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Tales of Nebuloria
Prologue: The Shores of Nebuloria

Prologue: The Shores of Nebuloria

This planet isn't quite like any other world. Yes, it does have humans, and for that fact a whole human continent. But it is when you leave the continent of Fort's Reach when you discover the true magic of Nebuloria. For thousands of years, humans have been forced to co-exist among various races of being.

The Dwarves of Moltenhold, to the west of Fort's Reach, have been a tough foe to the Humans of Nebuloria for centuries. Their hard stuck ways and awkward trade strategy has soured relations between the two powers of the West of this world. Orders coming from the Dwarven capital of Thorulum, were often faced with stern remarks from the humans to their East; creating upturned noses between the two races when in response to each others proposals. The first battle between the two big powers had occurred just 150 years before our story starts, after a disagreement over the transportation of armies between the two powers to support in the Orc-Goblin alliance growing in strength. The ruling classes of the Human capital, Paladin's Fort, had finally snapped over the unyielding abrasive nature of the Dwarven people. Where not many soldiers had actually perished, relations had heavily turned for the worse. Leading to the Dwarven city leaders, swearing to never deal with the human cities again.

Arguments had been fierce within Exiterra, but the council were able to settle the issue. However, the hatred still remained deep, and the Dwarves heavily fell back in their willingness to assist in other continently issues. Instead focusing on stabilising themselves and strengthening armies in case of 'immediate' action against 'foreign threats'.

At this, the Elves to the north in Elaris, rolled their eyes. Many of the elders, remembered the Dwarven races antics throughout the past 500 years and this was not unlike the 'bearded folk'. In the battles between Dwarf and Human that had occurred, the Elves were the leading voice within the council to calm tensions. It seemed that they were always the party in negotiations to do this. With age came wisdom, experience and respect, something that humans and dwarves on the most part lacked. The people on the most northern continent of Nebuloria were pristine, bodies of grace with an aura of true stability and power. Historic good relations between elves, humans and the fae, had settled their good will within the Council of Exiterra and handed them a permanent seat as a 'partial head of council'. If anything, this grew tensions between the races of this world, creating a divide between the Human, Fairy and Elf races with the powers of the Dwarves, Goblins and Orcs. Of course, the Dwarves would never 'stoop to such lows' but in the past 150 years, things had begun to shift ever so slightly towards the likelihood of friendship between these unlikely allies.

But these relations were no worry to the Elves, they were a people of calm and reasonable action. The Goblin's and Orcs had more right than any to enter into negotiations with Dwarves. It may be frowned at by various Council representatives. But to the Elves, what does it matter? What will occur, will occur, we only have the power to react.

The position of the fae of Ilionala, was an abstract one. Fairies cared little for other races, preferring to keep themselves safe, and ultimately keeping to themselves. Hiding in the shadow of the Elves had been their roles for centuries and it worked. The similarities in the cultures complimented their position in the council and allowed them to live peacefully away from the possible threats. In the East of Nebuloria, Ilionala sat peacefully, rarely trading or interacting with other races. The fairies remained a mystery to the peoples of Nebuloria and was a common topic for children's stories on the other continents. Their powerful resistance against the Goblin scouts in past times sparked interest worldwide of their unknown powers against foes. It has remained like that even now, their foreign strange tongues created intrigue across all corners of the planet and silence was heard from their continent throughout the seasonal cycle, season by season by season.

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To the South of these mysterious folk sat the continent of Blackhowl, the home of the Goblin. Covered in black rock, desert dunes and volcanic mountains, the isle can be seen from the southern shores of the highest castles in Fort's Reach. Goblin representatives were loud, and alike the Dwarves. favoured respect and unwavering strength over any other qualities. Known to be the biggest threat to Exiterra, the Goblins cherished their place in the Council. If there was trouble, they started it. Gangs of Goblins were sent far and wide in makeshift boats with hundreds aboard at once, to cause disruption across the various continents. They provide a constant threat to the power of the Council and most importantly the Elven power over the Nebulorian people. The issue with Goblin's being a large threat was their high bargaining power, along with the desert dunes and mountains, Blackhowl has one of the most vibrant and diverse natural resources of any continent, which correlated into great wealth from trade. Almost rivalling the bargaining power of the Elves in Elaris, this heavily played into the unspoken power of the Goblin representatives in Exiterra.

One of the biggest allies to the Goblins had since the dawn of time been the Orcs of Grumgor, to the South of the Dwarven continent. Located in the West of Nebuloria sits the isle of Orcs, heavily populated by huge castles and impenetrable protections from external threats. The Orcs are a cagey people, a people that prefer life behind their continent wide walls and high security. Little information of the Orc homeland was known to any but their Goblin allies, and this was the way they liked it. In the council they remain an unknown entity, a supporter of general peace, but in need of resources and currency that the Goblins could provide from the East. This left the Orcs as a threat to those who wanted to hinder the Goblin influence as much as possible.

Then, in the centre of it all, sits the human continent of Fort's Reach. Geographically seated in the middle of it all, it is a melting pot for issues in Nebuloria. Trade centres here. Paladin's Fort alone holds the largest trading force and trading power in the collection of continents that makes up Nebuloria. The diverse continent has various regions of grassland, forest and hills all heavily populated by cities and towns that stretch as far as the eye can see. Goblin scouts often hit the Eastern shores, Dwarven diplomats often hit the Western beaches and ships regularly travel from Exiterra in the North-West. The threat on the central continent is immense and all those on the coastline are nervous day and night.

The smallest continent sits just North West of the Northern tip of Fort's Reach, the capital, the centre, the powerhouse of Nebuloria. The continent of Exiterra sits nestled between the East of Moltenhold, the North of Forts Reach, and South of Elaris. Here sits the Council, the all-powerful selection of delegates of the races. Daily they debate on trade, warfare, defence and power. There is no leader, there is no loser, there is one vote per member and that is all. Exiterra's city consists of all the races of Nebuloria, Orcs live side by side with Elves and the Fae, and live happily. Here stability and calm sits and waits to be disrupted from outside. However, unlike the other continents, Exiterra lacks the natural resources of having landmasses to extract materials from. The land is covered from top to bottom by a sprawling city, surrounded by ocean and volcanic rock, Exiterra depends on the provisions provided by each of the continents of Nebuloria. All is fine when this is provided, ships come in day and night to deliver resources. This is co-ordinated by the Council daily, with delegates reporting back to their home continents for shipments to the capital.

But what if this was to stop? What would happen then?

Now though, there is peace, mostly.

The Goblins are causing mayhem in Southern Fort's Reach, but nothing totally unmanageable.

This is what the alchemist had heard when opening his shop to the people of Paladin's Fort. He sat down at his brewers stool and waited for his first customer. Aldrich sighed as he hoped that the Southern Cities defences could push the Goblin's out of the southern Swamp region of Fort's Reach. The bell above the door tinkled as the first customer of the day wandered into 'Aldrich's Pots', Aldrich looked up and grinned, forgetting all of the worries that had plagued his brain seconds before.

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