Hey all, and welcome back to the gates of Enverdolmal.
I hope this, as always, finds you well.
I have some character bios for you all to chew on til the next chapter part drops!
In the meantime, feel free to check out the very active podcast as well lol. Pardon the low volume, I will be re-recording the first few soon enough in order to solve this problem!
Thank you all kindly for your time a patience!
The Reader base has been on a steady incline! I can't thank you all enough, nor can I express how much I truly appreciate each and every one of you folks. It blows my mind that so many people -100 for all I know- are taking a liking to these tales of mine. I just hope that they aren't to...scattered? I believe that is the word I am looking for.
It will all make sense in time lol you have my word.
Global English Reader Views just hit 19.65k
Global Spanish Reader Views just hit 13.9k
Those are amazing numbers!
I want to know what you all think!
What you love!
What you hate!
What I missed!
What I messed up!
lol for real folks, hit me!
The cast is really rounding out, and I am excited to see where the story will take all of our people when all is said and done.
I have been waiting for someone to comment so that I could pick and create a few characters based on the top readers and add them to the story, but I am still waiting as of now lol
Maybe YOU could be a major part of Enverdolmal's story!
Just like and comment on your favorite Chapter Parts, Character Dives, or World Lores!
The odds are very in your favor as not many if any have done so as of yet.
The first arch "Embers" is mostly just the introductions to each character and the telling of their origin stories. This also has and will have a lot of World lore as well, in order to get the world around us all rounded out and such.
I won't keep you all any longer, go read the new content lol.
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Lifespans are a bit weird here in Enverdolmal :-) Nothing to crazy thought I assure you.
A year is know as an SC or "Sun Cycle" and one SC is 366 days (give or take.)
One day-night cycle is 28 hours, about 30 additional hours a year when compared to our real world calendar.
HLS- Human Lifespan.
Humans: 1x1 Sun Cycle . = 1 Year or one rotation around the Sun.
Dwarfs: 3x HLS. The average Dwarf will live 3 times longer than the average human.
Elves: 4x1HLS. The average Elf will live 4 times longer than the average human.
Goblins: 2x1 HLS. The average Goblin will live twice as long as the average human.
Orcis: 2.5x1 HLS. The average Orcis will live 2.5 times longer than the average human.
Ogre: 3x1 HLS. The average Ogre will live 3 times longer than the average human.
Ordin: (Goblin/Orcis hybrid. Randomized physical characteristics based on parental species.) 3.5x1 HLS. The average Ordin will live 3 times longer than the average human.
Dwarfym: (Human/Dwarf hybrid who retains Human height and features.) 2x HLS. The average Dwarfym will live twice as long as the average human.
Tinker-Kin: (Dwarf/Human hybrid who retains Dwarven height and features.) 1.5x HLS. The average Tinker-Kin will live 1.5 times longer than the average human.
Changeling: ??? HLS.
Elfym: (Elf and Human genetics are always harmonized if the pregnancy makes it to the second trimester. A rare happenstance. Neither bloodlines characteristics show more physically than the other.) 2.5x HLS. The average Elfym will live 2.5 times longer than the average human.
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"No blood on our pillows. Part 1/Part 1.5."
Character: Ajor Dova.
Species: Elfym.
Class: Assassin.
Nation: Grootawe/Lustria.
Age: 71 HLS.
Weapon: Duel Long Daggers known as Ru'piet which translates to "Cry out."
Ironically, they are enchanted with an ability that "mutes" living things on contact, rendering the target unable to produce noise in any form.
Origin:
As an Elfym child, Ajor was taken in by a young Moonrey, who would raise and train her to be one of the finest Assassins in the land. Before Moonrey, she had been a part of a roving band of child thieves. They were known around the Crater Coast as "Dock Rats" for their habit of raiding docked ships at night while the sailors and crew were inland.
Ajor and her band were set up and caught in a trap one night, and five out of the eight were subsequently killed. Ajor and the two that remained were saved by Moonrey, who had some sort of leverage against the enraged Captain. She stays with House Moonrey not out of any form of owed debt, but of pure and undying loyalty to Moonrey, whom she would come to see as her new mother. Ajor had grown into one hell of a clean taker-of-lives shall we say, but alas, her blades would ever only strike for just cause. Even in her days as a thief, her morals had never wavered. She and her crew would only target ships that carried ill-reputation, leaving those with honest business be as they are. In her years under Moonrey, she had come to learn and accept the fact that there were far worse things one could be than an Assassin.
At least she would be doing her neck of the woods some good.
Update!
Corrupted Public Officials.
Plotting Underworld Murderers.
Undead sewer rats!?
Grootawe was no place for children...
Ajor's life was already complicated enough as is.
The town of Wegkrip is cloaked in more secrets than its population count.
Layered in lies.
Tainted by truthes.
Necessary lies some would assure you.
Terribly personal truths that Adjor would rather no one knew...
Not even Nori.
Especially not Nori.
From the moment that she had learned that she was with child nearly a decade ago, Ajor's only real goal in life had been to find a way to get herself and her child out of and as far away from the Crater Coast as she possibly could. But first, she would have to figure out how to get Madam Moonrey to release her from the contract that bound her to the House by night...
She didn't have much more of her debt to the House and its Matron Mother -her adoptive mother- to pay off. Nothing that maybe another year here wouldn't cover.
Another handful of lives were taken.
Another round of rich men bedded.
Outside of that, her latest "client" had turned out to be a bit more problematic than she had thought he would be.
She hadn't wanted to kill him in the first place.
And now, she was pretty damned sure that she was about to have to kill him again!
Oh, what a night.
She would have to be sure to not get any blood on the...
Abilities:
-Can generate after-images to confuse and disorient combatants.
-Expert level Assassination techniques.
-Can generate an anti-detection field that negates most types of intrusion spells.
-Excellent hand-to-hand combatant.
Stats:
Strength: 6/10.
Stamina: 8.5/10.
Agility: 9/10.
Dexterity: 8.5/10.
Intellect: 7.5/10.
Aether: 6.5/10.
Resilience: 6.5/10.
Resistance: High Magic: 6.5/10. Low Magic: 8.5/10.
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"No blood on our pillows. Part 1/Part 1.5."
Character: Jinroy A.K.A Jinrot the Bent.
Species: Human/Rat/Zombie Hybrid.
Nation: Crater Coast Collective.
Age: 29 HLS.
Class: Undead Soldier.
Weapon: -Blight-twisted Longsword.
-Rat-tail whip: Fashioned from what should have been his tail.
- X2 Boot knives.
Origin.
Jinroy had been sentenced to death by Madam Moonrey of House Moonrey.
A sentence that had been begrudgingly carried out by one Ajor Dova.
She had even gone so far as to keep it as painless as possible.
He was a cold and manipulative man, and his deeds had finally caught up to him in the form of two sharper-than-death daggers, in the hands of one of the only people that he had ever trusted, or even cared about.
The heart that he had been stabbed in was nothing more than an organ...There was not a single drop of emotion in the man.
Not until that very same heart was filled will black, oozing Blighted Aether via the bite of an aptly named Blight Rat.
The slain soldier is set to rise once again as Jinrot the Bent.
His will is gone, replaced by that of...We have to wait for that part.
A small taste of what the future holds for the unaware and ill-prepared people of Wegkrip.
Abilities:
-Can regenerate from minor and medium levels of damage to his body. (burns, broken bones, the like. )
-Can use his tail as a crude whip. Attached or otherwise.
-Excellent swordsmanship.
-Shattering screech: Sound-based attack that can debilitate nearly anything that hears it.
Stats:
Strength: 7.5/10.
Stamina: 8/10.
Agility: 5/10.
Aether: 6.5/10.
Dexterity: 7.5/10.
Resilience: 8/10.
Intellect: 3/10.
Resistance: Low 7.5/10.
High 4.5/10.
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"Inheritance. Part 1/Part 1.5."
Character: Dunda.
Species: Dwarfym.
Class: Fighter
Nation: Gren. Noordania.
Age: 16 HLS -roughly 5 in Dwarf years.
Weapon:
-Diamond headed War Mallet. : Infused with Anti-magic.
-Extendable handle: Range, 1 Foot- 10 Feet.
Origin:
Born during war times, and raised in a war-torn, sea-side dorpie, Dunda is tough and dependable. Losing his parents at a young age has left him with a bit of a chip on his shoulder, as he sees life in general as not very kind, nor fair. Being raised by his abusive Aunt and Uncle did very little to help with the boy's opinion of humanity, nor the greater world.
Dunda has no idea of the amount of wealth that was left behind to him by his parents, as his Uncle wanted and planned on keeping it for himself. On the morning of his 16th birthday, a strange man arrived, and upon dispatching his unruly Uncle, took Dunda away from the life of labor and despair that he was being subjected to. His life would forever be changed as he left for Garth Verlore, never to look back.
Unfortunately for him, both the achievements and sins of his father are eventually bound to catch up to him.
Update!
While sitting in the battered wagon outside of Garth Verlore, Dunda began to think back on all that transpired since he and the Knight, Sir Ivin had left his home back in Noordania.
Since he had first met the unique man.
Since his Uncle had pushed him further than anything ever had...
To leave had been Dunda's choice.
To attack his uncle on his way out had been Dunda's choice.
To officially never have to lock back, was a blessing from something or someone somewhere.
To fight? He had been forced into that.
The road to Garth Verlore had challenged and changed him in ways that he would sorely need in the years to come.
Maybe his uncle had been worth something after all.
Had it not been for him...well, I'll leave that till the next Chapter part!
Abilities:
-Rapid Adjust: Combat awareness rises as the battle goes on.
-Pain Conversion: Very high pain threshold,
Can convert some portion of the pain that he feels into extra Aether. This extra Aether is then converted into raw strength. (Can convert pain into power.)
-Dwarfym strength: Can temporarily double or even triple his strength.
-??????????: Yet to Manifest.
Stats:
Strength: 6.5/10.
Stamina: 7.5/10.
Agility: 6.5/10.
Dexterity: 6.5/10.
Intellect: 7/10.
Aether: 6.5/10.
Resilience: 8/10.
Resistance: Low: 8/10.
High: 6.5/10.
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"Inheritance. Part 1."
Character: Sir Ivin Rue.
Class: Senior Knight Instructor.
Species: Elf.
Age: 84 HLS - roughly 21 in Elf years.
Nation: Lustrian Cape. Lustria.
Weapon: Damascus Stiletto Daggers x2 known as Fox and Faux.
-These two mythical daggers have the uncanny habit of appearing suddenly back within their wielder sheath -A similarly mythical weapons belt known as the Shadow Sheath- Thus he can never truly be unarmed unless the belt itself is somehow removed. If either dagger is not in hand for more than a 5-second window, it automatically materializes into its matched sheath, granting Ivin instantaneous usage once again.
-It is not known for certain if the sheath is summoning the daggers, or if the daggers simply return to the sheath on their own magical accord.
Origin:
One of the original 100 students chosen from among his people to attend Garth Verlore every 100 years, as a part of the post-war, multi-kingdom initiative known as C.A.P or the Cultural Acclimation Doctorate.
Ivin grew up among the sprawling hills and dense forest of Lustria.
His Elfin kin were both loving and kind, yet far too dictatorial by nature for his free-spirited taste. At the young age of 42 ( Just over 10 years old in Elfin years.) He joined the caravan of 100 that departed for the school grounds to the North and East and with his parent's blessing, set out to make his own path in the wide world.
In a strange and terrible turn of events, the caravan was set upon by a tribe of Ogres just past the Northern border of Lustria, and just West of the Lorendey Swampland. Ivin was one of the only 10 survivors of the nightmarish ambush...
Despite how staunchly strict his parents and people had been, and despite further the fact that that by-the-book lifestyle had been what ultimately drove him to leave home, this singular event -his survival- had inspired him to enlist in and serve loyally within the ranks of the Knights of Naeri for nearly 2 decades before he took back to his first goal: Teaching for Garth Verlore.
By 84 HLS Ivin was a renowned Knight Instructor for the Grounds known as Hellinbrachyn School of Squires. Having both taught and mentored countless youth and alumni in his tenure, he is also an Ambassador for Garth Verlore itself.
Update!
When Dunda's file came across Ivin's desk, he set off nearly immediately after having read it.
The boy reminded him a lot of himself in his youth.
Anxious, curious, and deprived of the gift of freedom.
Ivin had made a way for himself and had found his freedom in Garth Verlore. He would see to it that nothing kept Dunda from both the school and that same chance at freedom that he had been given.
He knew everything that the boy had been through, and he had chosen to retrieve him personally once the time came for him to attend the school. It was Sir Ivin who vouched for Dunda to be emancipated from his Aunt and Uncle in the first place, and the man had vowed to be the mentor and tutor that he would have wanted when he was the boy's age for as long as possible.
Abilities:
-Bonded with the Shadow Sheaths.
-Wields the mythical Stiletto Daggers: Fox and Faux, a pair of Damascus-style forged blades that seem to have minds of their own.
-Aetherial Double Technique: Can create a flash clone of himself to assist in task or combat.
-Battlefield Tactician.
-Mater manipulation: "Stop point" magic allows him to stop and hold any item he focuses on, forcing it into a stasis-like hold exactly where it is. The item cannot be moved for as long as Ivin can denote Aether to the spell.
Stats:
Strength: 6.5/10.
Stamina: 8/10.
Agility: 8.5/10.
Dexterity: 9/10.
Intellect: 8.5/10.
Aether: 8/10.
Resilience: 6.5/10.
Resistance: Low- 8.5/10.
High- 7/10.
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"Inheritance. Part 1/Part 1.5."
Character: Urik.
Species: Human.
Class: Fisher/Farmer-Conman.
Nation: Gren. Noordania.
Age: 39 HLS.
Weapon: 3-5 concealed daggers. Light chain mail undershirt.
Origin:
Urik served in the war between Grengia and Vessmense as a basic fighter-class soldier. His training was never used, as he was used primarily for passing logistical information along between higher-ups. A glorified messenger boy essentially.
His elder brother had always been physically superior to him in nearly every way. This envy and hatred led him to treason and betrayal of his people on more than one occasion during war times. With the wars end and Grengia's victory, Urik was left to assist with negotiations of peace as an Ambassador on the newly formed Counsel of Gren, a position that her would then use to cover all of his tracks, and solidify his safety, He also made sure to afford himself a "modest" fishing operation, and a spot of land...
Urik is a spiteful, cruel, cunning, and greedy man.
After his brother's suspicious death on the field of battle, Uric was named the next of kin to his Nephew Dunda. He only took the boy in order to have access to his brother's considerable wealth, which he planned on taking for himself and his wife through exploitation.
A plan that was felled by the sudden arrival of a Knight from the LAST place that Urik wanted Dunda to go: Garth Verlore.
Update!
Urik's lowest low is lower even still than a Goblin's balls...
The man's moral compass is stuck pointing South at all times.
His greed and cunning know no bounds.
With but a year and a half left -give or take- till the boy's 18th birthday, his plan to siphon off Dunda's fortune was nearly at hand...He and his wife would be able to retire early and own their own Coastal Trade Ship, maybe a good hunk of land.
Nope.
The Elf had showed up...
He had taken the boy...
He had broken Urik's arm in three places...
Urik would have his revenge.
And his fortune.
He would gather his gang. Go after the Boy and the Knight.
Yes.
He would have his fortune, or no one would.
Abilities:
-Low magic dissipation: Can negate some forms of minor spells.
-Conman.
-Business acumen.
-Counsel Influence.
-Low mental manipulation magic.
Stats:
Strength: 5/10.
Stamina: 5.5/10.
Agility: 6/10.
Dexterity: 7/10.
Intellect: 7.5/10.
Aether: 5.5/10.
Resilience: 6.5/10.
Resistance: Low: 4.5/10.
High: 3/10.
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Thank you all for joining me here again at the gates for a quick dive into the world of Enverdolmal!
I hope you all return soon for the next exciting chapter part, and that you are well and healthy when that time comes.
I will be updating the Podcast soon as well, so listen along if you'd like to hear my voice lol
The Podcast is FREEEEEEEE and can be found on YouTube and at the link below!
https://rss.com/podcasts/onelastknight-sss
Have a good one folks, and I will see you all back here soon enough!
Until then, safe travels.
And as always
Stay safe.
Stay healthy.
Stay vigilant.
-Redd.