The Heritage Saga is a trilogy of fantasy epics set in a world of my own design — Vaalbara. On this page I’ll give you some more information on stories, characters, and what you might be able to expect from this series which I am eager to show you all.
Overview and an artistically-lacking map
The uada: a virulent evil whose power has torn apart civilisations for centuries.
With tensions rising between the three nations of Vaalbara—Mianra, Láidir and Éolas—the world is on the brink of another war. A war which threatens extinction for the leathrása, the impoverished people on whom the last war was wrongfully blamed.
For his whole life he has ran, hiding from the savages of the world. But when Mal’s family is killed before his eyes, he flees and unwittingly sets in motion war-bringing events. To stop this war, he and his elven companions, Eve and Proxima, must put the world’s prejudices aside and trust in the exiled gadh, Rádala.
With the Gods long-thought dead and the Guardians nothing more than a fable, the only hope the world has is to reunite and face the threats head-on. But with histories as bloody as theirs, joining forces will be harder than anyone imagined.
A note: the map on the right is one drawn by me. I’m not an artist (far from it) but I hope to upload a fresher image in the future with updated place names and artwork for you to enjoy.
Part 1: The Fomorian King
After his family is killed before his eyes, Mal, an impoverished leathrása, undertakes a new journey; a quest for survival. But when the elf twins Eve and Proxima save his life, he, alongside his unlikely gadh friend Rádala, embarks on a perilous adventure upon which the survival of his world relies.
The gadh wish to lay siege to the elves and destroy them once and for all, but Mal and his companions hatch a plan to save the magical, musical people. For their plan to work, those who were once enemies must learn to trust as brothers. Can they put aside centuries of prejudice and war and defy the odds?
Part 2: The Balorian Prophet
Now reaching adolescence, Milleán is ready to be drafted, but when he is sent to work in the Cell, the prison where the deadly uada are kept, his world takes an unexpected dive. As he meets and falls in love with the fierce young dwarf Isolda, his true heritage begins to show and he flees the realm.
In a desperate hope to bring him back, Isolda chases after him. Aided by the newly-released prisoner, Mal, and his mysterious spectral companion, she journeys across Vaalbara, through the perilous Nullius, and into the misty Dúnta Plains. Little does she know that what awaits her is more dangerous than she could have ever feared…
Part 3: Legacy of the Fianna
A new world has been opened and unfathomable powers unleashed upon Vaalbara. The time for peace between nations has come as people of every creed make their stand against a terror with the power to wipe all life from existence…
And now, just for the fellow nerds out there, some lore…
This part may have a few spoiler-type details in it, but I promise there are no revelations or major plot points highlighted here.
Éolas, the capital of the elven nation where all under the rule of King Azophi and Queen Aglaonice live. The southernmost region of Vaalbara. To the west stand the great Duri mountain range, and to the east, Æternum forest, a seemingly endless woodland of esoteric living. The home to the forest elves, those free of the monarchy’s reign.
Masters of sorcery and eternal pursuers of knowledge, the elves value nothing more than wisdom. With their lives intertwined with Fu’gheal, the magic which flows from every life in Vaalbara, the elves have found a path to eternal living and now sit as the envy of their distant cousins.
Worshippers of the heavens and skies, the elves still hold hope that their Gods, Rhyfel and Rasìth (after whom the two Suns of Vaalbara are named) will return and rid the world of its evils, as was done in the tales of old.
In response to the threat posed by the uada, elven sorcerers conduct a symphonic barrier about their land, one which carried the power to detect and destroy any uada who dare walk on elven soil. But, as effective as they may be, draconian measures such as these come at a cost. The loss of both dwarven and orcish allies is only the first of many.
When a power and a being with a knowledge and magical mastery of such unimaginable scope threatens their home, will the elves lay down their bows and fight, once more, alongside their peers?
Residents of Láidir, the baron and lifeless land situated beneath the Fàsach desert, the northernmost region of Vaalbara. Protected from the world by great walls of stone and iron, a relic of peacetime, the unfinished gift from the dwarves to the gadh.
The gadh strive to be strong and despise the use of magic. To be strong is to be great, and each gadh must fend for themself from the day they are born.
When the two Suns meet, the oldest and most barbaric of practices is called. Scrúdú, the warrior’s contest of strength. The last gadh standing is crowned the next champion and leader of their people until the next Scrúdú. A pageantry of blood; a trial by blade.
Divided as they are from the other races, the gadh are no less divided at home. The females number few and are left at home to tend to the realm. To build and heal; to birth the next generation of fighters while the males are free to march out and wage war or lay siege to any and all who come in their way. But, mighty as they believe they are, the warriors, too are divided.
The Worms are seen as the lowest form of gadh, though mightier than any elf, dwarf, or leathrása. Their green skin and slim, agile bodies make them perfect for spear throwing and sword swinging, and what they lack in strength they make up for in smarts. Any Worm is lucky to earn breeding rights, and luckier still to survive into adulthood.
The Bulls are next in line, powerful and smart in equal measure, only hampered in agility by their own strength. The bulk of Láidir is composed of Bulls, and they are regarded neither with disdain nor jubilence as they march into war with axes, flails and whatever weapon they can craft. Bulls, with their stocky figures and blue skin, are the last, terrifying sight seen by many.
The Tortiúil are the most feared of all the gadh; the powerhouses of their armies. They stand a head higher than the next orc, towering above their peers with their grey muscles and falling only to those who can outsmart them—which, thankfully, is a lot of people.
When their home is threatened by a strength greater than their own, will they raise their swords and stand side-by-side as one nation?
Ruled by a council of seven alternating and elected representatives, one from each house, the dwarves of Mianra live happily and trade freely with the combined goal of building and creating.
Woodworking, steelworking, mining, farming, and dozens of other pursuits aren’t just understood, but encouraged, each one adding another tool with which the dwarves can innovate.
Their society, functional and warm as it may be, has given freedom to their young who need not worry about the struggles of life. Until, that is, they reach adolescence and are drafted. Each child, once they come of age, is drafted to serve one Sun cycle—that being the time between the meeting of the Suns—in a profession dictated by the House they belong to.
With the Duri range to the south, the Ollmhór sea to the west and ranks of sky-high mountains eclipsing the northern and eastern periphery, the dwarves are protected from the outer perils of Vaalbara. The uada, however, live behind their walls. Many accused of being uada are thrown in the Cell, a prison that manipulates time to inflict suffering on its inhabitants; overseen by the mysterious tall dwarf, Varik.
When a foe with new, more dangerous tricks targets their home, will they reunite with the long-lost family found in the elves, orcs, and leathrása?
The leathrása are without a home, named begrudgingly by the other races, from whom they are descended. Each leathrása is different, some carrying attributes known more by the dwarves, others the gadh, and others the elves, but all have the same ancestors. They are the link between the races; the middle ground between strength, wisdom, and creation. To the rest of the world, they are nothing.
In times passed the leathrása lived in a place between Láidir and Mianra, known as Leath Talún, but when the plague of the uada reached Vaalbara, their home was burnt down; destroyed through fear. It is said that the blood of many and screams of their ancestors can still be felt on the baron wasteland. One thing’s for sure: nothing lives there anymore.
In an effort to evade capture, their community spread across the land. Some live in the Nullius, the vast forest between lands, others in the Duri mountains, and some of the more daring in The Ridge, the rocky region on the southern border of Láidir where water and fish flow freely. But none last long. Every day is a struggle, a fight for survival in a world that wishes them extinct.
When their people are pushed to the brink of extinction, how can they hope to survive and stand with their brethren once more?
A note from the author…
As humans, we have created beliefs, religions, and philosophies based on the world we share. We all have the same world; we share the same planet with the same trees, creatures, water, air… Our view of the universe is the same, and yet we have created so many different beliefs. It’s truly astonishing, when you take a step back, to recognise the vastness of our species. The variety in society, in ways of living, and everything else.
You only have to look as far as your local library to see this. Many writers I know take part in writing prompt challenges. It always fascinates me to see such variety within just a handful of people when given the same prompt. Poetry, horror, humour, romance, and just about every other form of storytelling finds its way into these challenges, and it is truly remarkable.
It’s this, this diversity of mind and person that I want to capture with my writing. Though they all share the same world—the same Suns and stars; the same rivers and oceans—each of my societies functions differently. They each value something the others do not, as is, I think, the same with humans.
If there is one thing I hope people can take from my work, it’s to value the differences between us. Recognise them and value them. Only by understanding an opposing viewpoint can we be certain of our own.
For those who are still reading—thank you! I shall leave you with the sources of my world, which you can explore at your own leisure. Who knows, maybe you’ll create an even more exciting world from these same ideas!
The world, characters, creatures, and names are all derived from mythologies and histories of our own world—though the twisting of them is through the lens with which I have seen our planet. Most notably Vaalbara takes from Celtic mythology, with some notes from Mesoptomian and Roman beliefs. These mythologies are fascinating to read, and while many will be familiar with the more notable texts from each, I sincerely believe that it is all exciting and worth reading.
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