billion.
There are many countries, mostly ruled by governments and democratically elected presidents – but, just like in the real world, there are still some ruled by royalty or otherwise.
Dragons are far less numerous than humans. Global population is around 120 million.
In modern times, there are seven distinct species of dragons. Each species tends to be centred around the country that was conceived by the first enclaves they formed to defend themselves from humans.
The dragons on Elonth all have common traits (4 legs, 2 wings, 1 tail, 1 head, scales), but their appearance (colour, horns, spines, tail shape, etc.) can vary greatly.
Females are usually a little smaller than males and have more delicate or pointed facial features. They also do not have prominent spikes along their back, if any.
Their bodies can function mostly on pure energy. They store energy in a shiridan crystal that grows in the right side of their chest. This crystal grows as they do. The energy from their heart-crystal is distributed to the rest of their body via shiridite particles found in their blood. Shiridite can also be found in their horns, claws, spines, chest plates and tail blades. However, they do still hunger and will need to eat on occasion.
Due to the fact that breathing is a process required to get energy from food, and dragons do not use food as their primary energy source, dragons have an underdeveloped respiratory system. Similarly to food consumption, breathing is still necessary for them in the long-term.
A benefit of being adapted to survive off pure energy is that their cells’ mitochondria need not be very active. This means that overheating in their later years of life is not too much of a concern. However, when they are young they may need to consume extra energy to heat themselves. Hatchlings especially need to be provided with external heat.
The worldwide average life expectancy of a dragon is 350, with a standard deviation of 75 years. They reach sexual maturity at age 50. Clutches will usually have 1-4 eggs. In modern times, it has become socially expected for mates to only raise one clutch in their life between ages 100 and 250.
Dragons never completely stop growing but do slow down as they age. Hatchlings tend to be around 0.3m tall (dragon height is measured at the shoulder) upon emerging from the egg. They will be as tall as an adult human at around 100 years old.
Most modern-era dragon states have a handful of prominent settlements. Traditionally these are each ruled by the older, wiser, dragons in the state but most have now moved towards something akin to a modern democracy. The settlements, and the area they have claimed, are normally regarded as independent by human governments.
Clothing in dragon society is not a social necessity, but more of a display of rank, social status, sentimentality or practicality.
Interactions between dragons and humans
The interactions between dragons and humans can vary greatly, both on an individual and national level.
In ancient times, dragons used to be nomadic and solitary (unless raising young with a mate). Archeological digs have confirmed that these dragons grew to be significantly larger than modern dragons – this is accredited to a greater availability of food and freedom of range.
They did not care particularly much about humans – holding them in little more regard than other large animals: potential food. The dragons did not have much need for tools or experimentation – their natural abilities being enough for them to survive as apex predators.
As human tools and knowledge became more advanced, particularly towards the late classical era and early middle ages, they became more of a threat to dragons. Many dragons realised that it was not worth the danger of living near areas that were highly populated by humans. Humans saw safety in numbers, and their larger settlements tended to grow rapidly.
As they do with anything that they see as a threat, humans began to seek to eliminate the threat that dragons posed. Single dragons did not stand a chance against trained hunting parties, and the dragons realised this. They began to group together. Thus, human and dragon territories began to form.
A major contributor to the locations of these territories is the environment. Dragons tended towards areas with lots of ambient energy (e.g. volcanoes, deserts, large rivers/waterfalls, stormy/windy areas). Whereas humans chose to settle in places with more physical resources – food and building materials.
Eventually, dragons in some territories began to form settlements of their own. Seeing the successes that humans had made, they began their own efforts into the crafts and sciences. There was long-lasting animosity between humans and dragons but, in most parts of the world, this was eventually overcome.
A human who values their personal safety and well-being will treat dragons with respect and caution.
Depending on the circumstances, however, dragons and humans in an area could be accustomed to seeing each other and be comfortable with interacting with one another in less formal ways. Individuals can become great friends if they overcome cultural differences. Some dragons and humans even cohabitate.
On the other hand, there are dragons who see humans as lesser beings – mere pests, some even thinking that humans should be exterminated and the planet should belong to the dragons. There are also humans who think that dragons are a threat to humanity and that they should be wiped out, or forced to serve humans.
Dragon states tend to have a particular “personality”, similar to human countries but more pronounced.
Just as with interactions between nations of the same species, interactions between dragon and human countries can be greatly varied, depending on the leaders, citizens, the history, etc.
Throughout history, there have been various diplomatic statuses between dragon and human countries. This includes alliances, truces, war, occupation, coexisitence, etc.
Donjon SciFi World Generator was used for this project.
Tumenzar, home of the Tumenzarians, is in western Vrakura. It has a heavy focus on scientific and technological progress. They have a decently sized human population, caring more about whether the individual can contribute than their origins. The Tumenzarian governance said to believe itself superior to foreign nations, especially considering their de-facto position as international peacekeepers.
The Tumenzarians typically have yellow, orange and green colourations, their powerful wings a remnant from their days as aerial hunters.
Ciniki is in eastern Vrakura and acts as a hub for the Ebonscales, who in modern times roam more freely amongst human nations, selling their skills – some dragons even watching over entire towns for a price. This has been the home of many famed merchants and mercenaries in the past.
The Ebonscales’ prowess and durability in physical combat is a testament to the competition they faced and still face in the wilds of Vrakura. Named for their dark blue, purple and black colourations, their short stature is no excuse to underestimate them.
Meihian, located in northeastern Otai, is the home of the Scrivens. The dragons here had begun to form communities of their own long before humans forced the others to do so. They were also the first to adopt humans into their society. The country has far more humans than dragons, but also a significant number of dragons.
Regally coloured with whites, golds and browns, the Scrivens are a slender and agile group. Their communal and agrarian history means they are not well-adapted for combat. However, their mages are said to be second only to Tumenzar’s.
Neungbo of western Otai is in a sorry state. A country now split in twain amongst two major groups of Ostracations: those who still reject and revile humans, and those who believe at least some level mutual cooperation may be beneficial to all.
Cunning and intimidating, with their blacks, reds and yellows, the Ostracations once used to terrorize humans who dared settle anywhere near their territory.
The southern hemisphere is more dominated by dragons than humans and there are several countries belonging to the three species found in those regions.
Magic is more science than art but holds aspects of both. It is the use of the mind to manipulate reality through the use of energy. Matter, being highly concentrated points of energy, is able to be manipulated – but not feasibly created – by magic.
Energy, as in the real world, comes in the forms of movement (moving objects, heat, sound, electricity, etc.) or potential for movement (chemical, gravitational, etc.). Magic is essentially manipulating energy via mental effort in lieu of a physical object and with very high efficiency (losing far less energy to the environment than normal, though entropy cannot be negated entirely). Think of how a car engine can convert chemical energy into motion, a catapult can convert potential energy into motion, a solar panel can convert some radiant energy into electricity, or a rechargeable battery can convert electricity into chemical potential energy and vice versa. But all of these lose a lot of energy to the environment via heat, sound, light, etc.
There is an element with paranormal properties. In crystal form, it is called shiridan and is capable of storing vast quantities of potential energy. In mineral form, it is called shiridite and is highly conductive.
A user’s mental discipline, robustness and skill determine the extent of their abilities. Their physical fitness determines how much energy they can store in themselves for use by magic. Living beings are essentially biological batteries: energy can be taken from their bodies for magic and they need to recover after this. Excessive draining can be fatal. In the case of dragons and some other energy-sustained creatures, the size of their shiridite crystals is the largest factor that affects the energy they have at their disposal.
Many abilities requiring better control of energy (such as reshaping items, drawing energy from more challenging sources, condensing energy into electricity) can be learned. Telepathy comes more intuitively to dragons than would be expected, given the complex and lightning-fast movements of electricity in living being’s brains, but training is required to do anything more than sense the presence of others’ minds. Human mages can also gain the skill without extraordinary effort.
There are also advanced capabilities that would normally require inhuman (or indragon) levels of skill to use effectively. Some individuals can have an innate capacity for one advanced ability. Some examples of these advanced abilities are illusions, teleportation, transmutation of matter and mind control.
Modern science is able to determine if a human baby has magic potential after it is 16-18 months old (only humans bother to check since dragons know for certain that their hatchlings will have magic). All attempts to artificially recreate or induce magic ability have failed. Scientists think that magic capability might be marginally affected by inherited genetics, but it has large inconsistency with any gene or genes they’ve attempted to analyse.
In this magic-filled world, mental protections – and the safety of one’s spell, crystals, etc. – is just as, if not more, important as cyber security. Especially when living in proximity to dragons or magic users.
Shiridite is a material that interacts in remarkable ways with energy. When formed into crystals, it is called shiridan – a hard and brittle material with a very reflective surface. Shiridan crystals can store large amounts of energy. Composites containing shiridite are often very conductive of energy.
However, the crystals don’t create energy. Someone or something needs to fill them with energy. With skill, one can place “shaped energy” in crystals, which is usually called an enchantment.
Enchantments can have some simple trigger condition and perform a simple action when triggered. The limit is the creator’s imagination and skill.
Shiridite can be mined naturally, but large gems are rare and the biggest veins are often in dragon territory. Shiridan crystals can also be found is in the chests of dragons or extracted from their horns, spikes and blood. This has caused shiridite to have a rather bloody history.
The colour of pure shiridite is clear, but as another anomalous interaction with energy, the wavelength of reflected photons will greatly vary depending on what the shiridite is compounded with.
Modern scientists have been able to create high-quality artificial shiridite, but natural shiridite is still considered more valuable by the general public. There have been a number of experiments attempting to make machines capable of manipulating magic, but this has been met with limited success.
Ecosystems with magic-feeding creatures contain more shiridite. The magic creatures tend to have shiridite-rich blood.
Human magic use
Most don’t have any magical abilities, but about 1 in 10 000 is born with energy manipulation abilities, which can be improved via practice. Even rarer (1 in 1 million) is a human with an advanced ability.
Human magic users still need to eat food to survive and regain energy, but – with training – they can learn to draw in energy from the surroundings or pre-filled shiridan crystals and survive a few days longer than normal without food.
Human mages often carry energy-filled Shiridan crystals to be able to perform more potent magical feats.
Even normal humans can be taught to defend their minds – or an object they focus on – against manipulation by another, but it is harder for them to grasp when they cannot sense the flow of energy around them.
Dragon magic use
Every dragon has an innate ability for energy manipulation. About 1 in every 1 000 dragons hatches with an advanced ability, but the advanced ability might not show itself until decades into their life.
A dragon can survive for 2-3 weeks without food, as they are able to draw in ambient energy from their surroundings without much training. With a bit of practice, they can also draw energy from specific targets.
Dragons hatch with “seed” Shiridan crystals in the right side of their chests (opposite their hearts), upon which their body naturally deposits more Shiridite as they age. To purposely increase the size of their crystals, dragons can eat food with added traces of Shiridite. However, doing this too much can result in medical issues.
Dragons’ bodies are better at storing energy for magic use than humans’. Aside from merely being bigger, their bodies have naturally adapted to store greater quantities of energy and be capable of releasing it much faster if needed. This is done through a number of bodily functions, depending on what form of energy the dragon is stockpiling. If the dragon has been eating a lot of food, their body will attempt to generate, then store the excess energy, just as if the dragon was absorbing pure energy. Their shiridan crystal is almost as vital to their survival as their heart, leading to their moniker: heart-crystals.
Dragons have a unique survival mechanism that, if their body’s energy is critically low, they will automatically enter a comatose state while subconsciously absorbing any ambient energy that they can. They remain in this state until they have gained enough energy to awaken, or they starve to death or are killed.
Dragons are not the only creatures with an ability to manipulate or survive off energy, but they are the only fully sentient ones. There a number of other ‘magical’ creatures, most non-sentient and some semi-sentient. They are usually found in and around dragon states, as – just like the dragons – they were drawn to those areas by high ambient energy. Often more dangerous than normal wildlife, these creatures are also less common and longer lived than mundane wildlife – just as dragons are to humans.
The state of Tumenzar has had a long and proud history. Their magicians have long worked to master magic. Their scholars have recorded the rise and fall of empires. Their craftsdragons have made countless technological breakthroughs.
Tumenzar is at peace with all nearby countries. For much of the state’s history, nearby human nations have competed for access to and the favour of the Tumenzar. Human leaders treat the Tumenzarians with great respect for fear of falling out of favour with them.
Current permanent population in Tumenzar is 920 152 (63%) dragons and 540 407 (37%) humans.
There are three capital cities in the state. While each city has many dragons skilled different professions, each one has a tradition of its grandmasters focusing on a category of skills. The Elder and title of each city reflect this. The title Elder merely traditional, and their role is akin to that of a president.
Each elder is a figurehead for their city and the primary education institute of that city. They do not handle all the minutiae of management that their roles might imply, but rather act as overseers, available for consultation by the heads of departments. Country-wide decisions are made by majority vote amongst the three elders.
Traditionally the elder of each city would bequeath their shiridan crystal to their chosen successor. In modern days the elder of each city is democratically elected, but almost all elders still honour the tradition and bequeath their crystal to the state upon death. The crystals are set in finely-crafted metal and the newest one is worn by the current elder while the rest are kept below a portrait of their original owner in The Whispering Gallery of that city and rarely disturbed. Each settlement holds an underground Great Archive, amongst other impressive structures.
Tumenoord, the City of Mages, lies around the great waterfalls in the Northeast of Tumenzar territory. There is a lot of verticality in this city since it is situated at the edge of the mountains.
The famed Mage College of Tumenoord is right beside the waterfall, the ambient energy of the thundering waters being harnessed by student and masters alike. The city’s current Elder is Irikshan the Illusionist. He was mentored by the famous mind mage, Rumaga herself.
Tumensuid, the City of Craftsdragons, is situated around where the Tumen river merges into Lake Ihora. This city is both wide and tall – its tall spires and skyscrapers visible from great distances across the plains.
Master Engineer Ruk, the dragoness who spearheaded efforts to bring clean electricity to Tumenzar amongst other great projects, is Tumensuid’s Elder.
Tumenoos, the City of Scholars, is situated in the foothills of the Ebonheart mountains to the east of Tumenzar. Tumenoos is very wide: spread across multiple valleys with tunnels underneath the larger hills.
Grandscholar Tronesk, Elder of Tumenoos, has a particularly good reputation amongst humans and other dragon states. At age 263, he left home and travelled the world for over 50 years, spending time at various human and dragon educational institutes – improving and aiding them to the best of his abilities, leaving only once he thought the job was done. Soon after he returned to Tumenoos, he was elected to be their Elder.
On top of this, there is a small human tourism settlement dubbed Tumentown by the humans. It contains the only airport in the state and acts as the tourism hub, with tourists travelling to see the other cities from Tumentown. While mostly populated by humans, it is still controlled by the dragons.
Natural energy sources are abundant across the state: sun, wind and the water. They are harnessed both for usage by the dragons, mages and to provide electricity to Tumenzar’s cities. Fossil fuel usage is kept to an absolute minimum.
Tumenoord Mage College
The mage college in Tumenoord is properly known as the Raifal Mage College. The college is built on the cliffsides beside a great thundering waterfall. Here students are trained in the discipline, focus and skills needed to perform magic.
The grade structure in the college is different to most other educational institutions, due to the fact that magic is more of an art form than a subject one can write exams on. Members are divided into ranks according to skill. Each member wears a scarf to indicate their skill. The colour of the scarf indicates what rank they have achieved (in ascending order, the colours are as follows: white, yellow, orange, green, blue, purple, brown, red, black), and the stripes on the ends of their scarves indicate how many rank-up challenges they have passed. White requires 3 stripes before a mage can move to yellow rank, and each one after requires an additional stripe to the one before to move to the next colour. The college logo, a stylised waterfall tumbling into the mists created by its own thunderous impact upon the water below, is also emblazoned upon the ends of their scarves.
Students can easily change which classes they attend and find mentors to train them in specific skills. To perform a rank up test, one needs to book a slot with the department who they wish to be tested by. The department will assign them a master who will assess their abilities in this category of magic. The difficulty of these tests depends on their current rank. Students with advanced abilities are to approach the current elder of the college if they wish to test these skills, who will then assign them to a head of department or handle them himself. With this system, students can advance while focusing on the categories of magic they want: whether elemental, healing, telepathy, countermagic, enchantments or other types.
Diplomacy, education and citizenship
For the most part, the Tumenzar acts as an international peacekeeper, monitoring events without interfering unless they deem it necessary.
They make certain that their state benefits from training, trade and research agreements with countries, using their reputation to their advantage – as they know that most countries would rather bend over backwards than lose an agreement with the Tumenzar. However, this is not to the point of extortion – but rather to make certain that countries do not take advantage of the state. In fact the payment that the dragons of Tumenzar demand from individuals seeking education is always reasonable for the given individual’s resources. Students are often encouraged to stay and contribute to the state – being paid salaries for their work or further research.
Given the state’s fame, only the very best and most promising international students (human and dragon alike) are accepted to Tumenzarian universities and colleges. Citizens of Tumenzar are not certain to get into the greatest universities or degrees, but Tumenzarian dragons (unfortunately, not the human citizens) are still guaranteed to be able to get a tertiary education within the state if they so wish.
Additionally, it is very hard for foreigners to gain visas for living in Tumenzar. Tourism visas are significantly easier to get, but still high in demand. They need to have significant knowledge or potential to contribute to the state. Re-issue of visas (and the duration of re-issued visas) is based on individual’s past and current contributions. Humans need a combined total of 50 years legally living in the state for them and their immediate family to be considered as citizens (a human’s direct descendants or spouse inherits any years a deceased family member might have accumulated). Dragons need a total of 75 years (this number is decreased for older dragons with known accomplishments). Once an individual has earned citizen status, their spouse and all descendents are considered citizens.
Citizenship is far easier to keep than earn. Citizenship is stripped if citizens commit any more than a few minor crimes. If a citizen spends less than 15 years living in Tumenzar, their grandchildren will no longer be considered citizens unless their children spend 15 years living in Tumenzar.