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MomonThe71stauthor
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MomonThe71stauthor
Writer of the anthology web novel: Archives of Heleion - a collection of stories featuring mild BDSM, Yuri in a fantasy world of mine inspired by DnD and a few others.
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MomonThe71stauthor
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                           Weekly Updates: 01.04.2026

From the High Library of Ang-Saellirith: On the Great Nations of Thulyandiv [Exempts]

Throughout the long history of our world, many a kingdom, many an empire arose. But only a few left their mark on the world. One such nation many still remember living under in the days of the Second Era of Mending was the Last Empire of Heleion, the greatest which conquered all the continents of Thulyandiv.

An Empire which foundation got muddied with the passing of centuries. Some claim its first Emperor gazed upon the bewitching Black Rose herself and asked for hand. Her rejection left a deep mark, a festering wound which made him believe the greatest beauty of the world would only accept his offer of marriage for the world itself. A sickness which many of our scholars believe spread onto his descendants who continued making this dream a reality. Others hypothesize the conquests; the unification began simply in preparation of the next fiendish crusade. An assumption repeated still in the universities of Heleion.

What matters, that with time, this great Empire began withering from the 23rd century of the Second Era of Mending. The losses of the Seventh Legion, the death of the Empress-Regent Septimia in Eoran heralded the twilight of the Empire. First to break away were our great nation of Naireanth alongside our southern neighbors, when we formed the great Draunneath Circle, beaten out the imperial loyalist and the three legions stationed in Nauheim. Hoshigawa and the Eastern Continent of Yudao and Thieya likewise broke from their yoke, and the former even joined our alliance. Then the Sultanate of the Golden Sun formed in the south and followed our example. 

For three centuries, the Heleion Empire endured, beaten down rebellions across their last holdings, until the last emperor got assassinated on the Foundation Day. According to some, a grim message from the Gods themselves, that the end was nigh. An end facilitated by the necrolytes of the Dread Lords of the Null, led by the former Regent-President, whose name had been erased and forbidden from ever written down or uttered–as you may all know.

For twenty-four years, we waged a long and bloody war, claiming the lives of billions. Though its greatest victim was the last great Empire that Thulyandiv shall ever see. From its corpse though, arose a new entity. A democratic Arghyria, a strange decision born through the decades of them seeing how the Thirteenth Republic of Franchoi fared through the day coming after the end of the Great War. Though only for a short while. 

Reconstructions across Heleion involved the guilds, at the time still small. What the people of Arghyria were blind to, was how the guilds grown like tumors in the shadows, how their smiles, their good intentions of rebuilding were nothing but a front to grab power. First among these “Grand Guilds” were the arghyrian conglomerate, Aeternus Association founded by a certain Marcia of House Narses, descendant of a former trader who ousted House Dreahal during the last great civil war of Naireanth.

Though in Arghyria, they gained their current standing without a shed of blood or sweat. As a guild specialized in construction, they aided in mending cities ruined by our mighty dragon riders and artillery. And most importantly, after eight centuries, cleansed the capital of undead filth… 

Now they own the ruling coalition of parties and the remaining nine legions through sponsorship and briberies. Similar to the other Grand Guilds forming their own Union built on avarice. A Union including the Dupuis Industries of Franchoi, serious rivals of our Black Roses in the cosmetic and fashion industries; the “Sacred” guild of the Hallowed Republic of Tyrnala, for whom the Premier-Exarch of the nation and the Grand Temple of the Sun is nothing more than a puppet, used to discredit our own hallowed houses of the Great Divinities…

The Shiaventiarn Commonwealth remains the sole nation in Heleion, free from the yoke of the greedy guilds. Instead of allowing nepotism to guide their paths in the grand social structure, they follow our example of merit and knowledge before blood. Though I wish they would see the need to let their covens and circles thrive, instead of putting them on the same pedestal as their avaricious guilds.  

Southwards, in the Crescent, another great empire fell. The Shalaion Sultanate crumbled with the death of their last sultan. A death slow and drawn out, thanks to the myriad warlords believing themselves to be the next sultan, like the Seven Horse Lords of Anwon; the first Shah of Ehruem whose lineage ended brutally just a few centuries ago; Ralikhai which remains a nation of eight oligarchies leasing their lands for any willing to pay. Some like Orhmedia and Quadath never gained sovereignty, as our Hosts and the former Empire’s Legions anchored down and aided the rise of governments, organizations friendly to us. 

Kesothis, the Tear likewise suffered through a warring period lasting nearly two centuries, before the rise of the Abydos Dynasty who reigned peacefully and with an iron hand until the rise of the current Witch-Empress, who herself was aided by the last remaining Vizier of Anathria–or as we call our Hallowed-Mother, Viduthia. Though with the fall of the tyrant pharaoh, the Witch-Empress’s granduncle, peace has returned upon the Tear, and they became a Magicratic Monarchy after joining our Draunneath Circle.

A model which the Witch-Empress copied from the Hoshigawan Shogunate where she spent a century in exile after her first, failed attempt at seizing the throne. The place where it Magicracy–or as we call it here, Seidhocracy – formed centuries ago, when the Seventh Incarnation of the Lunar Shogun joined the Lunate Circle of the Stars, authorized the formation of three militant branches and the granted them the absolute right over the arcane universities. Examples we ourselves followed once news reached the north-eastern continent of ours. 

Of course, we should not forget the nation which metered out the deadly wound upon the last great empire of Heleion. A great nation born from the blood and sweat of the Archfaes children. Born free from the yoke we were still under for forty years. The United Republics of Eoran, a nation of city-states united by their worship of the Archfae and their High Courts. A nation of reigned by a President, the Coalition of Three. And of course, the Worldly Court who formed the moment they combined the model of democracy and magicracy into one. Though unlike our Eminent Circles and Coven, they also incorporated structural elements of the Legions, and worst of all, left a few guilds present, festering in some City-States. Which I need not say, brought upon them a few headaches throughout the ages.

And of course, there the great nations of our magnificent Nauheim. The Grand Principality of Wyrathrin, a great nation first formed by the Aelfriths and Dracoriths of Night and Shadows after the bestowed with the lands of the Noyachny Isthmus. A constitutional matriarchal monarchy led by the Grand Princess, head of the Eminent Coven of the Dusk Weavers, who ascended the throne during the Great War, when her mother fell in the valiant push into Schiaventiurm.

A nation of similar constitution, the Magicratic Monarchy of Maurnia. One whose queen is elected every fifth year, whilst its President must be a member of the Wondrous Coven of the Silvern Stag. A great nation who majorly contributed to the lifting of the Southern Eoranian blockade, helped the Hoshigawans push into western Yudao during the Great War, whilst before kept the legions at bay alongside the Grauburgians during the Subjugation of Nauheim.

East of them, in the low lands of Nauheim, nestles the great Magicratic Confederation of Grauburg, reigned by the Adamant Circle of the Seven, led by the Adamant-Fuhreith elected every fifth year like the Queen of Maurnia. A position of absolute power, both religious and political. A position born to replace left by the void of Nadrediorn’s sacrifice. And though they may lack in his wisdom, they proved their mettle numerous times. Despite their reluctance to fight alongside their subjugators, former President Mahala wrote extensively on the headaches the Grauburgian Host presented in the Liberation War. And praised them for their efficiency in encircling the Franchoi and Tyrnalan capitals during the late years of the Great War.

Lastly–but not least–our Seidhocratical Triarchy of Naireanth. A nation I am proud to be born into, to be raised, to be allowed to join my Eminent Circle. And to be blessed with the draconic grace of Nadrediorn and his great, winged children. I wish not to contradict my previous statements about our Sibling-Circles and Covens, but I cannot lie that our Snow-Scaled is the greatest amongst all. Our Eminent Circle endured innumerable centuries, fought through both fiendish invasions, held the invading conquerors of the greatest empire of Heleion, contributed greatly that Northern Eoran remained as our hold across the western sea, and without us, the Great War may have gone in the favor of our adversaries. 

Of course, I shall also not discredit the Black Rose Coven for their contribution in the keeping of North Eoran, their war on the wicked coven who terrorized our lands for three decades during the Seventh Witch Troubles. Nor have I forgotten the sacrifices they made in the Great War alongside us and all the others. Nor their contribution in the Magikraft Revolution, in recreating the Divine Engines of Viduthia. And I commend their growth to be our equals in mere centuries, proving the greatest of the Primordial Divinities is still Viduthia–our Hallowed Mother–and Nadrediorn–our Hallowed Father…

On a mournful note, we should not forget the island nation of Schoria, once a great ally to us in the war against the pirates terrorizing our island holdings. A nation broken in two, and shall remain so, as we all vowed the Great War shall be the last fought amongst ourselves…

News and Commentary:

  • A new year begins. Starting the updates as promised with factions. Or in this case, starting big with the Nations. Nations that some are new to you readers, some got changed but still the same.
  • More importantly, what comes for Tales of Thulyandiv in 2026?
  • In January, nothing. This month is a break that will only have these updates, focusing on the factions. The Eminent Covens and Circles, and the Grand Guilds of Heleion. Two each week starting with the Black Rose Coven and the Snow-Scaled, and slowly going south, I’ll introduce the rest. Mostly their history, their fashion sense, their structure and such.
  • Then on Valentine’s Day, the first story a Shadow Archives be the first tale of Thulyandiv. Though it won’t be set on the world, instead will be on a cruise vessel in the Void-Between-Worlds. Near an apocalyptic planet taken over by the Ur-Fiend of Excessive Desires, Lust. The story itself will consist of four chapters, each focusing on a spy of four different intelligence gathering branch of the Eminent Covens/Circles and Heleion. This one is sure, and I am currently working on its outline.
  • For March, three tales will follow. Two in Bound Diaries story, with one based on a soap opera scene, one that was just a random smut idea with two experimenting students of a Franchoin Arcane Academy. The third will be another Shadow Archives story, though nothing concrete I have on this one.
  • April, will see Yngvaun return, continue his exploration in the southern continent. A loose sequel of his introductory story. It may also see Tawheeda return, and feature one of the Grand Guilds of Heleion as a major adversary alongside the Thorned Seekers. A tale of 2 or 3 chapters, set in the oligarchies of Ralikhai, as its one of the nations that is a playground for these powerful factions.
  • May shall have a War Tales or Records of War [not fully set on the name of these sub-tales], set on the world tainted by the Ur-Fiend of Excessive Desires, Lust. A set of dark erotica/smut spiced tales. Will focus on the Black Roses, as they are still the designated protagonist-faction, but will also introduce the bestiary of Lust. Demons, Devils who live to climax. Or something like that.
  • June will see the return of Rhommi, the Godkynd Thief, in two tales of Felonious Memoirs. One a space heist, where she infiltrates a Voidstation ran by the Snow-Scaled Circle [so expect some guys in distress] and the Sakhrath-Ib-Anath. The second a heist on a world not a Void Colony, but one that joined the Hegemony of Thulyandiv. A planet with a feminine, Amazonian race of its own. A race I made some preliminary outlining on 2025, though some things may change as I have new ideas for what makes them alien compared to the Thulyandivian races.
  • July will see another Shadow Archives tale, though this one I am not set on fully yet. It may become another War Tales, set during the Subjugation of Naireanth. And if it remains a Shadow Archives, it may tie into the December story. Neither am I fully settled on the second story of July. Mostly on whether it will be a Bound Diaries or a War Tales story. The idea shall remain, a short story, a short scenario of a good Samaritan discovering a bound and gagged baddie, whom they free only to end up themselves in peril. 
  • August will see the revision of the first story I wrote, the first story of the arc involving the Coven of the Forsaken Sisters. Alongside the December story, I shall start working on it on the weekends. That will mostly take up August, though I may do a short story, but no promises on that one.
  • For October, I plan to do four stories. Two Bound Diaries, with one including a pirate and their pet kraken experimenting with some tentacle stuff, and one involving slimes in a Viduthian Brothel. Then there will also be a Fame and Glory set in the Second Era of Mending, involving horny goblins and a party of adventurers or Circle/Coven members. The last, the War Tale will once again feature the tainted world, and demons of Lust, that may or may not be very tubular in their appearance. And very, very squelchy. Overall, the theme I want for 2026’s October to be: The Dangers of Monster Fucking. Or something like that.
  • November, I only decided on doing three tales, three short stories. No theme or exact details, other than one being a Fame and Glory [not Selindrae, though the July Shadow Archive may turn into a Selindrae story], one being a Bound Diaries tale, and the last either a Felonious Memoirs story or a Shadow Archives.
  • And lastly, December. Like 2025, I plan to do a lengthy story, pushing forward the Cabal Storyline. A story that will be set on Hoshigawa, and will involve their Circle. Similar to Passion Rides, it may also has its main setting be a mode of transport, in this case and as of now, the plan is for a ship. Or a submarine. Likewise, the Cabal will work mostly from the shadows, where Astrydril and two of the Raven Eyes assigned to the East, will attempt stopping their plans. It will also see the return of Saemundur, and Lyaldis maybe. 
  • Overall, from February to June, these are all set and concrete plans. The rest is up for change, as I plan to look at the board at the end of each month and mull whether it is what I want to do or not. 
  • Now before the end, some commentary on the worldbuilding section.
  • Naireanth itself changed from Monarchy, Theocratical Monarchy to Seidhocratic Triarchy, to signify power being shared amongst House Dreahal, the Snow-Scaled Circle and the Black Roses. Seidhocracy/Magicracy itself is a model valuing the Arcane Sciences, signifies in the world whether a coven or circle have a say in political matters.
  • Though it may change and become a branch-model. 
  • Maurnia and Wyruthrin are both technically new nations, but also just rebranded ones. Maurnia, I no longer recall what was the name of the nation, but it got featured twice, or maybe three times across each iteration. It a matriarchal monarchy, kinda constitutional on the surface, in truth the Wondrous Coven of the Silvern Stag has absolute power. Wyruthrin, as mentioned before I think, was Lhooril. But instead became the “Slavic” nation with a flavor of matriarchy, a slight nod to drows. Maurnia itself is more urallic in its architecture, names and such.
  • Another small change was the Lesser Courts of Eoran become the Worldly Courts, and as mentioned above will have a similar structure to the Legions, more so than the reworked structure of Eminent Covens and Circles.
  • On Hoshigawa, I’ll expand as the year goes on. For the time being, I’ll just say that the terms originated from there, instead of from Nauheim. Despite the Snow-Scaled being the oldest of the Eminent Circles and Covens. But more on that next week.
  • Kadath became Quadath, though the bigger change is that they also will have their own Eminent Circle, though it shall form later. Orhmedia too will see some changes, mostly it shall become more Indian [Names, Social Structures, Architecture mostly], and will be an ally of Kesothis. It may also have its own Eminent Coven or Circle. Kesothis got the Sakhrath-Ib-Anath, and will become the Naireanth of the South. So, it will have its own weaker Snow-Scaled Circle. Baaneath I am not sure yet, what role it shall play, other than an adversary to Kesothis. Anwon and Ralikhai are prime candidates for War Tales, Shadow Archives and Tomb Raiding stories. Ehruem, remains a Theocracy, and may have its temples become equals to Grand Guilds and Eminent Covens/Circles in power and influence.
  • And that is all. Thank you for reading my ramblings, see you all next week!

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MomonThe71stauthor
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                                                14.12.2025


From the High Library of Ang-Saellirith:

  • The Dawn Era. An age of uncountable eons, spanning from the wakening of the First Dragon, Great Nadreldrion, his First Roar that stirred the winds and waves of the Seas and Heavens of Nothingness, birthing the first of the Primordial Gods. Then the seeding of the first mortal-kyndred of Aelfriths, Dracoriths, the Dwarfs, the strange ape-boar hybrids preceding humankynd, the Gifting of Flesh to the Eastern Spirits on the Moons of Thulyandev, their descent onto the eastern archipelagos. Events we knew little off, as the time passes on, wizens but also shaves the fetter as the Naurdians say. We do know in the last 60 thousand – or 70 according to our rivals in Heleion – included the First Great Sprawl of Races, the first colonization of what later became Heleion by all the races; the foundations of our societies, early kingdoms in Eptirrion’s embrace, whilst humans remained primitive, animalistic until the Great Sundering torn the world into its almost present state – our Nauheim, Heleion, Hoshigawa and Yudao, Eoran in the Far West, the Crescent but no Tear as Viduthia haven’t wept yet, and the Maelstrom far northern than us. What caused the Sundering? A good question, no one really agrees on. Some believe it were the Primordial Fiends of Styg, some believe the Dead Gods stirring in the wastes of the Null Realms, their cries causing events across the mortal cosmos, and some even believe the Fae Courts in their attempt to peel away Eoran caused the Sundering, as they bit off more than they could chew.
    • What is sure it was followed by the Seven Epochs of the First Crusade, seven arduous millennia that forged our distant ancestors into the greatest mortals ever witnessed and penned on stone and later paper. Ancestors who fought in the shadows of the Elder Dragons and their children, the Primordial and the Great Gods, and the Arch-Fae and their courts. And the last time an Primeval Fiend stepped upon mortal soil.

  • A long period of Heroes rising and falling, Gods weeping, Chaos sprawling and contending with the order of the world. And where our great nation Naireanth, our greatest rival Arghyria, our friends now Kesothis and Hoshigawa came to be. Kesothis itself forming from the tear of our shared Magnificent Mother, which also brought much needed aid in the form of the Djinnui, our youngest sibling-kynd, born in the sixth millennia of the First Crusade of Chaos. Though how the greatest age of heroes and gods came to an end, no one can tell. The last battle’s events beating back the legions of chaos and taint were lost in the following age and with the passing of the Black Rose herself, the last mortal who seen the light of day first in the sixth millennia.
    • The First Era of Mending (FEoM) followed. Fifteen thousand years, the longest period in the history of our world without a Stygian or Null incursion. On our Nauheim, it began with the formation of the first Elvendom of Naireanth, the tribes of Grauburg uniting under our brother-kynd the Dracoriths, whilst the clans of dwarves migrated to Maurnia’s plains where they mingled with humans and elves. This time also seen the rise and fall of the first eighteen empires of Heleion, the colonization of Albion and its small isles. The Crescent itself remained a wild, uncontested lands until the Twelve Grand-Viziers, former disciples of the Black Rose journeyed in exile, and helped the first Sultan to unite Shalaion and began what we now know as the Unification War in the last centuries of the First Era of Mending. A conflict muddied by the demonic cult who began weakening the veil between our world and the Primordial Fiends.

  • When the Tear manifested upon the Veil, so began the Five Epochs of the Second Crusade, a five-thousand-year long period where Chaos would on occasion amass its endless forces, invade when least expected. It was the age of the Last Heroes, the age where the Gods and Elder Dragons last soared in the mortal realm, the last five thousand years they shared their wisdom with us. With their sacrifice, the Veil of Thulyandiv remains sturdy, unbroken by the Primordial-Fiends and their foolish worshippers. Beyond the myriad battles fought, the heroes lost, this age also seen the emergence of the Fiend-Touched, races tainted by the Thirteen Princes of Chaos, who were first seen as traitors, enemies, a plague upon the works of our Divine-Parents, but in the last millennia, proved themselves valuable under the leadership of the Black Son, a godkynd whose name had been erased from history, whose two accomplishments were the redemption of the tainted-kyndred and aiding the Black Rose Coven and the Snow-Scaled Circle in creating the Permanent Seal of Nauheim. 
  • The Second-Era of Mending [SEoM], began on this solemn note. The heroes perished, the gods and elder dragons vanished from our world. A short, strange and tumultuous period. It began with the birth of what we now know as the greatest and last Arghyrian Empire conquering the whole of Heleion in seventy years, then spreading its domains east, taking Yudao and Hoshigawa in forty years (120-160 SEoM), spend two centuries to take our Nauheim (253-456 SEoM), a two centuries interjected by the Magikraft Revolution (begins in 203 SEoM; recognized end in 856 SEoM with the invention of the first Sky-Vessel) and the First Nairenthian Civil War where the Grand Princedom fell, became the Triarchy of today (450-456 SEoM), then take the Crescent and the Tear from the Shalaion Sultanate with the aid of Nauheim and Hoshigawa in less than a century (500-594 SEoM). 
    • Though whilst this era seen the Rise and Fall of the greatest empire Thulyandiv shall ever see, the most impactful of these early events were the Magikraft Revolution, an event in the making since the fourth millennia of the second crusade. For centuries, aelfriths, dwarves, djinnai, godkynd, humans, all the races across the four continents attempted the recreation of Viduthia’s Golems, great machine warriors powered by what many at the time merely penned is ‘fluid-mana’. This liquidized mana, its recipe was finally discovered, recreated not long before the Subjugation of Nauheim, when the Black Rose Coven, the Wondrous Silvern Stag Coven, and other smaller covens; the greatest alchemists, artificers and merchants of Nauheim gathered together (195 SEoM), fearing the growing power and influence of the Snow-Scaled Circle. They made their pact, the Contract of Ascension after years of sharing information, knowledge, held numerous excavations in the Eptirrion’s central range, into the Deep Lands under Naireanth (197 SEoM). After more than five decades of these joint endeavors, our prided continent became the first where the formula got cracked and the first barrels of fluid-mana got created by the efforts of the alchemists and the Black Rose herself (243 SEoM). In the following years, the first of the Viduthian-Engines were finished, and powered the first autonomous carts, fishing boats (257 SEoM; 264 SEoM) aiding logistics in the southern fronts on the Noyachny-Isthmus. Around this time, the first Golems were created, though small (274 SEoM), not long after would become sufficiently large to man production lines in the first factories erected in Saellirith Heimenor (276 SEoM). Thirty years later, the Covens/Circles of Maernia and Grauburgia working with the Black Rose Coven and the Snow-Scaled Circle, began their first improvements on wands and staves (317 SEoM), the first got spread amongst their elites, beating back the Seventh, Ninth and Eleventh Legion of Arghyria to Schiaventiurm and the shores of Franchoi (324 SEoM). Though the Heleionians themselves caught up quick, after some of the merchants turned their back on the Contract and took the offer of the Empress-Regent Naevia.
    • In the five centuries following the last island taken westwards, the Heleion Empire started commissioning members of the Adventurers Guild to charter out the seas of Thulyandiv, which in time led to the rediscovery of Eoran, the lost half of Heleion. In the 1119th year of the Second Era of Mending, a small fleet of thirteen vessels set out and in nine months, stepped on the sandy shores of Central Eoran. When they returned with some natives, the strange flora touched by the Fae (like the kyndred and fauna), the Emperor Theodorous III called upon all his Great-Vassals, and sent his three eldest with nine of his legions to take Eoran. An endeavor none of the first participants would ever witness (1119-1994 SEoM). Around this time, the Seventh Witch Troubles (1992-2027 SEoM), greatest broke out across our Nauheim, Heleion and the Crescent and the Tear, a period of terror on each continent. Two centuries following that began Eoran’s War for Liberation or Liberation War (2246-2255 SEoM) after the myriad underground cells and movements united into one front led by the father of the First-President Mahala, a conflict which ended with the formation of the United City-States of Eoran, their Lesser Court incorporating the structure of our Eminent Covens and Circles, and the Legions of Arghyria. In less than half a century, we followed in toe, forming the Greater Draunneath Circle (2290 SEoM) followed by a short conflict across our territories, exiling the Imperial Loyalists and their forces stationed there on the Decree of Emperor Lydius II. Following our example, the Shalaion Sultanate broke from the yoke of the Empire, led by the descendant of the First Sultan who lived in exile, hidden by the remaining seven of the Twelve Viziers of Viduthia (or Anathria in their tongue).
    • For nearly three hundred years, no major conflict erupted between the newly formed powers of Thulyandiv, mostly small conflicts including Ehruem’s attempt to break free from the Sultanate (2345-2346 SEoM), the first attempt of Hoshigawa trying to take western Yudao (2370-2394 SEoM) after one of their princes got assassinated what later turned out to be a heretic of the Dread Ones; the inclusion of Eoran into the Draunneath Circle (2357 SEoM); the continuous uprisings in Heleion, also known as the Period of the Feeble-Mandate (2340-2590 SEoM). And in 2693rd year of the Second Era of Mending, upon the assassination of the last emperor of Arghyria, the arising of the Heretic Regent and his party riddled with necrolytes and necromancers, the Great War (2693-2739 SEoM), the Last War of Thulyandiv broke out amongst the great powers. A conflict which saw the death of billions, the fall of the Empire, the rise of the Grand-Guilds in the following two millennia. 
                                                                    Nauheimian Calendar:

  • Spring: The first season of each year. Noieplith lasting 37 days [March]; Maurkuril lasting 32 days [April]; Eimylundur lasting 40 days [No Equivalent, I like Spring]; Darpithryn lasting 34 days [May].
  • Summer: The second season of each year. Skerlith lasting 31 days [June]; Solfriudur lasting 34 days [July]; Heiythryn lasting 34 days [August].
  • Autumn: The third season of each year. Hauslith lasting 35 days [September]; Bveriudur lasting 31 days [October]; Veitrundur lasting 39 days [No equivalent, as I like Autumn too]; Nogthryn lasting 34 days [November].
  • Winter: The fourth and last season of each year. Morsulith lasting 33 days [January]; Ylerian lasting 29 days or 30 on every fifth year [February]; Dorathryn lasting 34 days [December].

                                                                Heleionian Calendar:

  • Spring: The first season of each year. Rheathias lasting 37 days [March]; Myeinus lasting 32 days [April]; Gairthias lasting 40 days [No Equivalent]; Terrathias lasting 34 days [May].
  • Summer: The second season of each year. Mercuthias lasting 31 days [June]; Maerhias lasting 34 days [July]; Heiladhias lasting 34 days [August].
  • Autumn: The third season of each year. Undainus lasting 35 days [September]; Opidethios lasting 31 days [October]; Umbinus lasting 39 days [No equivalent]; Secundinus lasting 34 days [November].
  • Winter: The fourth and last season of each year. Aurorinus lasting 33 days [January]; Iustinus lasting 29 days or 30 on every fifth year [February]; Eradhias lasting 34 days [December].

                                                       Crescent and the Tear’s Calendar:

  • Spring: The first season of each year. Ordibehiuz lasting 37 days [March]; Frawahriuz lasting 32 days [April]; Xaelvahr lasting 40 days [No Equivalent]; Meurdvahr lasting 34 days [May].
  • Summer: The second season of each year. Tiriuz lasting 31 days [June]; Sohruvahr lasting 34 days [July]; Adukhiuz lasting 34 days [August].
  • Autumn: The third season of each year. Deyvahr lasting 35 days [September]; Daevahr lasting 31 days [October]; Wahiuz lasting 39 days [No equivalent]; Kheordiuz lasting 34 days [November].
  • Winter: The fourth and last season of each year. Abenvahr lasting 33 days [January]; Mehriuz lasting 29 days or 30 on every fifth year [February]; Sefandvahr lasting 34 days [December].

Updates:
  • This one got longer than I intended. By a lot, but now with a bit of free time, expanded on some areas that were dark blots even in my head. And even a bit more I couldn’t include here.
  • But overall, the age of Thulyandiv, the Void-Between-Worlds is a mystery to all. All that is remembered in the present age [The Two Millennia of the Neo-Dawn Era] is that it started with Nadredion [Aurhmanggr or something like that previously, a name I liked first, then the more I tried typing it, the more I hated it] who is now not a God, but an Elder Dragon. But more on that next week. 
  • Changed the era names too, to make them a bit more varied, maybe distinguishable. Hence the Seven Epochs of the First Crusade and the Five Epochs of the Second Crusade. In all honesty, the second crusade’s timeline got the least development. It will get a bit more, as the Cabal Storyline proceeds onwards. And my sole excuse for the chunkier First Crusade was me throwing ideas at the wall, as I wanted to redo factions, and the races. 
  • Races got a bit expanded, just some early taste: Aelfriths [elves in common tongue] and the Dracoriths [Drachenkynd in Grauburgian their native tongue and Dragonkyndred in common] got separated, and are referred as Sibling-Kyndred, the children of Viduthia [Myelia still in Heleion and Anethria in the Crescent and the Tear tongue] and Nadredion. I just had the random idea one weekend of what if I make the elves a solely female race, like how sometimes the orcs only have males. Though the elves still have males [more on that next week], they are a more feminine race, whilst the dracoriths are a more masculine race so to speak. Beyond these two, there are also a few new races that will make certain characters get race-swapped. Mostly some of the Hoshigawans, who became what as of now in common tongue is called the Moon-Folk [may change].
  •  Now for the two Mending Eras. It’s the reverse of the Crusade situation. Here I was once again throwing ideas, trying to figure out things as I started reworking some stuff. Main amongst them are the nations, some political terms, like Elvendom, the race origins, in this case humans started out not as spirits given flesh but as a weird ape-boar hybrids made a bit better to look at by Viduthia. But again, more on that next week on races and deities.
  • On a small note, Noyachny got a promotion into a nation, a shift to the isthmus connecting Nauheim and Heleion, Lhooril became Wyruthrin [named after a Slavic mythological place] and the home of folk of the Deep Land’s kynd, after the last war against them. And with that, the Dusk Weaver Corps also got a promotion, and from a branch of the Black Rose, turned into an Eminent Coven [short change here, Coven in Thulyandiv refers to solely witch and sorceress organizations, Circle is the gender/sex inclusive ones] of Wyruthrin. 
  • Now the Second Era of Mending also got a bit more, because from next year onwards, I plan to revise some of the early, first iteration stories. One or two per year, mostly just reedits, fitting them back into the timeline and so on. Probably won’t proceed in a chronological order, though may start with the first story. Beyond the revisions, also wanted Magikraft [now with a K for style or something] to happen earlier, mostly for some damsel/guy-in-distress stuff, maybe do some stories set in the colonization of Eoran era and some setups for the southern storylines. Djinnui was a recent idea too, as the elven subraces all got moved to north that became the origin continent of the non-spirits and human races. And though here were referred as the third, youngest sibling of the elves and dragonkynd, they look different. Still have the magnificence of their Divine-Mommy, but added some ethereal features to them, and a uniform element.
  • And what comes after the Second Era of Mending? Well, the First Two Millennia of the Neo-Dawn Era, that as of now includes the Neo-Dawn Era stories I posted the last two years [or three maybe, my memory is a bit hazy when I posted the first] up until the 2000 NDE and some in the 1990s. Some things I am still tweaking, mostly the Federation, the first war between them and Thulyandiv. As they are still scantily developed, I want to push them out in the timeline to what follows the Neo-Dawn Era. So the first Millennium incorporates the Black Roses vs the Cabal [Name still in development], the return of the Sakhrath-Ib-Anath in Kesothis [instead of Ehruem, to give them a more Egyptian style/look/whatevs with a bit of Turkish and Zoroastrian stuff, I should stop writing these post 1.am], and the conflicts it brings in the Crescent, Hoshigawa probably continuing their conquest in the east with Thieya, something with the Grand-Guilds of Heleion, and a general conflict involving what I as of now call the War on Mortal Vices, Thulyandiv’s version on the War on Drugs, and well criminal organizations like the Cartels, the Mobs, the Triad in the Midnight Archipelago.
  • The second Millennium, as of now is called in world the Second Sprawl, that has the worker revolution that I plan to tie to the Grand Guilds, and spread onto the Eminent Covens/Circles. Then the formation of the Void-Between-Worlds corsair alliance, and the conflict coming from this event. Also instead of the first Void War, will have some old Star Trek, Stargate style exploration/discovery stories involving some Red Shirts in Distress, will also introduce the Tainted Worlds, that originally birthed the idea to expand into their version of space, starting with the kinkiest planet taken over by the Demons and Devils of the Primordial-Fiend of Desires [legally not Slaanesh], in a sex-ravaged world. Meeting with the Federation will end the second millennium probably, just not sure yet on the event.
  • Beyond that, is the Epochs of Divergence. That will see the First Void War initiated by Thulyandiv Dominion [or whatever its name will be]. And the Second Void War initiated by a vengeful Federation. And will involve the first contact and introduction of another race, one that I have a few footnotes on. But as of now, all I say they are a race of highly intelligent slimes with little emotion, living in exoskeletons. Anyway, I should sleep. Thank you for reading this long ramble of a weekly update and lore change and expansion drop. Next week, will return with some initial notes on the Deities and Races of the Tales of Thulyandiv.


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MomonThe71stauthor
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From the High Library of Ang-Saellirith:

  • Thulyandiv, the largest planet in the Void-Domain given the same name, rotating fourth around the sun Helius–named after the Arghyrian God of Light and Order. A planet consisting of five large continents and many humanoid races mingling in their own nations formed after the Second Demonic Crusade came to an end.
    • Heleion, the third largest continent of an elliptical shape of uneven shorelines, jutting peninsulas, home to many great nations including Arghyria, once a great Empire that conquered the whole world. Franchoi, the first republic of Thulyandiv, Esparnia a great monarchy in its south-west, Albion located on its own archipelago near the north-western shores, Schiaventiurm, an independent alliance of small provinces in the north-east, and Tyrnala occupying the queer tale of Heleion.
    • Nauheim, the second largest of Thulyandiv’s continents occupying the north-east of the globe. An elongated landmass of high, mesa shores proving a great challenge for invaders as both the Empire and the former Sultanate learned on two separate occasions. In its heart, the Eptirrion strides across, on its northern side known as the highlands sprawls the Theocratical Monarchy of Naireanth, on the western lowlands thrives the wondrous Republic of Maurnia, on the southern lowlands the mighty Federation of Grauburg. The Bruckheim Isthmus keeps it connected to North-Eastern Heleion, upon its lands thrives the Grand Principality of Lhooril, the Aegis of the North. The Principality of Schoria lives on the small landmass shaped like an egg, floating betwixt the two gargantuan continents.
    • The Yudao east of Heleion, South of Nauheim. A landmass of a vague scalene triangle, its broader and unfluctuating shoreline facing eastern Heleion, the land further in rugged like Nauheim’s, sloping gradually up towards the central mountain ranges acting as border between the Thieya and Shangdu, occupying the descending lands on the other side, where the first Soratanese led by Yudao landed onto the peninsula closest to the Hoshigawan Archipelago. The Archipelago itself lies further east, comprised of a large central isle, surrounded by at least fifty isles, islets of varying sizes and elevations, all forming into an eight-spoked star, the symbol of the Hoshigawan Shogunate.
    • Far west lies the continent of Eoran, greatest in size and volume, believed to be once part of Heleion, but broken away by the Fae Courts thousands of years before. It consists of three connected landmasses, varying in sizes, climates imposed by the High Courts, all contributing to its jagged, elongated crescent shape. North is controlled by the Naireanth who seized it during Eoran’s Liberation War, coveting it for its features, for its materials nestling in the Fae-Touched forests, mountains and soil. The central and southern landmasses, subcontinents though gained their sovereignty, and formed their tight-knit alliance of City-States, known as the Uniter Republics of Eoran. In terms of sizes, south is the largest of the three sub-continents, dotted with a dozen different terrains, seven mountains and its own curving peninsula of an exotic, tropical climate compared to the rest matching to central and northern Heleion or South-Western Nauheim. North follows second in size, with its own three mountains with two inland, one trailing along the northern shoreline, a haunted hinterland touched by the High Court of Night, and two bays, and its own tapering and curving peninsula writhed towards the Maelstrom. Connecting the two, central Eoran is the smallest, with a straight tract of arid lands in the middle of it, and sprouting, jutting peninsulas matching in climate and biome to the nearest regions south or north.
    • Crescent and the Tear, occupies the south-western glove, and as its name suggests, from high up the heavens, and beyond, one can see the shape of Crescent with its two tapering tails encroaching the Tear, a continent said to be shaped from the weeping of Myelia, after the loss of her firstborn. Its two peninsulas face the Maelstrom. The Tear, its subcontinent occupies the largest bay of Thulyandiv, home to the Kesothis Empire who revived and refunded the Sakhrath-Ib-Anath. Its own small land bridge known as the Goblet connects it to the Crescent vast lands to the north, occupied by Kesothis who took Shalaion, the Anwon Khanate a bit further protected by mountains to their south, and blessed with half of the curving shoreline to the north-east; the other under Kadath’s dominion, an ally of the Draunneath Alliance. On the western peninsula nestles Orhmedia and Ehruem, two nations in an alliance after both went through a civil war of their own, on the eastern the oligarchy of Ralikhai thriving on its abundant natural resources and the only nation willing to mine the resources of the Maelstrom, above them the kingdom of Baaneath, founded by two Hoshigawan Mercenary Warlords in the First-Era of Mending, hence its peculiar architecture and fashion being a mixture of Far-East and Far-Southern in their features.
  • Wolchwiernas of the Dusk Weavers I.: Troops focused on spellcasting within the branch of the Black Rose Coven. Despite carrying on the dark reputation of their dark predecessors, Wolchwiernas occupy the same roles as Volvaeth’s in the Svartvia Host. They provide magical support–be it conjuring wards or volleying fireballs–in combat, research ancient tomes, grimoires, write their own to further research on magic and the arts of arcane; aid in the investigation of crimes committed by erudite witches and wizards, provide counsel to local governors and so on. 
    • Uniform: Wolchwiernas uniform incorporates a more rigid, crisp silhouette popular in the Noyachny Heimrad. Their coat of supple, buttery smooth dragonidh leather blessed with a lacquered luster features a crisp, triangled cowl framing their faces, structured shoulders with seamlessly layered Arachno-Draconic quilted panels, each scaled embossment lined with gossamer patterns; a taut bend melding seamless at their waist, long sleeves of ending in cuffs flared and curved up at their rims, asymmetrical hems shorter at the front, lengthy and tail like at the back, and a concealed zipper closure trailing from hem to collar on the left side. Underneath the coat, a corset-vest of the same leather, with supportive curvy funnel-collars and their leathery-satin button-down shirts of likewise concealed button-closure, long sleeves with angled cuffs, and crisp, turned over collars framing their faces, their color an indigo blue with shifting waves of black as they move. Beneath, they either wear long asymmetrical skirts of wrapped smooth folds, or tight-fitting breeches, and military styled boots of flared shafts, trims folded down, front laced closure and elevated soles.

Updates:

So, I finally finished the December story, finished most of the editing and added a few more segments focusing on the skirmishes, ambushes and battles in the Umbrillien Hinterland. 45k words nearly, with nine, bulky chapters of quite a lot of characters, small and big. Some returning, some new like Vjeriina who before only appeared in a short story, Arlettil too though her role got smaller than I first planned. Then there is Hersith Katinkah, a dark elven Dracorith towering over every character I imagined up. One of the more unique Hersiths, a bonny giantess. 

Now for a bit on the next iteration [hopefully the last]: The first major change as laid out above, the world got renamed to Thulyandiv. A name finding its root in Thule to signify its far location in the Void-Between-Worlds, with the -an and -div being more dwarven and elven suffixes with no meaning yet. More so to accentuate the three primary races of the world, naming it together. 

The other major change that born from this are the new continents. Nauheim that went through a few changes only by just this week, as the first concept was it resembling the long body of a dragon, with two peninsulas resembling its wings, and the Eptirrion’s northern peaks being uneven, resembling branching antler-horns. But instead shifted to the whole continent being a bit of a basin, sliced in the middle, into a lowland and highland with the Deep Lands being in the same elevation of the lowlands, but more on that later as I am still adjusting things. Lhooril got pushed onto an isthmus, acting as a sort of first line of defense as they have the only easy access point into Nauheim, Schoria onto its own smaller landmass, where as of now I plan to slice it two, with one side being vassalized by either Franchoi or Arghyria. The other in the Draunneath Alliance.

Yudao became too a separate but small continent of this triangular shape, and the conquered nation being Shangdu instead of Yudao. Thieya for now remains sovereign, for now. Hoshigawa remained so as I imagined it, same is with the Crescent and the Tear. On a fun fact, it was one of the bigger reasons I decided on redoing the world. Struggled with envisioning how the eastern part of Heleion fit in the whole. Didn’t want to make Thieya or Yudao into an island, after all I called it an eastern peninsula, but where it protruded, changed constantly in my head. So, they became a small continent of two nations. Two was thinking of including a fantasy India, one of the Crescent and Tear nations will probably take that role, or maybe another world in the Void-Between-Worlds. 

To some extent Eoran is the same too. Though originally years ago I likened it to a banana for some reason. The only change here as of now, is that the South I want it to be more varied, more Celtic, whilst the central has its own peninsulas, that are celtic, Scandinavian, feeling whilst the central regions are more in the Hispanic/Arabic/Native American mixture.

Crescent and The Tear’s only change is its shift to the west [similar to the Nauheim being a bit more east], the true change is in the Sakhrath-Ib-Anath reforming in Kesothis instead of Ehruem and Orhmedia, as some of the vague plans I have for this continent is to have them be a mixture of the others in political climate sense. Kesothis, Ehruem and Orhmedia each will be reigned by Eminent Covens, Kadath maybe, not sure wholly yet if they remain as a colony advertised as an ally, Baaneth will be more of a military junta with a king and queen holding no power and a lesser coven, Ralikhai is more like Heleion, ruled over as an oligarchy of three Grand Guilds vying for total control, Anwen is a Khanate, a monarchy, and Shalaion got rekt. 

And Heleion, which from a world became a central continent with a broad oval shape, a bit uneven at the edges, and with a weird tale that ruins the consistency a little bit. Though nation placement is still in its nascent stages. Arghyria remains as the Heartland, though it no longer has shores. Albion is still five isles, but only with one large, four smaller each with a role. Esparnia remains probably in the south with Tyrnala, whilst Franchoi probably in the north. Schiaventiurm got shifted here too, remaining though as a neutral ground for the Heleionians and Nauheimians. And the place where the Peace Treaty of the Great War was signed by all sides. Their alliance will probably remain as the Heartland Union, with a unified military sponsored by the Grand Guilds [who truly control them instead of the governments]. The Grand Order of Myelia’s Radiance will also probably get changed. 

The idea as of now, is to differentiate their unified military’s branching. Instead of having a navy, a ground and space/air branch, they have Legions named and based on the principles of the Heleionian Pantheon. So instead, it will be something like the Myelian Legion with its cohorts branched, and uniform.  Nauheim, Hoshigawa/Yudao, Sakhrath-Ib-Anath will follow my old model of Sy-/Voidfarer Branch, Ground and Naval branch, Eoran maybe a mixture as their Court System still gives me a headache to untangle. Or at least make a decision how to compartmentalize them.  Anyhow, that is enough rambling for this week.

Anyhow, that is all for this week. Thanks for taking the time to read my ramblings! Next week, I’ll probably focus on a bit of the History, the new Dating System, will include all the months, and work on my rethinking of what is Magikraft.

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MomonThe71stauthor
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                                         23.11.2025


Worldbuilding:

  • PNC: Short for Pixier-Niomahn-Cgiuth, a collective term for arcane-weave fabrics manufactured by the Mortal Court of Eoran, aimed to recreate a variety of ethereal garments in mortal fashion. Garments like the High Court of Night, which fabric is woven from the fundamental elements of Night [darkness, shadows, stars, and the moon’s light], floral leathers often worn by the Court of the Wilds and Seasons, the dewy membranous garbs of the Court of Seas and Memory. Wide-spread on the continent of Eoran, and even on Heleion, became popular amongst the northerners and heartlanders. 
  • Varangriaths: Infamous warriors of the North, found in both the Snow-Scaled Coven and the Black Rose Order/Coven. Berserkers, who through the usage of Mind Arcanum, sacrifice momentarily parts of their mental faculties to gain strength, endurance of preternatural levels. A state they made an oath, only to enter in the direst of situations, battles where they aim to create an opportunity for their comrades to retreat, or when they face an enemy beyond their normal means. Balfrin, the Redhand was one such Varangriath of the Snow-Scaled, who led two hundred of his blood-siblings into their deaths against a horde of lesser demons and fiends, gaining time for the Black Rose and her allies to retreat. Beyond this, they are also trained in rune magic, self-enchantment. 
  • House of Lunar Pleasures: The second largest brother in Ang-Osomi. Ran by Wakael Morine, a lunar elf of exceptional beauty, and a former member of the Moon-Guard, elite warriors of the Shogun. According to some rumors, before settling down, lived in the Midnight Isles, where she worked as a high-ranking enforcer to the Midnight Triads, who sent her here to watch over their kin-trafficking operations in the Heimrad. 

Updates:

  • And the three tales for Selindrae are up too. Each focusing on the common tales I plan for the Annals of Fame and Glory series. Two of which involve gangs, mobs, the underworld of Heleion, and one that is a bit more complicated, a prestigious gig involving a politician, governor or in later may even high-ranking coven members. Like Lythienne or another Hersith. But also plan to do stories involving the monsters of the world, be they lowly goblins, or even wild dragons. Or demons.
  • Progress was a bit slow on the December story. Though that’s mostly because I edited the first four chapters already, not long after I finished writing each. Still, plan to do one more round after early access in the first week of December. Or second.

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MomonThe71stauthor
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                                          16.11.2025

Worldbuilding:
  • Gymufaeth Host I: The naval branch of the Snow-Scaled Host, founded in the fifth century of the First Era of Mending. Formed after the alliance of the Snow-Scaled Coven and the Coven of Gymuron, God of the Seas, Memory and Destiny in the northern pantheon. Besides the two, smaller mercenary companies also joined and formed into the North’s first armada to act as constables of their seas. In the east, they raided the myriad isles that later formed into the Hoshigawan Shogunate, whom they later with conquered and beaten down the corsairs of the Midnight Isles. On the western side, one of their exploring vessel vanished, known to become the Lost Armada historians theorize may have delivered the first northerners to the shores of Eoran.
    • Presently (500-1100 NDE) the branch is led by Hersith Argasar, the first orc in the history of the Coven who reached the rank of Hersith. A brave sailor who hailed from Southern Eoran, migrated to the north where he enlisted in the academy of Ang-Thaugthur. Served and distinguished himself in the Great War, where he broke the Heartlenders blockade of Eoran’s eastern shores, and even formed his own around the Albionian Archipelago in the last stages of the war.
  • Fafmariarh of the Gymufaeth Host [500-1100 NDE]: Lowest, common rank within the host, marine infantry and constables on their seavessels, ports and oceanic bases. 
    • Uniform: A double-breasted, angular coat of waist length, featuring a high funnel-type Bulwark collar with molded to resemble a swirling, slender whirlpool, structured shoulders on the sides with a sailor-style cloak added to it, long sleeves of their uniform double-strapped cuffs, hem short at front and back, lengthened at the sides to their knees in the resemblance of loincloths. Underneath the coat, the same dark button-down shirt and neck tie combination of taffaerna arcane-fabric, whilst below the same tight-fitting and high-waisted breeches, high-shafted boots with pointed toes and folded down rims. Though unlike the Hvirtvia Host, their coats, breeches, gloves and boots all are tinted in the blues of the ocean, whilst decorative elements gleam in a brighter silver.
  • Mossundeil: Second largest port city of the Noyachny Heimrad, found beyond the titanic peaks of Eptirrion, built upon a plateau. A city which survived numerous invasions, blockades from the enemies of the kingdom, presently face an infestation from the underworld. Mobsters, terrorists, freedom fighters and pirates all linger in the city, after many of them came wearing the masks of honest, good-natured folk coming to aid in the rebuilding of the city after the Great War.
  • Boyevierh: Enforcers, high ranking soldiers of the Noyachny Mobsters, often carrying out gigs of their superiors. One Boyevierh has their own mini-crew, consisting of at least six or seven soldiers. 

Weekly Updates:
  • This week was a bit slow in progress of the two editing. Mostly, because just realized I have mostly editing that remains, so took a little break, did mostly just some outlining for next year. Ideas and such for the storylines. 
  • Likewise, was thinking whether to upload an unedited version of Selindrae’s tales, but decided nah. The first two will mostly just get some grammar checks, maybe a few extra supporting sentences. The third not sure, my sole problem is if I could fit in the foreshadowing for the Second Void War or not. But probably will leave it out. 

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MomonThe71stauthor
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                                     09.11.2025

Worldbuilding:
  • Eminent Covens of Heleion are the covens of witches, wizards, sorcerers living in a flock. A flock which grew in size, power and garnered influence comparable to the governments/states of Heleion. Either by gobbling up other covens into themselves like the Snow-Scaled done so, or through schemes and centuries of planning, like the Hoshigawan Coven and the Black Rose Order/Coven. Most of the Eminent covens are found ruling in the northern regions of the pan continent of Heleion, from Naireanth to Grauburg. And even Eoran’s southern landmasses are reigned by the Lesser Courts, though with less influence than their siblings across the ocean.
    • Covens with considerably less influence and power in stately matters are known as the Ascendant Covens. These include the four Myelian Militant Sects in the Heartlands that later conjoined into one in the early centuries of the Age of Greater Exploration.
    • Though the Eminent Coven of Eoran call themselves the Lesser Courts, they do so out of reverence and respect towards the Fae/Fey of Eoran, whose Higher Courts blessed them, sheltered them throughout the long centuries, before the arrival of the Empire.  
  • The Grand Guilds of Heleion similar to the Eminent Covens, are guilds who amasses power, wealth and influence that elevated them onto the same standing as governments. Like the Eminent Covens of the North, The Grand Guilds possess their own military arms through which they enforce and protect their holds and mercantile routes. Most prominent of these Grand Guilds is the Validurian Guild who started out in the Arghyrian Empire, founded by a distant cousin of the Last Emperor. During its inception, it mended relations with the Eoranians a century after the War of Freedom and Sovereignty, and after the Great War, aided in the reconstruction of the Heartlands which led them to become the third Grand Guild in the history of Heleion, the first which dealt in actual goods, rather than martial services like the Seekers Union or the adventurer’s guild.
  • Seeker’s Union: A guild of mercenaries for hire, bodyguards, lawful assassins and private investigators created not long into the Second Era of Mending, when a schism tore adventurers away from the old guild founded by the heroes of the First Crusade. Though no one knows the exact reason, some cite certain nobles tempting their sponsored adventurer teams to demand higher percentage from the fees, whilst others mention the first assassination carried out by an adventurer as the reason for the schism. What everyone is sure of though, is the quick rise of the Seeker’s Union, becoming equals in power and influence to the new guild of adventurers, whom they came to an agreement that threats including even monsters, undead or otherworldly intruders falls into the jurisdiction of the Union.
  • Rank promotions within all organizations of Heleion follows the same blueprint laid out by Titus Cornelius Leontius made in the first century of the Second Era of Mending. All ranks begin their ascent on the ladder of Rank Hierarchy by becoming Elevated, those who aided in greatly in triumph or merely served the laid out ten years of service. Then is followed by the Exalted with similar criteria, except they years of service needed double. Third are those got Splendid-Auxiliaries, Splendid-Vordriarhs and so on. To be Splendid of a Rank, one must achieve a great feat, that may include the slaying of some great adversary, contributing to the defeat of separatists, rebels and ensuring the restoration of peace. And here, the passing of time in service does not accumulate towards promotion. Last, granting each rank in all organizations quasi-captain/manager responsibilities and power, are the Majestics. To progress through this rank, one must demonstrate intellect necessary for captains, managers or in the case of martial professions, the skill to contend with great threats including wild dragons, necromancers of the greatest skills, and intellect necessary to join the ranks of great witches, wizards and sorcerers who further the arcane sciences of Heleion. If all these criterions are met, the individual can begin their journey into the next rank–usually of a more special nature, where the same but even more arduous journey begins anew.

Weekly Updates:
  • Just want to say before everything, this week gave me a headache in what to include in the worldbuilding. Felt a bit early to include some elements, concepts from the three November tales, but still wanted something. So, on Friday, expanded a bit on my internal concept of Megacovens. See, when I first began now two or three years ago, I wanted to include certain elements from Cyberpunk genre. 
  • One such prominent element was the Megacorporations, but wanted to translate them into a setting that was at the time Victorian in my head, with High-Fantasy/DnD elements. But also wanted it to be a military, so turned them into a Megacoven, a term I didn’t want to use, as it felt too anachronistic. Even in post chapter/author notes. For a long while, I put it off, until yesterday, when the idea to have the general term name be Eminent Covens, that surmises well their position in the world.
  • On a shorter note, the other element was the augmentation. But wanted to focus more on bio-augments, translated again in a fantasy sense. So came the Black Roses’ mysterious elixir, that practically elvenizes people, then recently the Snow-Scaled Coven’s that bestow dragonesque features, immortality and strength, increases magical magnitude. 
  • And yesterday, also decided to still include Megacorporations, but call them instead Grand Guilds. Like the Seeker’s Union, a Grand Guild of Protection, Assassination, Mercenary Services. Which Selindrae is a member of, whilst also being a sort of diplomat between them and the Black Rose Order/Coven.
  • The decision also came, to spice up the world, add another and more prominent rival to the Eminent Covens of the North. And to differentiate the Heartlands, where the governments still have a bit more influence, and don’t rely fully on the covens or the guilds. Like Arghyria, Franchoi, Esparnia, Albion. Each of which have their own militaries independent [somewhat] from either. The Crescent and the Tear [Far-South] will be a mixture, for the time being. At best, may make them more religious.
  • Anyway, progress wise, the three tales from the Annals of Fame and Glory for this month, I finished. At least with their first drafts, but compared to the Spookinktober stories, I am more satisfied with them, so I’m mostly going to do small edits. The only exception is the third tale, that needs some fine-tuning. But for the next week, their first versions will go up in early access. 
  • Editing progress was a bit slower, mostly added some last ambush, skirmish and battle sections between the separatists and the Black Roses. And done some editing to the main sections.
  • Also started writing up some ideas for next year’s stories. Mostly for the shorter ones, that will include most definitely an old idea that was partially the reason for the whole Void-Between-World era. An apocalyptic world taking over by the fiendish crusaders of lust, or as I refer to them in notes, the Legions of Hectic Desires. Did some preliminary worldbuilding that expands on the demons, particularly those I could use in dark and smutty stories. 
  • For longer stories, for the time being all I am certain of, is that the first will continue the cabal storyline, whilst the longer may start the second war in the Void-Between-Worlds between Federation and Heleion. Mostly because the past few months, I was pondering how I could make a Death Star, that operates using sorcery, magic rather than soft science. Though as of now, it resembles more Starkiller Base.

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