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Prologue: Part II

Part II

Introduction; Central Continents of Dystisia

Dystisia, my beloved and the most beautiful of all of Mai, the Neverending World.

'There are the Black and Reds' coming from the West, the Eastern Granshkian Dwarves from the Eastern borders and the Northern lands, the Dwarn's First Seats', Henning-Dale Men come to testify. But not by mere diplomatic manners no! By force, Ed - force.'

Ed sat silently, brows bent, hands on his chin. Staring into a lit candle. 'Ed . . . force! Thousands, if not hundreds of thousands.' The fuzzy bearded old bloke said to Ed. Ed continued to sit there silently, he looked intent on doing something but words did not fly out of his mouth. The night grew dimmer and colder. Flakes of snow floated downwards onto the blankets of snow smothering the grounds outside the log-built hut that sat on top of a tall tower. The air grew thinner and the flames eventually extinguished. The old man paced back and forth in the small room, scratching his bald head, pursed lips and veins popping out from his forehead 'Ed. It isn't fair on James'. Clapping his hands on his thighs. 'He's Duke now Ed.'

'I know.' Ed spoke. 'And what's goin' to happen? He'll want me as his Best Hand. I can't do tha' Tim. Y'know, what that means . . . ' Ed said as he placed his hand on his left hand which was shaking uncontrollably. Then he stood up, placing the hand in his pocket. 'Edna . . . Alex, Gina . . . ' His chin started to crease and he gazed outside. He walked two feet closer to the window 'I can't.'

'You know you're the only one that's gonna do it.' Tim said, putting a hand on Ed's shoulder softly 'Edna's gonna understand mate'. Sliding his hand off of his shoulder, he took two steps towards the window, looking outside 'And the kids. They'd go mate . . . to Larrington's borders, where George could look after them. They'd b--', before Tim could finish speaking, Ed interrupted 'It's not their safety I'm worrying about Timmy. It's Edna - she's worried I'll go get m'self killed'. Ed turned around and started to walk to the other side of the room 'I can't. My arms buggered - too old'. He looked down at the dusty ground, a hair dropped down onto his wrinkled face.

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Woodren is the most unique continent in that it inherits a multitude of different cultures. It's the HUB for everyone especially those who would like to feel "safe". It advances technologically, magically, spiritually, religiously, philosophically, and politically the fastest of all of Dystisia, except for maybe a few. Whereas most other places in the worlds only inhabit a few dozen different races from completely different biological distinctions. Therefore their tongue is "easier to understand" from any viewpoint mostly.

Centaurs roamed the Eastern Great Plains of Rooloor which was in Woodren to the North-East. Centaurs were known for their travelling expertise. Mainly occupying jobs such as postal services and delivery agencies - not that they were confined to that. But they were usually exceptional at jobs that utilized their giant horse-like bodies. J.R.N. was the dominant business that monopolized the postal industry. Typically working with other smaller businesses such as Clarksons', Footsal, Builders Co., Morington's Supplies, and even the rather niche, smaller stores like Tickson Inc., R-J, and Hookleberry.

Large Shellfoms which were gigantic turtles with great big insect-like eyes - a set of four on each side of their face flew passengers through the skies passing from one continent to the next. There were a few dominant competitors in that industry that capitalized on travel through the skies. Shellsie, Ray's Jet's and Quantum were the primary businesses that the folks of Woodren would use usually for flying. Shellsie used Shellfoms, Ray's Jet's used their superior technology the next generation of Reeva code - Reeva 2.6, which was a coding language that was far superior to most other coding languages out there in the far reaches of the galaxy. But then you had Quantum . . . which used a bit of both - immorally.

Another means of transport in the lands of Woodren was teleportation. Many scholars of Transport magicks used their services as freelancers to make some extra coins. Arcane Magicks are mostly for teleporting spells and sometimes Elemental magic, but primarily Arcane magic. Arcane magic was a vast area of expertise with magic that if you were to study it you would have to go through multiple institutes of academia to get anywhere financially beneficial with the Arcane magic. Teleportation magic stems from the Arcane Essence transformative specialization of that branch within Arcane magicks. In Elemental magic which was a much broader scope and generalization of a certain type of magic(s). The majority would have to go through literacy studies and then advance literary studies to progress through to magical literacy or creative literacy of magii. Afterwards, which was eight years typically for a student to progress past that was then split into numerous categories of Element magic and if you wanted to further your studies of teleportation magic, then you would go on to pursue learnings to do with zoology, biology, the arts of mysticism, magicology and extended mathematical branches which were catered for students that followed certain studies of Element magic after their primary school of learning was completed successfully. Later, many years later (35-43 years of study), you would most likely pursue a career at the lower levels of Teleportation services, or continue your studies with Teleportation magic. For how long it takes for somebody to become successful at this sort of magic, it is mostly expected and catered to species that live for quite a long time compared to most Common-Folk - such as Elves.

For grocery shopping in Woodren's countries. You have the big "J" - which stands for Joops. A huge international Mega Market. A huge shopping centre with hundreds of mixed cultures shopping there. But you also had catered markets for each cultural significance. Drahksarn Grocery for the Rendhularn Dwarves, Kheshiik for Shrahkian Dwarves, and many different food markets for the different Wood-Elves in Woodren (which are mainly the inhabitants of Woodrien). Jem's Gotchya for Common-Folk, Vraik and also Zaineest for mostly people that followed the religious beliefs of Sekrilin (Sekrilin's background stems from the Aikulai D'ras races of Vampyres. So mostly Sekrilin's were Vampyres). There are many more stores held in the lands of Woodren for all the creatures that lived there. Woodren, home to most Wood-Elves, was known famously for their diplomatic ways of living, and their free-like nature. So, in practise many races of vastly different cultures drifted to Woodren. But it isn't the only land that were known for being very hospitable.

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Fuck them, fuckin' pigs, the whole lotta 'em!

In the Northern territories of Dystisia on the Middle-Planes lay the Northern Dwarnian Men of Yor. Not only was there the Capital city Dwarn in the far North. The three major continents Felos, Ausgarnia and Laru house many major points of interest, some were considered Wonders of Dystisia, even to the Second-Borns. What the Second-Borns considered to be an extreme feat and something beyond noteworthy was the Lost Nest of Felenorn—a huge pit, carved by a race long gone. The pit would fit the Capital city Dwarn and its sisters and brother cities, Rhen and Gondromali, as well as the smaller city Fortose in size. A race that carved this ginormous pit was beyond comprehension to every Dystisian. What was even more bizarre were the creatures and flora that inhabit this pit. In the Lost Nest, there were Blue Glotorses of all the colour ranges that Blue Glotorses come in (an extremely rare flower, with buds that float above the stem, hovering in thin air. They're said to have major healing properties and bring good luck; whether that is true, many do not know, but some say they do). Ferns native only to Loriel which was a small forest in Lelvendom, home to the Lelven High-Elves which didn't even live in the Middle-Planes of Dystisia. Rare minerals, fungi, and rich water with chemicals are said to rejuvenate you more than the usual drinking water. The fauna were also bizarre and rare. Bust common species inhabited Lost Nest as well, such as Gnorns. Orcish-looking creatures, but much smarter.

Dwarnians were brutes. Smart but excessively aggressive and highly political, manipulative and merciless. These were distinct traits of Dwarn folk, but not everybody was so "black-and-white". You of course had many great philosophers in Felos and the neighboring continents Ausgarnia and Laru. As well as acutely powerful Mages who specialized in healing magicks. A lot of sciences also originated from the Northern folk of Yor.

Greed runs deep in the Caverns of Granshk.

In Yor which is one of the Middle-Planes in Dystisia - a world of its own. Lies a North-East land known as Rooshk, home to many races of the Dwarves. The dominant Dwarven Kingdom, Wrenluk was North of the Granshkian Capital, The Koshk Umbrella and West of the other major Kingdoms of the Eastern Dwarves, Garlix, Seven Halls and The Great Estate of Trohm. Wrenluk was notorious for its capitalist society and unforgiving nature, as well as its savviness in pecuniary endeavours. Some would consider Wrenluk's business intelligence to be nearly or as equal to the Ahshkuri Dwarves. A High-Dwarven race that dwells in The High-Planes of Dystisia. The Wrenluk citizens especially believe this to be true.

Though the Wrenluk Capital is the most powerful of the Eastern Kingdoms of Dwarven make. Their brother and sister neighbouring Kingdoms do not get along with Wrenluk. Or for any other Kingdom out there - it was each to their own in most Dwarven societies and their social constructs were very "self-indulgent".

Middle of the Middle-Planes of Reality, what do your sands bring?

In the South, far, far away from Northern Yor are the timeless lands that continuously have suns that work the full cycle of a moon passing. The daylight never ceases, never grows tired and is always extremely hot in those lands. Red sands dominate most lands with yellow sand only on the outer reaches far to the North. You'll find great warriors, brilliant gladiatorial spectacles and ruthless ways of living. These Southern people are best described as beasts, primal and relentless, hunger ever-grows. The further South you go, the fewer rules govern the lands - eventually, after you pass the Devin Gates you'll reach the Outer Realms which extends to the Lost Lands. The Lost Lands are a barren desert outside of Dystisia. Ruled by no one. Not much is known as far as most Dystisians are aware of, nor is it commonly talked about. As the name implies, it is a lost land.

In the South, you'll find a Draconic race known as the Gossolin's. They were smart, elegant and honourable, these Draconians could fly as well soaring through the airs gracefully. Their lives never ceased, like the High-Elves themselves. But much, much younger than those Elves.

Another race is the Eastern Orcs, Gnornish but not. Great fighters, belligerent by nature and epic lovers as well! And although they were famous for their fighting methods of disputing an argument. They actually held a ton of emotion, compassion and empathy.

When Northerners of Yor think about the Southern lands, they most likely will think of the great arenas there and their brilliant martial artists - the Steel. Gladiators that were beyond any other Dystisian fighter that exists arguably.

Great giant phoenixes and scorpions live in the Southern and Western deserts of Yuleh. There are small phoenixs that are extremely rare and mystical and then there are the giant birds of pure flame, a cousin to the rare phoenix. Phoenoxians and Phae. Phae looked a little different from the Phoenoxian birds. They had giant manes like a lion and huge dragon-like heads, bodies of pure flame shaped like birds with a peacock's tail. As big as their cousins the Phoenox and as incredibly rare as both the phoenix and phoenix. The Phoexian looked exactly like the phoenix but were gigantic in comparison to the smaller fiery birds.

You also had the walking cacti that talked as well as had their own beliefs of their world. Mainly living in a deep oasis, but would migrate from one side of Yuleh to the other. Then there were the Golems - Rock Golems, Sand Golems and Volcanic Golems. Large primordial beastly giants made of pure rock, sandstone and volcanic rock in relation to their names. They are direct descendants of the Titans of Mai, and before them the the Primal Guardians or commonly referred to as the Elemental Primal Guardians of the Neverending World, Mai. Primal Guardians were the size of worlds some theories go to say that they do make up the actual worlds that exist in the Neverending World. But other theories critique that as well for argument's sake. Whichever the case, they are ancient beyond records from Common-Folk.

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