The Lore of Palodar
Palodar, also known as the mortal plane, is an earth-sized planet orbited by two moons and orbits a single sun. The name ‘Palodar’ comes from the ancient elven language of Tiirenou. The name is said to mean ‘new home’. This stems from the belief that Palodar was created by the Elven Goddess of the Moon and the Human God of the Sun as a sign of their love.
Palodar is made up of four major continents, Elanoias, Esturan, Mordark, and Thoradlin. There are also several islands and archipelagos, such as Tokroorcruk Isles, and the Sanddrift Islands, as well as a great glacier that slowly drifts across the seas and oceans, known as the Ever Glacier. A mysterious subterranean system known as the Evernight Forests spreads through numerous tunnels and vast caverns creating a world below the vastly populated surface level.
The creation of Palador is not questioned throughout the lands, regardless of cultures or continents. The common belief throughout all lands of Palodar is that Brandur, the Human God of the Sun, and Aravaniel the Elven Goddess of the Moon created the world as a symbol of their love, with Brandur to protect during the day, and Aravaniel to protect it during the night.
This time is known as Olamordar (Time of Creation) in the ancient elven language, Tiirenou.
While there are some that refuse to believe this creation story, it is hard to discredit as the Gods walk the lands, even though they are rarely seen. Those who do lay eyes upon them are believed to be favored by the Gods and are destined for greater things.
The two moons that orbit the Palodar, Aravaniel, and Elentair. Aravaniel, the world's larger moon, revolves around Palodar itself. By observing the nighttime sky on Palador, it reveals that Elentair, the world's smaller moon, revolves around Aravaniel.
Solar eclipses occur semi-frequently, generally two-to-five, throughout the year, across the world. They are often large celebrations as they are seen as times when Brandur and Aravaniel get to spend more than just dusk and dawn together.
Lunar eclipses of both Aravaniel and Elentair throughout the year. Elentair sits on a 15 days cycle of orbiting Aravaniel, while Aravaniel sits on a 23-day cycle of orbiting Palodar. Throughout the span of a year, Aravaniel will see alternating monthly cycles of two lunar eclipses and four the next, while Elentair will see approximately 5-6 lunar eclipses a year.
Axial Tilt and Climate
Palodar has a 23.5-degree tilt axis, however, the seasons of Palodar are brought into effect by Palodar’s orbit of the sun.
Winter and Summer share equal time throughout the year, with neither season lasting longer than the other. Both summer and winter are separated by Spring and Fall seasons.
Areas nearer to the equator experience warmer summers and winters as opposed to the further you get. It is generally very rare for places near the equator to experience snow at all.
Warmer climates can experience severe tropical storms, even to the extent of hurricanes in the summer months, while colder climates will experience very harsh storms and heavy snowfall. Areas, where the storms dump heavy amounts of rainfall, have vast amounts of lush temperate rainforests.
The inhabitants of Palodar survive the winters by setting aside non-perishable food to last them throughout the winter months. Those in the far north and south have come accustomed to the colder climates over time. Famine and starvation are not common occurrences that take place in winter, although there are instances where it does take place.
Calendar and Time
Palator’s consists of 365 days, broken up to 8 months of 30 days each, 4 months of 31 days, and a singular month with 32 days, which is determined by the single moon and her follower. The months that see 31 days are used as festivals and celebrations to make the passing of the seasons and the final month of the year sees another additional day of celebration for the coming new year and the turning of the winter solstice.
The months of the calendar are as follows in their respective order; Frostfall, Deepsnow, Snowmelt, Rainswrath, Skysrest, Midyear, Heatswrath, Sunfall, Harvesthaul, Dusk, Whitewind, Lastlight.
The days of the months are as follows in the respective order; Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Saydas, Keetdas, Aetadas, Deetdas.
There are several holidays and celebrations that occur throughout the year in Palodar. Most overlap, however, some are specific to a certain region. It is not uncommon to see additional festivals held within kingdoms or city-states.
Seasons & Weather
Snow and rain are common forms of precipitation in Palodor. Regions nearer to the equator experience no snow while those closer to the poles experience long colder and longer winters.
The more northern regions experience rare Auroras, which create colorful waves of energy in the night sky.
Hurricanes are semi-common occurrences that happen in the summer months, ravaging coastal areas and occasionally moving inland or further north.
Most nations follow the same styling or profile of coins, which is typically stamped with the royal crown or coat of arms of the coins mint on one side and the treasury’s date mark on the other. There are no paper currencies used except for that of an agreement to repay coins, which are commonly referred to as “blood contracts”.
Most local city-states will mint their own gold, silver, and copper pieces, however, the platinum pieces are rarer and are often only made in larger, more powerful city-states, such as Dawn, Viribere, and Mistbourne, that have the means to be able to mint these types of coins. Smaller states and kingdoms, such as the pillaging kingdom of Vamyer, use coinage of other kingdoms and nations acquired from raids and loot from ancient sources.
The world is broken into several different countries and kingdoms which are then broken further into provinces and, or city-states, which are typically ruled by their own governing bodies.
Each kingdom has its own structure, and variances in its government but more often than not they will follow a bureaucratic structure or, the more common structure of monarchies.
The same gods are worshipped all across Palodar by the various different races, although in some regions will focus on worshipping particular Gods of a pantheon compared to another. This often has to do with how often a god will visit and pass through particular areas. Some gods may avoid certain areas altogether which will make it very rare to find temples dedicated to them.
Some areas will focus their worship depending on what the area requirements are. Coastal towns will often be found worshipping the elven god of the ocean as well as the halfling god of the harvest. Whereas farming communities will focus their worship on the halfling god of harvest and the elven god of nature.
Even though gods are rarely worshipped in some areas, if a particular task or time calls for it, prayers to gods of that particular domain will be said.
Most towns will have a central place of worship, where one or more gods are worshipped - larger settlements will often have several temples and churches to the gods.
There are many different languages found throughout the lands outside of the common languages spoken by the common folk. Thieves, druids, and illusionists all have their own special, unique languages, as well as the languages of magic, which is used to activate runes and to conjure spells. Almost all intelligent creatures throughout the lands can understand and speak the “common” language, which is also known as the “trade-tongue of men”, which is so widely spread and spoken with little variance throughout all lands.
Depending on the region, the common language will have different accents, and slightly different vocabularies, which have been influenced by other local human languages and non-human tongues.
In a similar style, non-human tongues belong to the same linguistic tree, so that the elves native to Maernthor, Meshiru, and the members of Elven Lords Court may understand each other just as the Dwarfs of Typerthirea, Ishintere, and the Dwarven Lord’s Council do. To humans, an “elvish common” is referred to simply as elvish and the “dwarvish common” as dwarvish.
The need for technology has not advanced very far beyond the current era as with the ability of magic, the need and desire to pursue more isn’t not felt required. While there are a rare few, such as the gnomish tinkerers and the occasional artificer who will research further advancements, it is not a very common avenue explored.
Most elements of earth can be found throughout the lands of Palodar, however, there are some differences to the ones found on earth. One key element that differs is sulfur, which is much rarer and requires a much higher temperature to ignite compared to that of its earth counterpart. Due to this, certain things, such as gunpowder do exist, but its components are rare and typically only ignites with the assistance of magic which takes away its desirability to use very often.
Magic & Medicine
The magic of healing, unfortunately, cannot reverse the effects of long-term injuries, as its limits are to simply accelerate the healing process, not reverse the damages done.
With significant injuries such as a torn tendon or ligament, it can be healed to its original state if tended to quickly enough, however, if scar tissue begins to develop, magic will only accelerate the growth of the scar tissue, in turn, leaving behind lasting effects such as limps & mobility limitation.
Certain natural occurrences also cannot be healed, for example, cartilage breakdown within the body cannot be healed as it cannot naturally regrow and the disease arthritis, as according to the body it is not particularly a fault according to the immune system.
The more magic is used in healing, the more it becomes immune to the effects of magic.
It has been seen throughout the ages, that as with the use of healing magic, the more a magic-user uses magic, the more it breaks down their body. Each time a spell is cast, it takes a toll on the caster's body, eventually over years and years of use will break their body in a way it cannot be healed. Due to this, it has also ushered in the creation and use of medicine, for use when magic is unavailable (which is common in most low populated areas) and for those whose bodies are starting to develop resistance to healing magic.
Military & Militia
Due to the size and differences in every kingdom, there is no set standard for how the military is viewed. Each kingdom will have its own different military and militia views, as some will be a military state kingdom, whereas some will solely rely on able-bodied militias to defend their lands.
It is common to see each major city have its own military which will also be responsible for the protection and law-keeping of not only their city but also the city-state surrounding.
Smaller towns may have a full unit of official city-state guards as well as a number of able-bodied people who are able to bear arms.
Each town will have different variants and punishments for certain crimes, which is mainly dependent on the invidual/s in charge of the town and, or city. Most smaller towns will see those in legal trouble brought before the lord or noble of the town who may or may not go to public vote for punishment. Larger cities may have assigned juries and judges who are often kept anonymous, even from themselves, to protect themselves and their families.
Most towns will have their own code legal, which is typically based on the kingdom's capital city.