Malexia
2014-08-28, 08:18 PM
I've been working on this world, Telvaria, for a few years now, as I intend it to be the setting for a series of books I want to write. I've spent a while fleshing it out, but there's still a lot left to do. However, I decided that I might as well share what I have with the world, and see what people think. I look forward to suggestions, critiques, feedback, questions, anything really! And I am very new to the forums, so I'm still not very good at using the tags and stuff, sorry.
The world of Telvaria is one that started with the universe, and an event that scientists theorize was like some great big bang as the universe expanded and stars and planets began to form. And then a few billion years later, when life was starting up on the planet, there was another, of a different sort, this time a wave of energy coming from the spot where the universe began. There have been a total of four recorded energy waves, and each caused new things.
The first brought about the Old Ones, eldritch horrors of unspeakable terror and unimaginable power, that warred with each other, mutated the living beings of the world, and caused chaos wherever they went. And with the Old Ones came dark magic, the first magic of the world and the most dangerous. This was the First Era, an era of darkness and destruction.
The second wave brought about the High Divines, proud and noble beings that possessed a new form of magic, divine magic, the magic of creation and miraculous feats. The Divines cast down the Old Ones, imprisoning them deep in the earth and in the dark places of the world, but they could not destroy them, so great was the power of those that had come first. Thus began the Second Era, an era of creation and discovery.
Not long after the defeat of the Old Ones came a third wave, which brought about the Dragon Gods and arcane magic, a wild magic that possessed both the power to destroy, and to create.
Soon, the two sets of deities began experimenting with their powers, creating new things or altering existing things, and soon their gazes fell to the living creatures of the world. First were the elves, dragons, and wolves, and soon after the many other races of Telvaria. For a thousand years there was a tenuous peace, broken only by the occasional scheming of Zevrakkus, or the invasions of Kess, the Fallen Divine who brought to life the drow.
And then came the fourth wave, the last wave that has been seen. It brought about the gods and the demon lords, and signaled a new era; the Third Era, one of adventure, magic, chaos, and conflict. The Dragon Gods descended and became the Draconis Dux, while the High Divines retreated to their hidden realms, watching the world but no longer interfering. It is in this Era that things begin to spiral toward their inevitable conclusion, and in this era that the greatest of stories take place.
-The modern era, or Third Era, is a time when most of the world is connected through oceanic trade routes that take advantage of the setting's abundant magic. The center of the modern world is the City of Stars, a vast city of commerce and magic that has a spell allowing any ship to reach it in a matter of days, regardless of location.
-The current time is the 14th century of the Third Era.
-There are a great many races in the world, and they have intermingled to a sufficient degree that racism is only common in the more backwater locations, or areas with a great history of conflict.
-Due to the active influence of deities in the world, sexism has never truly been an issue. While some may make derogatory comments, they are few, and patriarchies or matriarchies are very rare.
-Adventurers are common, and monsters more so, due to the incredibly high level of magic in the world.
-Aside from the three types of magic listed above, there is also nature magic, and nature spirits, which can't be traced to any single wave as their source.
-There are many continents, and the world of Telvaria is larger than Earth, though magic makes travel easier.
-Though guns and computers do not exist, the average knowledge and technology level of Telvaria is at roughly the same level as Earth, despite the mortal races being only a few thousand years old. This is largely thanks to magic filling the role of technology. Cafes are common, libraries and books are plentiful, people are educated, and they have the same amenities we do without the crippling pollution.
There is a myriad variety of races on Telvaria, and they all have their own unique quirks, but almost all of them are to some extent based off those that came before, such as humans beings variants of elves, dwarves being variants of humans, and gnomes being variants of dwarves, created one after another by Divines attempting to emulate Selenvaria, she who made the elves and wolves. While each race is famous for a particular quality, it is generally understood that they are all people, and thus have differing interests and talents. There are also five categories of race; the Common Races, the Animus Races, the Half Races, the Monstrous Races, and the Dark Races.
The Common Races are the elves and their first imitators, and these races are widely acknowledged as the most common and influential.
-The elves are first of the Common Races, and have several distinct advantages over others. Firstly, they are immortal, and have a natural resistance to disease. Secondly, they have an innate connection to nature, though some forsake that for arcane magic, and others never take advantage of it. Elves are on average taller than most other races, and have a tendency towards fair or light skin, and similar shades of hair. Their eyes are also unique, ranging in color from a simple blue to rich amethyst or feral yellow. Elves are dexterous and clever, with light hearts and great potential. Elves were created by Selenvaria, one of the more powerful Divines.
-Humans were made in the image of elves by Ebronithor, and he decided to give them a different sort of advantage. He made humans to be highly adaptable and diverse, so they could thrive in any environment, rise to any task, or be whatever they wanted to. Humans have a finite lifespan that is short by the standards of some races, but they make up for it with industry, efficiency, and always working, always striving, always reaching higher and higher. Humans have a wide ranged of skin colors, but fairly dull hair and eye colors, such as brown or black. An interesting side effect of human adaptability is that they produce unique offspring when they mate, half-races instead of the race of the mother like other races.
-Dwarves were third of the Common Races, created by Kormnir the Stoneforger, who looked upon the humans and saw potential, but decided that for his purposes they were too weak and thin. Dwarves are short, stout, and hardy, able to endure the worst of climates with natural endurance. Most have a love of wealth and stone, and they make some of the best masons in the world, creating elaborate art, towering fortresses, and hollowing out mountains for their homes. Dwarves are strong, and tough, and many are excellent melee fighters, but it is naturally more difficult for them to call upon arcane magic, and their metalworking tends to alienate them to nature magic, so instead they rely upon divine power, and some have adopted guns as ranged weapons. Dwarves have a tendency towards light skin and dark hair and eyes, though red hair is also common.
-Gnomes came fourth, created by Mechanus to be his tinkers and inventors. He made them similar to dwarves, but smaller and nimbler to better work with delicate machinery. Gnomes are naturally quite clever, and have a unique gift for magic, preferring to harness it not for spectacular feats of magic, but rather to imbue magic into items. Gnomes are generally quite chipper, always excited about the next invention, though as always there are exceptions. Gnomes usually have pale skin and light green eyes, but very colorful hair.
-Halflings are unique among the Common Races, for they originated as the half-breed offspring of humans and dwarves, before there were more races in the world. At a certain point still early in the Second Era, Ebronithor decided to uplift these half-dwarves, being so numerous, and make them a race in full, the halflings. Happy, content, and excellent chefs and travelers, the halflings are not ones for great inventions, magnificent spells, or vast cities. They prefer the simpler things in life, and their lives are often enriched for that. Fair skin, fair hair, and fair eyes are the staple of halfling physiology.
The Animus Races are rarer than the Common Races, but not to a large extent. Their defining feature is that each was uplifted from an animal, rather than being just variants of the elves.
-Felinians were uplifted from felines by Felvicia, as she admired feline grace and agility, but felt they were lacking in intellect. Felinians are quick and nimble, and many enjoy the freedom of the wilds away from civilization, though there are several major exceptions. The felinians are often lighthearted and enjoy humor. They are similar to elves in shape, like most races, but covered in fur and with cat ears, both of which have coloration that can vary from that of common housecats to fierce and noble jungle cats. And of course, cat eyes.
-Vulpinines were uplifted soon after the felinians, from foxes and also be Felvicia. Vulpinines are still nimble like felinians, but with more of an emphasis on wiliness and cleverness. They have a reputation for being tricksters and often thieves, but are usually treated well by their sister race, the felinians. Like felinians, they are similar to elves but with distinct fox characteristics.
-Avines were uplifted from various different birds by Rakket, who wanted to create a colorful and unique race unlike others. Avines are said to have the wisdom of owls, the scavenging of magpies, and the enigmatic traits of ravens. They are perhaps the least elven of the Animus Races, having beaks, colorful plumage all over their bodies, and talon-like hands.
-Geckenites were uplifted by Vaikarus from lizards. Designed to survive in the harsh deserts that had been left alone by the other races, geckenites are used to great heat, and adept at making civilizations in that climate. Geckenites are not known for much, aside from perhaps a certain endurance. They usually have skin in shades of green, with clawed hands and feet, and reptilian faces.
-Ratfolken were the last to be uplifted, formed from rats by Zevrakkus the Dark Experimenter, who sought to create a race of servants and spies. While many were experts at thievery and stealth, it was not true of all, and eventually Zevrakkus grew tired of them, casting them off and letting them settle on Telvaria. Ratfolken are clever, swift, and sneaky, and have short gray fur and rat noses, as well as beady eyes.
The Half-Races of Telvaria are the progeny of humans and other races, though it has been discovered that not all races can create hybrids with humans.
-Half-elves, or telrosi, inherit ears that can vary from mostly rounded to mostly pointed, but usually somewhere in between. They will generally take their skin and hair color from the human side, with perhaps a bit of lightening.
-Half-orcs, or kenri, inherit sharpened teeth and light green skin, as well as increased strength.
-Half-ogres, or ogrikine, inherit large size, muscles, and pale skin. They tend to have slightly disfigured features, and are conventionally ugly by normal standards, except for a few exceptions.
-Half-demons, or abyssians, are the most variable, as their demonic traits are quite random. Some get red skin, some get tails, some horns, and some get various discolourations or unique aspects.
-Half-dragons, or dragosi, are also unusual. Dragosi will usually inherit most of their looks from the human parent, with a tendency towards dark hair and eyes. Dragosi will also inherit one unique trait from their draconic parent, such as increased physical, mental, or magical ability.
-Half-drow, or darklings, inherit almost everything from the drow side. Skin in lighter shades of purple than usual, eyes in a variety of colors, tallness, agility, intellect, and charisma.
-Marriage does not exist, but rather people may enter into matebonds, which can involve any number of people of any gender or race. They are then referred to as 'mates'
I'll be adding sections on the individual details of things soon. Possible revisions of existing information also soon, as it has been pointed out that my technology level is a bit sketchy, so I need to work on that.
8/29/2014: Added Edit History for better record-keeping. Added note to revise.
8/29/2014: Added Common Races.
8/31/2014: Added Animus Races.
9/6/2014: Added Half-Races.
The world of Telvaria is one that started with the universe, and an event that scientists theorize was like some great big bang as the universe expanded and stars and planets began to form. And then a few billion years later, when life was starting up on the planet, there was another, of a different sort, this time a wave of energy coming from the spot where the universe began. There have been a total of four recorded energy waves, and each caused new things.
The first brought about the Old Ones, eldritch horrors of unspeakable terror and unimaginable power, that warred with each other, mutated the living beings of the world, and caused chaos wherever they went. And with the Old Ones came dark magic, the first magic of the world and the most dangerous. This was the First Era, an era of darkness and destruction.
The second wave brought about the High Divines, proud and noble beings that possessed a new form of magic, divine magic, the magic of creation and miraculous feats. The Divines cast down the Old Ones, imprisoning them deep in the earth and in the dark places of the world, but they could not destroy them, so great was the power of those that had come first. Thus began the Second Era, an era of creation and discovery.
Not long after the defeat of the Old Ones came a third wave, which brought about the Dragon Gods and arcane magic, a wild magic that possessed both the power to destroy, and to create.
Soon, the two sets of deities began experimenting with their powers, creating new things or altering existing things, and soon their gazes fell to the living creatures of the world. First were the elves, dragons, and wolves, and soon after the many other races of Telvaria. For a thousand years there was a tenuous peace, broken only by the occasional scheming of Zevrakkus, or the invasions of Kess, the Fallen Divine who brought to life the drow.
And then came the fourth wave, the last wave that has been seen. It brought about the gods and the demon lords, and signaled a new era; the Third Era, one of adventure, magic, chaos, and conflict. The Dragon Gods descended and became the Draconis Dux, while the High Divines retreated to their hidden realms, watching the world but no longer interfering. It is in this Era that things begin to spiral toward their inevitable conclusion, and in this era that the greatest of stories take place.
-The modern era, or Third Era, is a time when most of the world is connected through oceanic trade routes that take advantage of the setting's abundant magic. The center of the modern world is the City of Stars, a vast city of commerce and magic that has a spell allowing any ship to reach it in a matter of days, regardless of location.
-The current time is the 14th century of the Third Era.
-There are a great many races in the world, and they have intermingled to a sufficient degree that racism is only common in the more backwater locations, or areas with a great history of conflict.
-Due to the active influence of deities in the world, sexism has never truly been an issue. While some may make derogatory comments, they are few, and patriarchies or matriarchies are very rare.
-Adventurers are common, and monsters more so, due to the incredibly high level of magic in the world.
-Aside from the three types of magic listed above, there is also nature magic, and nature spirits, which can't be traced to any single wave as their source.
-There are many continents, and the world of Telvaria is larger than Earth, though magic makes travel easier.
-Though guns and computers do not exist, the average knowledge and technology level of Telvaria is at roughly the same level as Earth, despite the mortal races being only a few thousand years old. This is largely thanks to magic filling the role of technology. Cafes are common, libraries and books are plentiful, people are educated, and they have the same amenities we do without the crippling pollution.
There is a myriad variety of races on Telvaria, and they all have their own unique quirks, but almost all of them are to some extent based off those that came before, such as humans beings variants of elves, dwarves being variants of humans, and gnomes being variants of dwarves, created one after another by Divines attempting to emulate Selenvaria, she who made the elves and wolves. While each race is famous for a particular quality, it is generally understood that they are all people, and thus have differing interests and talents. There are also five categories of race; the Common Races, the Animus Races, the Half Races, the Monstrous Races, and the Dark Races.
The Common Races are the elves and their first imitators, and these races are widely acknowledged as the most common and influential.
-The elves are first of the Common Races, and have several distinct advantages over others. Firstly, they are immortal, and have a natural resistance to disease. Secondly, they have an innate connection to nature, though some forsake that for arcane magic, and others never take advantage of it. Elves are on average taller than most other races, and have a tendency towards fair or light skin, and similar shades of hair. Their eyes are also unique, ranging in color from a simple blue to rich amethyst or feral yellow. Elves are dexterous and clever, with light hearts and great potential. Elves were created by Selenvaria, one of the more powerful Divines.
-Humans were made in the image of elves by Ebronithor, and he decided to give them a different sort of advantage. He made humans to be highly adaptable and diverse, so they could thrive in any environment, rise to any task, or be whatever they wanted to. Humans have a finite lifespan that is short by the standards of some races, but they make up for it with industry, efficiency, and always working, always striving, always reaching higher and higher. Humans have a wide ranged of skin colors, but fairly dull hair and eye colors, such as brown or black. An interesting side effect of human adaptability is that they produce unique offspring when they mate, half-races instead of the race of the mother like other races.
-Dwarves were third of the Common Races, created by Kormnir the Stoneforger, who looked upon the humans and saw potential, but decided that for his purposes they were too weak and thin. Dwarves are short, stout, and hardy, able to endure the worst of climates with natural endurance. Most have a love of wealth and stone, and they make some of the best masons in the world, creating elaborate art, towering fortresses, and hollowing out mountains for their homes. Dwarves are strong, and tough, and many are excellent melee fighters, but it is naturally more difficult for them to call upon arcane magic, and their metalworking tends to alienate them to nature magic, so instead they rely upon divine power, and some have adopted guns as ranged weapons. Dwarves have a tendency towards light skin and dark hair and eyes, though red hair is also common.
-Gnomes came fourth, created by Mechanus to be his tinkers and inventors. He made them similar to dwarves, but smaller and nimbler to better work with delicate machinery. Gnomes are naturally quite clever, and have a unique gift for magic, preferring to harness it not for spectacular feats of magic, but rather to imbue magic into items. Gnomes are generally quite chipper, always excited about the next invention, though as always there are exceptions. Gnomes usually have pale skin and light green eyes, but very colorful hair.
-Halflings are unique among the Common Races, for they originated as the half-breed offspring of humans and dwarves, before there were more races in the world. At a certain point still early in the Second Era, Ebronithor decided to uplift these half-dwarves, being so numerous, and make them a race in full, the halflings. Happy, content, and excellent chefs and travelers, the halflings are not ones for great inventions, magnificent spells, or vast cities. They prefer the simpler things in life, and their lives are often enriched for that. Fair skin, fair hair, and fair eyes are the staple of halfling physiology.
The Animus Races are rarer than the Common Races, but not to a large extent. Their defining feature is that each was uplifted from an animal, rather than being just variants of the elves.
-Felinians were uplifted from felines by Felvicia, as she admired feline grace and agility, but felt they were lacking in intellect. Felinians are quick and nimble, and many enjoy the freedom of the wilds away from civilization, though there are several major exceptions. The felinians are often lighthearted and enjoy humor. They are similar to elves in shape, like most races, but covered in fur and with cat ears, both of which have coloration that can vary from that of common housecats to fierce and noble jungle cats. And of course, cat eyes.
-Vulpinines were uplifted soon after the felinians, from foxes and also be Felvicia. Vulpinines are still nimble like felinians, but with more of an emphasis on wiliness and cleverness. They have a reputation for being tricksters and often thieves, but are usually treated well by their sister race, the felinians. Like felinians, they are similar to elves but with distinct fox characteristics.
-Avines were uplifted from various different birds by Rakket, who wanted to create a colorful and unique race unlike others. Avines are said to have the wisdom of owls, the scavenging of magpies, and the enigmatic traits of ravens. They are perhaps the least elven of the Animus Races, having beaks, colorful plumage all over their bodies, and talon-like hands.
-Geckenites were uplifted by Vaikarus from lizards. Designed to survive in the harsh deserts that had been left alone by the other races, geckenites are used to great heat, and adept at making civilizations in that climate. Geckenites are not known for much, aside from perhaps a certain endurance. They usually have skin in shades of green, with clawed hands and feet, and reptilian faces.
-Ratfolken were the last to be uplifted, formed from rats by Zevrakkus the Dark Experimenter, who sought to create a race of servants and spies. While many were experts at thievery and stealth, it was not true of all, and eventually Zevrakkus grew tired of them, casting them off and letting them settle on Telvaria. Ratfolken are clever, swift, and sneaky, and have short gray fur and rat noses, as well as beady eyes.
The Half-Races of Telvaria are the progeny of humans and other races, though it has been discovered that not all races can create hybrids with humans.
-Half-elves, or telrosi, inherit ears that can vary from mostly rounded to mostly pointed, but usually somewhere in between. They will generally take their skin and hair color from the human side, with perhaps a bit of lightening.
-Half-orcs, or kenri, inherit sharpened teeth and light green skin, as well as increased strength.
-Half-ogres, or ogrikine, inherit large size, muscles, and pale skin. They tend to have slightly disfigured features, and are conventionally ugly by normal standards, except for a few exceptions.
-Half-demons, or abyssians, are the most variable, as their demonic traits are quite random. Some get red skin, some get tails, some horns, and some get various discolourations or unique aspects.
-Half-dragons, or dragosi, are also unusual. Dragosi will usually inherit most of their looks from the human parent, with a tendency towards dark hair and eyes. Dragosi will also inherit one unique trait from their draconic parent, such as increased physical, mental, or magical ability.
-Half-drow, or darklings, inherit almost everything from the drow side. Skin in lighter shades of purple than usual, eyes in a variety of colors, tallness, agility, intellect, and charisma.
-Marriage does not exist, but rather people may enter into matebonds, which can involve any number of people of any gender or race. They are then referred to as 'mates'
I'll be adding sections on the individual details of things soon. Possible revisions of existing information also soon, as it has been pointed out that my technology level is a bit sketchy, so I need to work on that.
8/29/2014: Added Edit History for better record-keeping. Added note to revise.
8/29/2014: Added Common Races.
8/31/2014: Added Animus Races.
9/6/2014: Added Half-Races.