At time of writing, the rewrite of Citizen in the Wilds stands at 50,230 spanning 17 chapters.
I’m roughly more than halfway done.
In addition to completely reworking the opening so it doesn’t suck, I decided it would behoove me to move some of the folks in the story away from traditional interpretations of fantasy races. In earlier drafts, they were elves and dwarves. It made sense to go with what I knew, but the more I thought about it, the more I realized I was doing myself a disservice in trying to make my world something special but making these races no different than what’s come before.
Acradea is a living, breathing world all its own. Its native races should reflect that. So elves and dwarves became Yusarulim and Vulumae. The Yusarulim, or Children of the Grove, blend in with the foliage and greenery of their home in the forests and jungles, protecting what wildlife and resources they can from human intrusion. Events have left their people a bit scattered, with the biggest enclave being the titular Grove that rests at the heart of what Citizens call the Wilds.
At first, Asherian saw nothing. Then he detected movement, sliding down the vast trunks towards them. The coloration and texture of those approaching was nearly identical to the tree. Others emerged from the bushes and ferns, fronds wrapping around slender limbs that looked so delicate, Asherian feared they’d break with the slightest pressure. Their features and proportions, while vaguely humanoid, unnerved him, from their long digits to their slanted, almond-shaped eyes. The more they moved from the trees and plants, the more they appeared to be clothed in garments bearing motifs of leaves and sky, rather than those elements themselves. Their skin tones complimented these patterns, some with dark skin to match bark while others were the color of a clear summer sky. They were all armed, some with bows or spears, and others with wickedly curved daggers. And they were all staring at Asherian, not saying a word.
The Vulumae, while more numerous than the Yusarulim, are actually more secluded, living as they do far beneath Acradea’s surface in Holds of various description. With magic outlawed and lacking open air in which to travel, they have developed a rail system spanning the planet. Their society is highly regimented and vigilance is constant, as many believe that their proximity to the depths of the world brings them perilously close to what is referred to as ‘the Deep Darkness’.
Where the Yusarulim are slender and graceful, the Vulumae are massive, tending to move with deliberate purpose. They’re not quite as tall as the Children of the Grove, but the Stone-Folk easily have half again as much mass as a human of comparable size. Their skin tones range from soot to marble to obsidian and granite, slowly becoming more and more stiff and immovable as they age. They have large, dark eyes, well-suited for dark caverns and caves, and where humans have hair, they have either ridges of darker color than their skin that somewhat resemble cornrows or braids on a human, or strands or ringlets of what would appear to be spun metal, copper or gold or silver to name a few. They move in battle as one, with towering shields made to lock together and provide space for their spears, becoming mobile fortresses dangerous to approach and fearsome to behold when they charge.
So there they are. I didn’t want to just change the names of the races to sound different. My goal is to have them be functionally different from what we’ve seen before in “fantasy” settings. There’s a lot going on with Acradea and its origins, and these two races are a part of that. It’s my hope that readers will find them interesting and they add to the tapestry I’m weaving in Citizen in the Wilds.
And I managed to avoid spoilers! Not bad for my first rewrite update.
April 19, 2012 at 2:51 pm
That was a good move. Nothing is more boring in a fantasy than beer swilling, viking dwarves and haughty, etherial, woodland elves. In my opinion, the whole point of fantasy is to skirt conventional settings and rules. Using the same cookie cutter races and places defeats that.
Interestingly, the original dwarves of viking mythology are very different to the Tolkienesque standard. They aren’t described as short. They’re ugly, but not necessarily bearded and viking in appearance. Also, though they are very technology and mine orientated, their stuff tends to be more magical and “elvish” rather than steampunk.
I once made a race called the “Veins”. They were spindly giants who lived in the ground, made from veins of metal, and who totally disregard living things. Nowerdays though, I’m leaning towards low fantasy settings, so I don’t get to do that sort of fun stuff anymore.