The Last Wrath WIP - Tumblr Posts
Part 3 - Songs That Remind Me of My Characters
@lassiesandiego
These are characters from my current medieval dark fantasy WIP The Last Wrath, the songs belong to their respectful owners.
NETHEN -
Figure You Out - VOILÀ
Ego - Sarah Kennedy
In Her Eyes - Josh Groban
Est-ce Tu M'Aimes - Maitre Gims
Carry You - Ruelle ft. Fleurie
Paint It Black - Ciara
Will You Follow Me Into The Dark - Klergy & Mindy Jones
Beautiful Crime - Tamer
Icarus - Bastille
King - Zayde Wolf
War of Hearts - Ruelle
Midnight Oil - Tommee Profitt
VALLERIUS -
Black Flies - Ben Howard
Little Lion Man - Mumford and Sons
Come Hell or High Water - Andra Ariadna
Before You Go - Lewis Capaldi
Revolution - The Score
Message Man - Twenty One Pilots
Breath of Life - Florence + The Machines
Welcome Home, Son - Radical Face
I Found - Amber Run
AZRA -
You Got Me - Gavin Degraw
Dragon - Built By Titan
I'm Still Here - Treasure Planet
Family Jewels - Marina and The Diamonds
Don't Give Up On Me - Andy Grammer
Hey Brother - AVICII
Summertime Sadness - Lana Del Rey
Ancient Dreams In a Modern Land - Marina and The Diamonds
(Long) Excerpt from The Last Wrath:
@lassiesandiego @lyutenw @rickie-the-storyteller @writernopal
This scene belongs to my current medieval dark fantasy WIP - The Last Wrath. The characters in the scene are brothers, Zephyr & Jamie, one of which has been cursed and now grapples with what it might mean to their lives.
“[...] “What’s happening to me?” Zephyr whispered, a sound trapped between disbelief and a sob, holding one trembling hand in front of his eyes as he watched the bleeding cuts on his fist heal - and pitch black tendrils, glimmering in a dead grey hue, spread from within, pulsing from his arm towards his hand like rotten, dead blood. He could feel the magic in his blood, and it wasn’t his, it wasn’t right. It hurt like searing fire, but only at first, before everything turned numb.
In front of him the shattered mirror, bloodstained, stood like a condemning monument. Only, Zephyr didn’t remember doing this. He didn’t even remember coming here. He watched, in terror, as even the blood on the shards of clear glass turned from normal red to black as tar. Zephyr couldn’t move, couldn’t scream. Like there was an invisible barrier that kept him in place. Even his thoughts seemed like whispers in a hurricane, they seemed like someone else’s. It felt like he wasn’t here, but even worse, it felt like he wasn’t himself. Not anymore.
Everything was as if underwater, blurred, distant and suffocating. And he was the one drowning in it. Frozen, he was an spectator to the strange flashes that crossed his mind. He saw a kingdom besieged, a familiar one. The smell of the world burning around him assaulted his nose, and he heard the distant clash of swords that haunted his dreams every night. He saw the day they were betrayed, felt the blood gushing out of his wound like it once had, as a blade ripped through his side. The blade that would have killed his brother otherwise. In the mirror, a familiar face stared at him, accusation and disdain written in his eyes behind a strands of white and black hair, an otherwise handsome face destroyed by hatred.
Zephyr’s breath caught in his throat. He tried to step back, but his feet were locked in place. The young man in the mirror smiled, and Zephyr swore he could hear his laugh. The same laugh as that day, so many winters ago, when death had been so close to them, as the figure suddenly started to morph … into himself. The darkness in his blood pulsed stronger, colder, as it called to him. Zephyr heard a bloodcurdling, horrifying familiar scream as his doppelganger laughed. The image twisted, and he saw his little brother lying dead on the ground. He couldn’t breath.
Before he could lose himself any further, a pair of arms wrapped around his chest, holding him as if someone dragging him from the bottom of an icy lake would, and awakening back to reality. A gentle, familiar voice was calling out to him, but he couldn’t yet hear the words.
He saw himself back in his room, a floor filled with toppled books and the welcoming sounds of the early morning wind. Home, he was still home. Kneeling on the floor, he barely realized his throat was raw from screaming. The black tendrils in his hands dissipated slowly, until only his pale skin remained. In front of him, a figure knelt between him and the shattered mirror, shielding him from its sight. Kind brown eyes, ridden with worry and guilt, met his.
“Jamie” Zephyr wept in a weak, hoarse sound, his arms shaking as he lunged into his brother’s arms, desperately clinging onto his shirt, because he was alive. His brother was still alive and they were safe, they were home. He wasn’t a monster, at least not yet. Jamie didn’t say anything, allowing the older boy to hold on as tightly as he needed to as he gently returned his embrace. Tears fell unbidden from Zephyr’s eyes and into the younger’s tunic, as his hands dug panickedly into his back, as if he might disappear at any moment “Jamie, I’m losing myself. I - I saw you die, I can’t… I couldn’t protect you. I’m becoming a monster.”
The words were desperate, a strained line of thought panickedly strung together. Jamie held him tighter to his chest, before pulling away and getting the older boy to calm down. He placed his hands on Zephyr’s shoulders.
“Listen to me. You’re the best man I’ve ever met, you’re not going to lose yourself like this. We’ will find a cure.” Jamie said, every word spoken with utter sincerity as he willed the other to meet his eyes, like Zephyr had done so many times when the roles were reversed “I will make things right, and everything will be fine like it used to be.”
Zephyr scoffed gently, tired irritation seeping into his voice.
“You don’t know that. I could be dangerous and I wouldn’t even know how to stop before the worst already happened”
Jamie sighed, noticing how Zephyr’s eyes flitted between him and the broken mirror behind them. He hated how that day had made Zephyr hate himself so much and how uncertain it had made him.
“Yes, I do know. You would never hurt me, not even if that guy or his magic tried to force you to, I know you wouldn’t let that happen. You’re my older brother, I will never be afraid of you. [...] ”
Dialogue Excerpt:
@lassiesandiego @lyutenw @rickie-the-storyteller @writernopal
The Last Wrath - Enemies to Lovers (Ellinor & Nethen)
“History is rarely written by good people, love” He says, a soft look upon his handsome face as he looked in her eyes. Here in the ledge of this fortress, in this perfect moonlit moment, they could be anyone, there was no one but them and the stars. Understanding flashed in his hazel eyes, a reminder that, tomorrow, they must resume their roles in this game called war, pretending to be on different sides.
Gingerly, she took his hand, and a fiery passion flicked in her eyes. “That’s why were the ones setting the quill to paper.”
He smiled, that dangerous, sharp smile that she’d fallen for so long ago and hadn’t even realized it at that time, when the only things they would have ever dreamed of exchanging were daggers and sharp words.
“Then tomorrow we’re taking down the King, and his crown will be yours in our version of History.”
Happy WBW!
What would the world of your WIP look like in a hundred years?
~ @tabswrites
Happy Worldbuilding Wednesday! Thank you for the Ask, @tabswrites
What would the world of your WIP look like in a hundred years?
This is a very interesting, and complicated question.
Let me explain:
The continent of Agrannor has been torn by multiple wars and conflicts for the past few centuries, especially the Agrannorian civil war which was especially damaging (I mean, the Kingdom of Eldon was literally destroyed by the end of it, there was nothing left when the war ended) and the persecution magical folk have faced ever since the rise of the Morosyn Dynasty has also caused serious consequences. The Continent's development - though the kingdoms still thrive in most places - has slowed down considerably, and that is only bound to get worse with the approach of the War of Prophecy in the current events of the story.
This means that, by the time the current story of The Last Wrath ends, most kingdoms (be it Imperial, Free Realmer, or Borderlands) have some serious rebuilding and reestablishing to do, before development and technological growth can even begin to take place.
This is important to know, because such a halt on the continent's development and the aftermath of such brutal wars, means that at least the first half of those 100 years will be spent recovering and rebuilding what was lost, as well as changing unhealthy prejudices and helping those who were once hunted down find a place to safely restart their lives. That is a lot of work, even with the kingdom's efforts combined with the new magical and tech discoveries. Some semblance of technological development should start to be noticeable by the middle and the second half of the coming century.
And that's where the answer to your Ask comes in!
After the continent is done rebuilding, the kingdoms would likely use the magical and technological advancements learned during and after the War of Prophecy, and use it to make their lands thrive. Better housing, more advanced road systems, and expansion of trade relations with new kingdoms and even other continents (which the growth of dragon rider academies - who can fly long distances - and also the creation of better, faster sailing techniques, with the Storm Isles making an alliance with the continent once again)
SPOILERS BELOW THE CUT ✨
Some key political changes also happened during those years, especially in the aftermath of the War of Prophecy, after which the Morosyn Dynasty fell and their lands became once again the Seraphian Empire, with the lost heir of the First Empress being crowned as ruler, and the re-establishment of a friendly relationship between the Imperial lands and the Free Realms, with the Empire stopping its efforts of conquest and the crooked ways of the Temple of Radiance being outlawed for good (a temple should be a place of peace and diplomacy and not a horrifying monstrosity that hunts innocents for their magical blood).
The Hidden Cities of the Elves began to thrive once again, no longer having to live isolated from the world, and trust between human and elven rulers slowly began to rebuild. More importantly, with the end corruption of the ancient magic sources, the elves no longer found themselves ill or cursed by the effects of forbidden magic and were able to live their long lifespans to the fullest once again.
The lost enclaves, where the last Faeborn that managed to survive the Hunts lived, reappeared for the first time in almost 30 years, with the support of the kingdoms to be free to return to their ancient territory. The Faes then shared much of their magical knowledge with a few selected human and elven individuals, who went forth to use said knowledge to try and improve the lives of everyone in the lands.
As for the Free Realms, much of their current structure and political systems remained the same. The kingdoms remained independent and free to thrive as they pleased, without the threat of Imperial Occupation. The Free Realmer lands conquered during the Agrannorian Civil War and the War of Prophecy were restored to their rightful kingdoms, and given independence by the Seraphian Empire. When it came to important decisions and diplomatic solutions, the rulers were once more united in the Primordial Council (which gathered every five years or whenever should it be summmoned, to discuss important matters), which had fallen millennia ago during the Ancient Wars and was reinstated after the end of the War of Prophecy, a century ago, by request of Queen Ellinor and the Dawn Knight. This was meant so that a conflict of such magnitude could be avoided in the coming future.
Due to all of this, a growth in the presence of magically talented populations grew, now that their lives were no longer in danger. Many more people became interested in learning arcane magical arts, and the old sorcerer orders and academies were reopened (both in the Empire and the Free Realms) to train those interested in following a sorcerer path.
Of course, not all was beautiful, nor fun, and games, and the kingdoms still suffered through many minor conflicts and harsh times to get where they would be 100 years later.
(Since the world of Agrannor was heavily inspired by some aspects of IRL late Ancient Times and early Medieval Times - and considering the halt in the fictional continent's development mentioned earlier - in 100 years, it would likely be very medieval-coded but more developed)
Happy WBW!
What's an element of the world of The Last Wrath that you initially wanted to include, but ultimately didn't, and why didn't you?
Happy Worldbuilding Wednesday! Thank you for the Ask, @clairelsonao3!
What's an element of the world of The Last Wrath that you initially wanted to include, but ultimately didn't, and why didn't you?
This is a very difficult question to answer. Namely because, out of what I created for this world's WIP, most of it was intentional and takes some part in the characters' stories and lives as a whole (as in the setting the characters live in has a concrete impact on who they grow up to become), and so, much of the ideas I come up with are - in some shape or form - added and adapted to the existing aspects of Agrannor.
However, when The Last Wrath was still early on in the development/creation process there were two things that would have been included, but were changed/scrapped in the current draft:
The world of Agrannor, initially, would have had a much stronger inspiration in the irl Renaissance period, but, the more I wrote, the more it didn't feel right. So, I decided to scrap that idea, (save for some very vague aesthetics here and there, in Faravvia and Etaruze), and change TLW's inspiration to late Ancient Times and early Medieval Ages. (Chiefly, because some aspects of some ancient empires, as well as some less-known medieval civilizations piqued my interest and served as a huge source of inspiration for the continent of Agrannor, creating the perfect vibe!)
Originally, in the actual story of Agrannor, there would've been actual Mageborn kingdoms in the current timeline. But I found that - for the story I am trying to tell and the lore I built for Mageborn civilizations - it would make more sense for most of the mage population to live amidst the human kingdoms, save for some very specific Mageborn Orders (like the Order of Knights) and some isolated nomadic mageborn groups.
Happy WBW! 🧙 - If your world has magic users, can anyone use magic or is it something they are born with?
Happy Worldbuild Wednesday! Thank you so much for the Ask, @pluttskutt!
Happy WBW! 🧙 - If your world has magic users, can anyone use magic or is it something they are born with?
Oh, boy, do I have an answer for this! In my main WIP, The Last Wrath, magic - and therefore multiple forms of spellcasting - is something integral to the continent of Agrannor, where the story takes place.
Let's start from the beginning:
In the dark fantasy world of TLW, the lands of Agrannor, magical talent is a very varied concept.
For Mageborn (humans born with magical blood): They are born with pure magic in their blood, which means they have a natural connection to the ancient magic sources that once flowed freely throughout the lands. Those spellcasters are much more powerful and innately talented than any human sorcerer can ever hope to be naturally. Also, they are rather different from humans in many cultural traits, but also in their physical appearance (eye color, hair color, etc.), especially when it comes to the striking Mageborn "runic markings" that naturally occur the more a mage practices their power. Their magic comes from within them and rarely requires the assistance of external means. Since their magic is an inherent part of their blood - something they're born with, they can use their magic without the need for casting runes (though some, more tricky, spells require the use of rune casting) and usually have a connection with a specific type of magic they use to power their spells
E.g. You can be a Nightshaper, a mage who harnesses their magic from the power of the night - the darkness, the stars, the moon, the cold, etc - to cast their spells. In TLW, Vallerius Zyndrosar is a Nightshaper mage.
You can be an Icebringer, a mage who harnesses their magic from the power of winter - the ice, the wind, the stillness, etc - to cast their spells. In TLW, Cyprian Naras is an Icebringer.
You can be a Naturemorph, harnessing your powers from nature itself - from plants to stone, the very dirt you walk on and the heartbeat of earth, etc. In TLW, Myrah Faron is a Naturemorph.
Among many other types of mages.
For the Non-Magical People of Agrannor: Humans are not born magically talented, having little to no natural connection to the ancient magic sources (though some have what is called a "magical affinity" which means they have a slight connection the the Sources, and more chance to succeed should they choose to follow that path). They can, however, become sorcerers or wizards. In Agrannor, a sorcerer relies on an external source of magical powers (usually an artifact, a magically imbued runic weapon, potions or an artificial rune-engraved tattoo/marking) to harness and use magic, and it will never be a natural part of them like it would be for a mage.
Usually, in Agrannor, most of the magic for said artifacts is harnessed from natural sources, such as magical crystals, or magically rich environments, without causing harm to anyone. A talented sorcerer can have a magically imbued tattoo/marking engraved in their skin - usually in their arm - giving them free access to their trained powers anytime they need them. Zephyr Tellian is the most notable human sorcerer in Agrannor, born in the Fallen Kingdom of Eldon, Zephyr was a remarkably magically-talented child, with a strong magical affinity, and got his runic mark early on from the Eldonian Order of Sorcerers, before being forced to flee the fallen kingdom. Yuna Thyren is also a sorcerer in TLW, and her powers come from her runic weapons - crafted by herself - and her mystical heritage.
UNFORTUNATELY - There is a darker side of (some) Human Spellcasting (which some villains in TLW seem to fall under): Recently, some human sorcerers started wanting more power than their artificial magic (artifacts, potions, markings, etc) ould give them. In the Morosyn Empire (one of the regions of Agrannor), the Temple of Radiance enforces the Radiant Hunts, which capture mages to harness the magic from their blood - a cruel and vile initiative that is deeply despised outside of the Morosyn lands. Such Hunts also go after Elves, Faeborn (Faeries), and Merfolk, basically targetting anyone talented enough (according to the Temple's doctrine, the more powerful the spellcaster, the more power can be harnessed from their blood). The Bloodharvest Rituals always kill the captured mages, but the Temple doesn't care - as long as it gets what it is looking for. Such is the reality for many magically talented people in the Morosyn Empire. Most of the Imperial human sorcerers often use this cruel system to become more powerful through artificial magic created from the Bloodharvest. most of the Imperial army is equipped with advanced weaponry powered by the magic harvested from the crooked hunts.
Another important distinction:
Pure Magic - the magic carried by the Mageborn and the other sentient magical species of Agrannor. Being something they're born with, it is completely natural and stems from the nature around them and the ancient sources.
Artificial Magic - The magic used by most of the human sorcerers and magic warriors in Agrannor. It can have two origins:
It can be harvested from nature (usually from some of the sources itself) - Taken from the ancient natural sources, this magic is usually carefully collected from the environment and used to power the sorcerer's runic tattoos, artifacts/amulets/runic weapons, and power-inducing potions. Being derived from pure magic, it is usually good and does not harm others in the process it takes to achieve it.
Blood Magic - Also known as "vile magic", artificial blood magic is the one harnessed from actual people, a practice enforced by the imperial Temple of Radiance. It gives the user a much more dangerous and raw power, creating much more deadly runic weaponry. Due to its cruel and despicable origins, causing inexcusable harm to innocent people, it is an inherently evil form of artificial magic.
Dark/Corrupted Magic - Dark magic is a form of natural/Pure magic, derived from the corruption of the natural ancient magic sources and of magical phenomena around the continent. The corruption of magic is caused by the actions of the Secret Court (an ancient order of corrupted sorcerers who seek to rewrite the world in blood), and is extremely dangerous, unstable, and deadly. It also causes the existence of Fallen Ones - mageborn, faeborn, elves, etc - who are born with the natural magic already tainted by darkness, for the source with which they were connected was corrupted before their birth.
For other sentient (non-human) magical races in Agrannor - Elves, Merfolk, Vampires/Dhampirs, and Faeborn are all born with an inherent connection to the magic around them, being made from it, and have to train their spellcasting skills like any mage seeking to improve their innate abilities.
There are magical academies and orders that exist to train magically talented people - be it mages or sorcerers - and all of them have different approaches to the learning/teaching process and what kind of spellcasters they'll train.
NOTE:
The Secret Court - Formed during the Ancient Wars - a vast conflict that tore the continent apart millennia before the current story even takes place - they sought to learn how to control and utilize the strangely occurring dark magic phenomena around them, creating the most dangerous form of magic that would late serve as their weapon of war against the continent. Even after their perceived defeat by Dawn Knight Abavven Ashiren, all those years ago, they continued working from the shadows - corrupting the ancient sources and twisting the minds of the weakwilled - until their return in the current age of Agrannor. Anyone can become a member of the Secret Court, if tainted by dark magic, and become just as - if not more - powerful than any untainted mage. Dark magic twists the very nature of a being, becoming one with them. It is an extremely vile and dangerous practice that is outlawed - for good reason - in all regions of Agrannor.
So, in short:
Mageborn - humans born with a natural magic affinity to the ancient sources of magic in nature.
Sorcerers - non-magic humans who use artificial means to gain access to magical powers.
Blood Sorcerers (and Hunters) - non-magical human spellcasters who harness their powers from the blood of magically talented individuals. A cruel and unforgivable practice.
Other Sentient Magical Species - Elves, Faeborn (faeries), Vampires & Dhampirs and Merfolk. Non-human species who are naturally born with a connection to magic.
Fallen Ones - mages (or other sentient magical species) who are born with dark magic powers, because the magical source they or their parents were connected to was corrupted unknowingly before their birth. An accidental aftermath of the unholy work of the Secret Court, they can be good people, though their powers often consume them.
The Secret Court - Dark Sorcerers and Mages who choose to use corrupted/tainted magic as their source of magical power. Also unforgivable.
for the ask game--💬🗯️✨? :) - @liv-is
Thank you for the Ask, @liv-is!
💬Share your crunchiest bit of dialogue; include zero context.
I don't know what crunchy means in this situation, I'm assuming it means either "very good dialogue I'm proud of".
"What did you do?" Innara asks a twinge of terror in her words. [...] Elyren looks at the bones, unmoved, and scoffs. "I did what I had to do! If I hadn't done what I did -" He pats the pile with the tip of his boot "This Imperial thug would have cut off your head. I would expect a bit of thankfulness - after all, I just saved your life from decapitation and spared your boyfriend that very bloody and traumatic sight, whenever he comes looking for you."
🗯️What do you think is the most divisive or controversial aspect of your WIP?
Wow, uh, I don't know. There are a lot of dark themes explored in the book in some very specific scenes (war, prejudice, harassment, etc.), but such is the role of Dark Fantasy in general, to criticize harsh realities in an exaggerated yet clearer manner. I don't really know how to give a clear answer to this one.
✨What is one totally unique thing that sets your WIP apart from the other stories?
I usually don't do this, lol, because I find it a bit awkward to compare creative works but since I have to answer this question then I would say: The worldbuilding and character relationships, I guess. I'm very proud of the world I created for The Last Wrath, and I consider it rather unique compared to some other stories that I like. I try to subvert expectations/tropes naturally when it comes to character relationships, and am very proud of the current result!
Happy WBW! How do people store their food in your WIP? Do they have refrigerators? Do they need to salt and preserve their meats? What about things like dairy and other perishables? Tell me all about it!
Happy Worldbuilding Wednesday! Thank you for the Ask, @writernopal!
This is my favorite type of worldbuilding question, lol, because it means I get to nerd out about highly specific aspects of my WIPs. Brace yourself for a thorough explanation because the answer is, as always when it comes to The Last Wrath, IT VARIES, a lot, lol.
How do people store their food in your WIP? Do they have refrigerators? Do they need to salt and preserve their meats? What about things like dairy and other perishables? Tell me all about it!
Okay, so, as I said before in this post, this answer actually varies a lot depending on the question: "Where are you in Agrannor?"
Because oh boy, does that continent have varying climates, geographic formations, and cultures that directly affect the way each of its residents store and preserve food.
If you live in the colder extremities of Agrannor, like Kestrall, some parts of the Morosyn Empire, or the northernmost and southernmost edges of the Borderlands:
These regions (and I mean ESPECIALLY Kestrall) hold freezing cold temperatures, for most of the year. Kestrall is a snow-clad mountain range with little to no summer, some parts of the Morosyn Empire are cold and wet throughout most of the year and dry and freezing in the other half of the year, while the Edge of the Borderlands (called the "wildlands") are foggy moorlands and forests that are, almost always, either raining/muddy or snowed over.
So you get the picture, it is cold. Very cold.
This is relevant to this topic for one important thing: food goes bad faster in the heat, as we all know. Plus, since these regions are so close to such extreme sources of cold almost year-round, it is pretty easy to store food at home without much to worry about. The weather is cold, and there is always enough ice to go around for pantries and ice boxes. If needed, certain cuts of meat can be salted and frozen in the snow and ice outside of the houses, before being stored. And that is without considering one thing the citizens of Agrannor have available that we don't: ✨REAL MAGIC✨
This gives them - at least those who actually use it/cast it themselves or buy potions/runic amulets/enchanted items - the chance to use it in order to make food last way longer than it would naturally. There are plenty of alchemical elixirs, spells, and whatever else, that allow food to be preserved, be it by enhancing the properties of ice and making it last longer, or by actually preserving the food, like modern-day chemicals would.
Milk, especially the fattier and thicker kinds, like that of the Blue-Tinted Mountain Goat (in Kestrall), is consumed. A lot. Cheese is consumed too, but it takes a while to make due to the cold climate, and it's mostly reserved as a very occasional delicacy. Chocolate - and magical variations of it - is extremely popular, especially in desserts. Kids growing up in these kingdoms have access to a lot of chocolatey sweets because it's surprisingly very cheap there (the quality is not guaranteed tho, and some do feel less like chocolate and more like something else you can't quite place, like, there's only a whiff of chocolate there) and if you're lucky, it is warm. Plus, if you buy the nicer ones, they're really good. (Now you know why Raelen likes chocolatey sweets so much. Julyan bought a lot of those weird chocolate pies and cakes for that girl while she was growing up, - mainly because he didn't know how to cook that well yet and sweets were cheap, plus it made her happy, and it kinda stuck with her now that she's grown lol)
The Nomadic human tribes of the Borderlands use smoking techniques (with a special mix of magic, certain types of firewood, and condiments) to preserve their food during their long travels.
In most of the Morosyn Empire, however, since magic is restricted to the lucky few who have a permit and the sale of authorized magical elixirs makes them expensive, most people use a combination of techniques to preserve food, using the frosty weather of the winter to their advantage and getting creative in the summers. Ice is carefully stored in sealed ice boxes in the winter season, and the food is usually heavily condimented and smoked to preserve it. The Morosyn Empire is famous for its notoriously spicy/strongly condimented dishes, for this exact reason.
If you live in the more temperate areas of Agrannor, such as most of the centermost kingdoms: Arkellya, Eldon, Midtaren, Nethilor, Etaruze, Faravvia, and Liranthis
Those kingdoms typically can only rely on snow and ice in some of the colder winters, and even then it is not nearly as foolproof. So, they have to get creative. The most varied kinds of alchemical elixirs, potions, curing salts, freezing spells, machinery (only in Liranthis, the city of scholars), and smoking techniques, are perfected here.
Food is usually prepared with freshly collected ingredients every day because it is easier to just eat something that was only recently picked on that specific day than to find the means to preserve it. Farmer's markets are always bustling every day, for this reason. Everything else also falls under his rule: fish are fished from the lakes/rivers on the day they are to be prepared, game meat/venison is often hunted right before the feasts and such (though the remaining meat is salted, smoked, and preserved for later), pastries are baked each day, etc.
Milk is consumed fresh or boiled, on the day it is picked. Cheese is one of the staples of the cuisine of these kingdoms since the climate is favorable to it, and it's pretty much in every dish you can find here so much so that it almost gets boring after a while.
In the hotter/warmer parts of Agrannor (a desert city and the seaside kingdoms): Adrellios, Vellamere, and Meruvvon.
Adrellios is the golden jewel of the Eternal Dunes and the Billowing Desert. This means: it is dry, hot as all hell, and there isn't a twinge of snow in sight. There is a river - Attarah's Tear, said to have been a blessing from the Goddess Attarah herself, protector of desert travelers and mother of the lost - around which the entire city is built, but the river isn't cold - obviously. In this city, food is mostly preserved through: drying it out in the sun (an effective way to keep food preserved, though it changes its texture severely), seasoning/salting it, and, you guessed it, magic. Adrellios is the chief consumer of magical concoctions to preserve foods or keep them cold in the heat of the summer. They are the number one buyer of anything of that nature they can get their hands on, and for good reason.
Vellamere, our beloved seaside kingdom. Though its temperatures are generally milder than Adrellios, and there is no denying that, it still isn't anywhere near as cold as the other kingdoms. It is warm, it's windy and it has a serious humidity issue going on due to its extreme proximity to the sea winds, especially in the summer. They are especially creative when it comes to this topic, buying ice (temporally enchanted so that it won't melt on the travel) from neighboring kingdoms. Since doing this is very expensive, they have found a rather unusual but more practical solution. There are nonpoisonous "enzymes"/properties that are collected from sea monster shells (the all-purpose sea monster shells of Agrannor, lol), and when mixed with sand, and water they create an extremely cold/freezing mixture that won’t heat up for weeks. They use it to coat the inside layer of their "ice boxes" like paint when they build them, covering that layer with more wood and letting it dry. Once dry, it stays cold like nothing else, and food can be safely stored for months, until it wears off and another coat of "paint" is required for the ice box - like a portable freezer. It is used to store food during long-term sea travels or even at home.
Meruvvon, is the maze city by the delta of Agrannor's largest river that flows right into the Lost Sea. Its climate is almost the same as Vellamere's, except that it is often plagued by sea storms (due to its proximity to the Lost Sea, hence the maze-like structures which are basically their version of storm safety methods). Their techniques are very much similar to that of Vellameres, though they do rely a lot more on imported ice trades from other kingdoms and are known for seasoning/salting their food with a local berry known as the Sphynx' Hook, which gives the local cuisine its unmistakable - and highly spicy - taste.
Milk and cheese are huge NOPES in either of these kingdoms, due to the heat (which rots it like nothing else) and (in the case of the seaside ones) their seafood cuisines, which rarely need cheese or milk to accompany them.
Finally, the extras:
The Storm Isles: They have perfected the art of fishing and every day new fishing boats return from the open sea with just enough for another day. They believe in reducing waste/not throwing good stuff away for nothing, so their communities only fish what they need for the day or week. The rare remaining seafood is preserved with local condiments, and put into the same kinds of ice boxes as in Vellamere - the ones with the sea monster shell lining.
Elves believe that if you're going to take something from nature (be it by hunting an animal or picking a plant) you had better not waste it or disrespect the life it once had. Hence, they usually only hunt or collect what they need for each meal, and so don't have much of a need to preserve it, though their magic potions know no bounds and they have tried preserving food before, for some specific recipes. Most of an elf's diet, however, is vegetarian, and they rarely hunt (though they can and do eat meat, that is reserved for very special celebrations, and so most choose not to hunt on normal days).
Faeborn are carnivores/apex predators, like wolves or tigers (they even have rows of wickedly sharp teeth, pointy clawed hands, highly adapted eyesight and heightened sense of smell/hearing), and so they usually hunt what they need or want to eat on a daily basis, they have no need to preserve it for later because there's always more in the forests to hunt when they want more. They do eat the odd plant/fungi/flower but that's only a small snack to their tastes, though they do like tea quite a lot.
Merfolk are extremely similar to that, though they eat fish and keep stacks of preserved clams/crabs and seaweed for lean months under the sea
Vampires/Dhampirs need blood to sate their inhuman amounts of hunger, and while some do drink human blood (the fastest way to sate themselves), most live from the blood of animals such as cattle (you will likely find that even the richest vampire has a herd of sheep or cows in the forest/backyard next to their castle because they need a lot of blood), so they also do not need to preserve food. Dhampirs (half human/half vampires) do eat human food every day - though they still need blood weekly to keep their health up.
WAIT IGNORE MY LAST ASK I PUT THE WRONG QUESTION LMAO
HERE IS THE REAL WBW (i accidentally did a blorbo one LOL)
anyway happy worldbuilding wednesday! what are some fashion trend(s) in your world(s)?
Happy (Late) Worldbuilding Wednesday! Thank you so much for the Ask, @cabbojage!
What are some fashion trends (s) in your world(s)?
Oooh, I adore this topic!
In Agrannor, there are many different fashion trends which all vary depending on which culture they belong to!
For example, in Ergyre, gold and purple clothes are extremely popular among high-standing nobles looking to get in the good graces of the current Triarchy, by wearing the kingdom's colors. Nail polish, exaggerated makeup, and intricate masks are also beloved trends in Ergyre. The finest tailors/seamstresses, makeup artists, and hairdressers are always in high demand in this kingdom for this specific reason.
The inhabitants of Vellamere opt for practical yet intricately flowy clothes, perfect for both social gatherings and setting sail into the vast open sea. Silk dresses, as well as scarves and delicately woven headdresses, are incredibly popular. Vellamere is also known for its incredibly vibrant colorful clothes, painted with bright ink and intricate embroidery. Pearlescent seashell necklaces, as well as many different kinds of handmade artisanal jewelry, created from items usually found on and near the sea.
Etaruze and Farravia are known for long overcoats covered in colorful yet delicate brocades, ruffled cotton shirts, and embroidered leather ornaments. Makeup is welcomed and indulged in as a form of art and self-expression. Colors are strong and vibrant, but hold a sense of subtlety and nobility. Faravvia is much more vibrant than Etaruze, which favors more delicate and pastel tones. Both kingdoms are known for their strong use of makeup, nail polish, and bold hairstyles.
Nethilor's fashion trends are often reminiscent of aspects/symbolism of the seasons of Spring and Autumn, as this kingdom is by far the most connected to its flora. Vibrant dresses as green as summer leaves, purple gowns and suits like blossoms in early spring, wooden headdresses, and earthly-colored attires - this is what Nethilor is rather known for.
The Morosyn Empire values austerity, efficiency, and stoicism, but also boasts its power, wealth, and conquests. Their fashion sense is a mix of these values. While some of the more traditional nobles of the Imperial court choose to wear delicate/stern attires in the Imperial colors of marble white, gold, and silver, some of the more eclectic nobles import fashion traditions from Ergyre and Arkellya, wearing more vibrant colors, especially purple and dark blue, as well as statement pieces of headwear. In the Empire, makeup and nail polish are often kept more delicate and faint, using the Imperial colors to strike a sense of severity. Bolder colors of makeup are often reserved for courtesans and other entertainers.
The Kingdom of Midtaren values fashion trends that blend with the forests, looking as one with the forest. So their clothes often reflect colors often found in the woodlands, from green and brown for gowns and clothes to vibrant blues, delicate pinks, and opaque yellows for accessories. They value practicality and flexibility, liking clothes that look fancy but which allow them to swiftly move around the forest trees, where their city is nestled above. They like clothes that echo of the nature around them.
Thumbprint Challenge Tag!
Thank you for the Tag, @forthesanityofstorytellers!
RULES: Look back on your work, both past and present, finished and unfinished. What are five to ten narrative elements or tropes that continuously pop up in your work? Give a list of these things!
Healthy sibling relationships and their dynamics (though more often than not paired with the "us against the world" trope for orphaned characters, like Zephyr and Jamie in my WIP The Last Wrath)
The Incredibly Powerful Being is Socially Awkward (usually paired with the trope "Looks like he could kill you, is actually a cinnamon roll" and "beast/monster has a heart of gold". Examples of this are Valentine Concordium, a 200 year old vampire teenager from my WIP Enchanted Illusions, and Xarian Argyris, a deceitful - and only slightly murderous - fairy outlaw from my WIP Tales of Wilted Flowers)
Outcasts, underdogs and overall pariahs doing what the government is too cowardly to do (literally the theme of Tales of Wilted Flowers is centered around how unwated outcasts turned out to be the heroes who saved the world at the end of the day despite the kingdoms being against them)
The existence of hope and laughter in an injust and oftentimes bleak world
"Supposedly virtuous person hailed by the world and peers, is actually an insurmountable asshole" (and no one believes the MCs when they try to expose said fanatic. An example of this is some of the villains encountered throughout ToWF)
Found Family that incessantly pokes fun at one another but who would go to hell and back to keep eachother safe
Amazing wonders can be found anywhere during daily life, one just has to look for them
Tagging (gently, with no pressure): @exquisitecrow, @cabbojage, @rickie-the-storyteller, @aziz-reads, @anoelleart, @doublegoblin, @gummybugg