Hey hey and welcome back to the gates of Enverdolmal!
I hope as always that this finds you all well and in good health.
I was recently as a very good question. One that I thought I had answered already lol
But looking back, I realized that maybe I didn't post as much as I would have liked to when it comes to how Aether works and is distributed among the various species of Enverdolmal.
The question was in short: "How does Aether work? What dictates how much you have?
I suppose that there were two questions lol.
Well, here I am to do my best to answer those questions for you all! I know I dipped a bit into the origins a while back, but I think that it is about time that we learn a bit more about the fuel of our wondrous world and all of the magic within it: Aether.
I will do my best to take up from where the first Origin of the world left off folks!
I hope you enjoy this crazy cache of cannon content!
See you back here at the gates soon enough.
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And from the great thaw came new life.
First not much more than lizards and fish called prehistoric Enverdolmal their home.
From them came feathered variants, who with time, became the "Lesser Dragons" or this worlds version of the dinosaurs.
These "Lesser Dragons" were essentially the Elemental Avatars reborn, yet they did not and could not possess the elemental abilities that the Grand Dragons that they were birthed from did. They were ignorant and brutish, bound to conflict and strife and cannibalism. Their power was the strength and resilience that they inherited from their predecessors with none of that power being Aetheral in nature.
In short, they could not cast spells of utilize the limited Aether pools that they did have.
The five Grand Dragons that were once fast asleep and dormant in the core of the world, far beneath the great and vast sheets of ice, where all but gone. This too was true for the awesome yet terrible twin Dragons that embodied Fire and Ice.
They hadn't so much as "died" but had been transitioned to a singular, new and more powerful form while they had lay in that unmoving and unconscious state.
2 million years was no small amount of time, even for a Dragon.
That 2 million years and the magical barriers that surrounded them had acted as a chrysalis of sorts, absorbing and converting the bodies of the Dragons into the purest and most potent form of Aether that the world had even known.
But as stated, they were not "dead" as we would have it be defined.
Their bodies were long gone, yes.
But the soul and essence of a Dragon are ever-living.
Ever existing.
Dragons -especially the original 7 Elemental Avatars of Thunder, Earth, Water, Wind, Lightning, Ice, and Fire- are a part of nature itself.
A nexus species.
Their souls still travel the world till this day, blessing and cursing Humans and Humanoids as they see fit. The Elven twins known as Mira and Calt are an example of the sort of blessings that they can convey.
The Aether that they became would slowly leak forth from the core of the planet, infusing itself over time with whatever species were most sensitive to its presence, whatever species that could harness and utilize that Aether with skill and purpose.
This was typically also done without bias and regardless of moral alignment.
Various animal species that the Dragons had come to fancy would be blessed with abilities beyond many of those around them. They would become legendary with time, solidifying their names and places within the pages of documented history. A history that would find much of its WRITIN origins within the intricate folds of Humanities long and turbulent path of historical growth.
-Great Horn Groutaxus would be a great example of one of the many, many Blessed Beast that would come to be.-
Though it has been stated -and is still widely believed- that both Elves and Dwarves are in fact branching subspecies of Humanity, this has yet to be fully disproven of confirmed within the scientific community of Enverdolmal.
The leading theory that does persist states thus: -In short- When the first groups of Humans began to migrate and explore the world, back before homes were built with permanence in mind, they settled in many a place from the densest of forest, to the highest of mountains. Humanity may just be the nexus species that birthed the other two "Humanoid" species.
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Human was first to invent artifacts that could act as conduits to the Aether around them. This would allow them to compensate for their inherently low Aether pool by giving them the ability to harness and manipulate external Aether from various sources in nature. Their tenacity and ability to adjust to and learn from adversity would gain them the acknowledgment and respect of all of the Grand Dragons in one regard or another. Humans seemed to be able to endure and survive nearly anything that history had thrown their way, and that trait made them all the more impressive. Their gift was that of greater analytical prowess in the form of improved and honed generational intellect. This meant that the best and brightest among them could very well pass that high level of intellectual acuity on to their child and their child's child.
The wand and scepter are a couple of examples of the many inventions of Humanity. These were hand crafted by the first and earliest Druids and Wizards of Human decent, their secrets would later be passed on to the Elves via those very same druids, and the Dwarves vis those very same Wizards, as both were always highly respected.
Humanity has had the most turbulent history with Aether of all of the none species of Enverdolmal. Although they have indeed been historically favored by the Grand Dragons, this seemingly has come with the inevitable downside of near-constant waring throughout the ages. Power struggles, land grabs, cultural disagreements, slavery. All of this and more has plagued Humanity for nearly as long as they have been conscious of Aether and able to bend it to their will.
Average Human Citizen.
Strength: 2/10.
Stamina: 3/10.
Agility: 3.5/10.
Aether: 2/10.
Dexterity: 3.5/10.
Resilience: 2/10.
Resistance: High: 1.5/10. Low: 2/10.
Intellect: 2.5/10.
Just as they chose and blessed many beast of the land throughout history, so they did with Humanity as well. These chosen were blessed with abilities that would be passed within their bloodlines for as long as said bloodline should exist. An Example of these more "notable" Humans would be the likes of Davien Jakon, Kyric Blacklore, Vander, and Bretani.
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Some Humans became tall and lean and swift from their time in those mysterious and shifty woods. They would come to be known as The Elevated. With time, and through many translations, this has morphed into what we now know as "Elves" or the "Elven peoples." Being closer to nature in its purest forms (the forest, rivers, animals, and more) gained the Elves a lot of love and favor from the roaming souls of the Grand Dragons of Water, Earth, and Wind. These three would bless the Elves with a boosted internal Aether pool, one that would compensate for their inherently low physical strength. This blessing would follow all of their descendants forevermore, manifesting more potently in some more than others, and immerging in seemingly randomized tribes.
Average Elven Citizen.
Strength: 3/10.
Stamina: 5/10.
Agility: 6/10.
Aether: 5.5/10.
Dexterity: 4/10.
Resilience: 4/10.
Resistance: High: 3.5/10. Low: 5/10.
Intellect: 4/10.
Just as they chose and blessed key figures among Humanity throughout history, so they did with the Elves as well. These chosen were blessed with abilities that would be passed within their bloodlines for as long as said bloodline should exist. An Example of these more "notable" Elves would be the likes of Lysin, Laroon Moonrey, Sir Ivin Rue, and of course the Owbloed twins Mira and Calt.
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Some of the nomadic tribes of Elves met and intermingled with Humans, their offspring would come to be known as the Elfym. Elfym tend to be shorter than the average Human, thus far shorter than the average Elf. Their existence is seen as an abomination of nature to many folk on both the Elven and Human sides, thus they are also quite rare. This, among other things, has left them to be ostracized by both halves of their lineage.
Average Elfym Citizen.
Strength: 4/10.
Stamina: 4/10.
Agility: 4.5/10.
Aether: 4/10.
Dexterity: 3.5/10.
Resilience: 5.5/10.
Resistance: High: 2.5/10. Low: 5/10.
Intellect: 3.5/10.
Unfortunately there are very few if any records of Elfym of the past who have exhibited any unproportionate abilities in comparison to any of their known kin. While they are still just as rare as they have always been, there are now at least a handful who have come to some prominence. An Example of these more "notable" Elfym would be the likes of Laxe Moonrey, Ajor Dova, Jonta, and Vraylin Yor.
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With the advent of the Elfym in Enverdolmal came an extremally rare genetic mutation that would seemingly only affect every 1 in 100.000 Elfym born. This mutation would cause the child to be born with hyper-unstable DNA, gifting (or cursing depending on who you ask) them with the ability to mold and remold their facial and bodily features into those of nearly any other bipedal creature. Changelings are typically outcast from their places of birth, making their rarity all the more so, as their rate of survival in adolescence is terribly low.
Average Changeling (Human/Elf- Rare genetic defect)
Strength: 4.5/10.
Stamina: 5/10.
Agility: 5/10.
Aether: 4.5/10.
Dexterity: 5/10.
Resilience: 5/10.
Resistance: High: 3.5/10. Low: 6/10.
Intellect: 5/10.
There are no records of any notable Changeling of times past. This may very well be due to the fact that they could/can be nearly anyone at anytime. The only known Changeling of notable ability who has made a reputation for herself is obsessive Assassin, Zandara.
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Some became stout and muscled and strong from their time in those dark and dangerous caves and caverns. They would come to be known as The Dwellers. With time, and through an equal amount of rough translations, this would become "Dwarves" and the "Dwarven peoples." Being so long for and loyal to the mountains and all that they had to offer gained the Dwarves the support and adoration of the Grand Dragons of Ice, Thunder, and Fire. The Dwarves would be blessed with a heightened resistance to most forms of magic, this to balance out their inherently low internal Aether pool. This blessing -like those bestowed upon the Elves- would bleed into each new generation, becoming more or less palpable with each inheritance between Clans.
Average Dwarven Citizen.
Strength: 4.5/10.
Stamina: 2.5/10.
Agility: 4.5/10.
Aether: 3.5/10.
Dexterity: 5/10.
Resilience: 5.5/10.
Resistance: High: 5.5/10. Low: 6/10.
Intellect: 3.5/10.
Just as they chose and blessed key figures among Humanity and the Elves throughout history, so they did with the Dwarves as well. These chosen were blessed with abilities that would be passed within their bloodlines for as long as said bloodline should exist. An Example of these more "notable" Dwarves would be the likes of Chip Oakenhall and Roary Oakenmaul, Kit Bolderback, Seth Sawhand, and the legendary Ranger Pomilio Longblade.
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While the offspring of Humans and Elves was often frowned upon by both sides of that coin, the same could not be said for that of Dwarves and Humans. Their kind would come to be known as the Dwarfym, and they would be celebrated equally by both ends of their lineage as a testament to the deep and unwavering bond that the two species share. Although Humans and Dwarves have been on opposing sides of conflict within histories pages, they above all others tend to be more hasty and willing in the efforts to end said conflicts, even going so far as to openly avoid whatever physical confrontations that they can. Humans and Dwarves have learned and taught one another much throughout the history of Enverdolmal, as Dwarves are also not nearly as condescending or detached from and towards their Human neighbors.
Average Dwarfym Citizen.
Strength: 3.5/10.
Stamina: 3.5/10.
Agility: 4.5/10.
Aether: 4/10.
Dexterity: 5.5/10.
Resilience: 4.5/10.
Resistance: High: 5/10. Low: 6.5/10.
Intellect: 4.5/10.
The Dwarfym have been blessed by the Grand Dragons on several key occasions throughout history, and even till this day. It is believed that the purity of their bond with both of their genetic kin has touched the very souls of the Grand Dragons unlike the distain and judgement that can be found among the Elves, Elfym and Humans. An example of some more "notable" Dwarfym would be the likes of Bastion Ridder, Captain Gideon Karath, Dunda, and Vlamaira Genie.
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Just like their taller counterparts known as Dwarfym, Tinker-Kin have been both loved and respected by not only the Dwarves and Humans, but said Dwarfym as well. The four "cousin species" have always lived in relative peace with literally zero historical accounts of any groups of Tinker-kin ever being documented to have served in any form of war or even a battle in fact. Tinker-Kin are known for their bipedal Automatons and their knack for inventing all sorts of things. It is widely believed that it was a Tinker-Kin who invented the gun, and not the Dwarfym, Although this has been disproven time and time again. Tinker-Kin may not always fight in wars or battles, but they have been known to takes specific sides, and even aid in the war effort by contributing both their strategic expertise and in some cases, their Automatons.
It was notably Davian Jakon -a Human- who invented and patented the first Human-themed Automatons known as the Gatemen.
Average Tinker-Kin Citizen.
Strength: 3/10.
Stamina: 5.5/10.
Agility: 5.5/10.
Aether: 3/10.
Dexterity: 6/10.
Resilience: 3.5/10.
Resistance: High: 5/10. Low: 6.5/10.
Intellect: 4/10.
The Tinker-Kin have not been ignored by the Grand Dragons when it comes to being blessed. Their kind has always known uncanny luck, and none would doubt that it was because of those very blessings. Several famous dorpies have been run by Tinker-Kin of some renown, and till this day Bashac (one of the Five Boroughs of the Crater Coast Collective) is governed by a known and respected Tinker-Kin. One such Tinker-Kin of note would be Lorenza of Theodora. Her bloodline had been blessed with a rare and formidable technique known as Perfect Reflex.
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The many monstrous species (Goblinoids, Ogres, and Orcis to name a few) who would emerge later in order to balance out the world (See Origins of the world: Enverdolmal. Part 1) would find and develop their very own ways of interacting with the Aether around them. Some far more nefarious than others. While most of the aforementioned species are malevolent by nature, some tribes of Orcis have been known to show higher levels of intellect, and lower levels of aggression. These rare types are allowed to venture into market places and civilized areas in order to do trade with whoever would have them. Similarly, several species of Goblinoid have been known to renounce their naturally violent ways in order to be granted the same levels of access to markets and trade centers.
Enverdolmal is home to dozens of types of monsters that coexist alongside its many types of average beast and creatures. The three that have been listed are the most common when it comes to physical encounters, as they tend to dwell in places that are just close enough to those of the Humans and Humanoids to make such encounters far from infrequent. Outside of the aforementioned, there are a variety of terrible things roaming the world ranging from twisted and devious Trolls to the less common monsters of myth like the dreaded Cyclops, the every-growing Hydra, and much much more. Trolls, Cyclops, and several of the other bipedal monsters are known to have the ability to harness and utilize Aether as well. In those rare few who exhibit higher than average intellect, this development can be extremely dangerous.
Average Goblinoid.
Strength: 3/10.
Stamina: 3/10.
Agility: 3.5/10.
Aether: 2.5/10.
Dexterity: 3/10.
Resilience: 3.5/10.
Resistance: High: 1.5/10. Low: 2/10.
Intellect: 1.5/10.
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Average Ogre.
Strength: 7/10.
Stamina: 4/10.
Agility: 4.5/10.
Aether: 4.5/10.
Dexterity: 4/10.
Resilience: 7.5/10.
Resistance: High: 3.5/10. Low: 5/10.
Intellect: 4/10.
There are no notable Ogre as of yet canonically.
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Average Orcis.
Strength: 5/10.
Stamina: 4.5/10.
Agility: 4.5/10.
Aether: 3.5/10.
Dexterity: 4.5/10.
Resilience: 5.5/10.
Resistance: High: 4/10. Low: 5/10.
Intellect: 3/10.
Several notable monsters would be Laxe's Troll (yet to be named) from "Go your own way. Part 1." who exhibited the ability to become invisible and mask its scent.
Boongaloot the Orcis from "In the name of love. Part 1." who exhibited above average intellect and strategic acumen for one of his species.
Gob-lob, Ahgo and Ahmay, and Lady Slycenbite -all Deeplurk Goblinoids- from "Hopeless wonder. Part 1." Gob-lob was made aware of his lot in life and actively made moves to change it, thus demonstrating a level self-awareness that is very much absent among the average Deeplurk. Ahgo and Ahmay are well versed in two different and distinct magical fields of study, one being Sorcery and the other Alchemy. Lady Slycenbite is a walking weapon dipped in wicked intellect and an abnormally large Aether pool, even for a Deeplurk Queen.
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With time and the global balancing of Aether among all of the species of Enverdolmal, the world would find a form of balance. A balance that had once been lost by the arrival of Fire and Ice.
The Dragons were all gone in the physical sense, forever to live on only within the shells of every living thing that would ever grace the surface of their newly awakened world until the end of time itself.
Enverdolmal would grow to be a bright and verdant world, one that would always find its way back from the brink of whatever plague, war, or disaster that would come its way.
The 7 Kingdoms and Queendoms would form and live on in harmony. Each with their own cultures and traditions.
War would come.
Peace would follow.
War would come again.
The never ending dance of Light and Dark.
Good and Evil.
A metaphorical reincarnation of Fire and Ice.
And so we find ourselves here in the modern world of Enverdolmal.
What more shall the future bring?
Who can say.
One thing is for sure: The soul and essence of a Dragon is ever-living.
The Aether will be their to witness it all, now and always.
One life at a time, ever patient and ever living.
Vicariously that is.
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I hope you all have enjoyed this last chunk of lore! I have been busy with the next chapter parts, and I really look forward to you all getting the chance to read them!
I hope that this has also filled in a few gaps that may have existed in the world of Enverdolmal, but as always, you all are welcomed to shoot me a message if something seems off lol.
Thank you all for your time and energy. I hope that this finds you happy and in good health as always. I will see you all back here at the gates of Enverdolmal soon enough I am sure.
I love you, one and all.
Keep on keeping on, and we will meet again.
Stay safe.
Stay healthy.
Stay vigilant.
-Redd.