Nations

 

Aluvalia –

 

  • Northernmost nation of Torreth. Encompasses most of the mountainous region of the continent, and in regards to the seven magic nations of Torreth is second in size only to Ketha. It was established by the Archon Aluvair, the Blizzard of the North and the Blood of Ice and Steel.
    • Aluvair’s Source Magic is weapons. As always a mage must put their ‘essence’ into their Source, so an Aluvalian mage must craft their blade and casts magic through it. To cast magic one merely has to swing the blade and imagine the spell one wants to cast. The power of the spell is proportionate to how powerful the swing was.
    • His Origin was ice blood. He made all of his people thicker of skin and tougher of heart, increasing their resilience to their homeland even further, and thus Aluvalians are invulnerable to harsh and cold weather when compared to other humans.
    • In the Archon War, Aluvair lead his people with an unsurmountable resolve and was allied with Cedrine and Verik. The gift that Verik gave to him as a token of respect was the Vanguard, the great two-handed shield. Like Cedrine’s gift, Verik did not make it, but instead the two gifts were borrowed by him so that he could use his imbuing magic to enchant the gifts with other properties. The Vanguard’s imbuement was the ability to cancel its momentum, making it an unstoppable and unpredictable weapon due to its quick movements despite its size.
      • In addition to this gift, a woman of Aluvalian birth, and shortly after the Archon War, became obsessed with Verik’s Imbuement magic, and was able to craft her own sort of pseudo-enchant. She crafted the Soulsheath, a weapon that provides the knowledge of all previous owners, but at the cost of slowly consuming your soul to add you to its collection. One notable wielder of this blade is Varth, who comes across it early in the Fourth Era. His soul does get trapped, but due to some event I haven’t yet molded out, he breaks free and lives on longer than he should.
  • Picture

    The mountainous wastes of Aluvalia are rendered inhospitable by both the eternal blizzards and the wyverns that cause them.

    The majority of Aluvalian cities are located in the mountains themselves. This is because outside them is an unforgiving environment of permanent blizzards, ice, and treacherous slopes. The real danger, though, are the wyverns. The wyverns are huge dragons that use their forelegs to double as wings. (No six-limbed dragons here.)  They collectively use air magic to envelop the nation with blizzards. Their main prey are the mammoths that inhabit the mountains, and the dragons use the blizzards to herd them to be more easily hunted and taken down. They are somewhat intelligent, though. They like to kill humans if they find one out in the open.

    • A large part of Aluvalian culture involves prowess through wyvern hunts. The greatest of Aluvalian warriors try to prove themselves by taking down these beasts for their clan. As proof of their defeat, warriors take their rhino-like horn, and clans collect them and use them as the most valuable of currencies (though their low quantity lends the term to be more easily called trading than of currency) Roshak and his clan, one of the most powerful in the Sorik Series, actually makes a suit of wyvern horn armor as a symbol of their strength.
    • Aluvalian culture also has strong roots with “shield brothers”. Warriors fight back-to-back, and go through life with a warrior partner. They fight as one, and can be quite difficult to take down. What’s more, if one dies, the other soon follows, usually through extensive meditation, voluntary fasting, or a journey to far off and unknown lands with no destination in mind.
  • Aluvalian people are akin to the vikings or the Norse. They are the largest people in all of Torreth and can thusly be quite intimidating. Much of their fashion revolves around their hair, which is usually some shade of white (and basically all men wear beards), and the furs and pelts they always wear cover everything except their face.
  • Their dwellings are the hollowed out caverns in the mountains. The caves are massive, large enough to house huge buildings inside. It is still quite cold in the caverns, but not nearly as bad as outside.

 

 

Cedria –

 

  • Located in the northern region of Torreth, just under Aluvalia and its mountains. It lies between Aluvalia and the Xal Deer Sea, but is also connected to both Zephira and Ketha on its Western borders. It was established by the Archon Cedrine, The Whisper of the Forest.
    • Cedrine’s Source Magic is totems. The people of Cedria carve totems from the wood of their trees and use them as foci to channel their magic. These totems are usually worn, such as necklaces, bracelets, etc, but this is more fashion blended with tradition than necessity. They can also be made into scepters and staves, and since this requires more of the mage’s ‘essence’ (since they take more time to carve) they are generally more reliable foci.
    • Cedrine’s Origin magic was Meditation. After years of studying his brother Zephirine’s Source magic, meditation, Cedrine was able to force his mind to be able to do the same. After learning one magic style, however, one’s mind simply cannot truly comprehend a second, so the price of using two magic styles and becoming immensely powerful as a result was Cedrine’s temporary loss of sanity. (The Meditation Source would take its place.)
      • As a result of this, before the Archons allied with one another, the only one that could stand up against Cedrine was Verik, as Verik’s power grows as he loses blood. Basically the two most powerful Archons are: the one who loses his sanity, and the one who nearly dies from blood loss.
    • Cedrine and Zephirine were brothers, Cedrine being the elder. They were opposites in several ways, most primarily in their calm vs. rash personalities. Where Zephirine was arrogant and impatient, Cedrine thought things through and never spoke before he knew what he was about to say. This is ironically contrasted with their magic styles, as Zephirine must meditate and exhibit patience to use his magic, and Cedrine goes insane when he uses his full power.
    • In the Archon War, Cedrine was allied with Aluvair and Verik, and Verik’s gift to him was the Graven Channel, his totem necklace. It was a large necklace made into a totem, and the imbuement on it allows him to control gravity to a degree. It isn’t without its limitations, but combined with his dual Source power, he became the single most powerful Archon (except maybe Verik holding all of his Imbuements at once).
    • Also, there was rumor amongst the Archons that Cedrine and Calitha were a thing. The Archons were real people, too, after all. I just don’t know what I want to do with the two of them yet. It could be interesting, especially since they were enemies in the Archon War.
  • Picture

    In Cedria, the ground is encased in a thick layer of vines. This layer grows around the cities, shielding them in a protective dome.

    Cedria is mainly comprised of a huge forest of thin trees and vines. It isn’t easy to travel through, and the trees are so dense that one cannot see too far away. The ground is covered treacherously with roots and vines, so it’s hard to walk even when you’re watching your step. Cedrian cities were built within these forests, and with the passage of time an invisible magical atmosphere was unintentionally created around these cities. (These atmospheres happen wherever a large amount of mages congregate often, You can kind of feel a change of pressure when you are there, but that’s mostly it.) The vines weren’t strong enough to penetrate through, so over time they grew over these atmospheres, shielding the cities in a living dome. By that time, several decades had passed, and a group of Aluvalian mages take permanent residence in Cedria, taking up the position of the Tenders, a sort of guardian to the cities. They keep the peace, act as soldiers in time of need, and tend to the vine dome, ensuring easy access in and out.

    • When the Rupture happens, the vines react to the sudden outburst of magic, and they begin to feed off of it, growing extremely thick, sprouting thorns, and killing the people that make contact with them. As a result, the Tenders start becoming scarce, and most cities become too overgrown to allow passage in or out. This causes the majority of the Cedrian population to be cut off from the rest of the world, and they lose contact with the outside. (As a side note, only the domed vines become this way, as everywhere else they don’t have the same magic atmospheres to feed off of.)
  • Cedrians have several similarities with that of Native Americans. They wear hide and use face paint to create symbols that mark social status, rank, or titles. Face paint is primarily applied around the eyes, but some marks go on the forehead or cheeks. They typically have green eyes and red hair.

 

 

Ketha –

 

  • Western side of Torreth, just east of Zephira and south of Aluvalia and Cedria. Its eastern border is the Xal Deer sea, and to the south it touches the Autlan Empire. It is a large nation and mostly barren desert, and was established by the Archon Keht, the Spirit of the Dunes.
    • Keht’s Source Magic is the elements themselves. Kethan mages require a pre-existing source like fire, or water, and their magic amplifies the amount and intensity of that thing. A mage can turn a candle into a gout of flame, or a flask of water can be amplified to an entire barrel. The ratio of amplification is directly related to the mage’s strength. As a result of this Source, Kethan mages carry staves that allow access to the base elements at all times. These staves are equipped with water storage and parts of them are highly conductive, along with the bottom of the staff being fit with flint, allowing easy creation of fire through friction. Kethan mages don’t put their ‘essence’ into their magic.
      • There is also a small group of mages in the northern region of the desert that call themselves ‘soundsmiths’. These remote people have discovered a way to harness the power of very sound waves themselves. They can use sound as a weapon, such as the thrum of a bowstring or the slam of a shield. This magic doesn’t violate any rules, since these Kethan mages harness an existing energy and amplifying it using the arcane, transforming it into arcane magic. With their magic, they became masters of acoustics. They have greenhouses that are wind powered, and have reflective walls to catch distant sounds and such.
    • Keht’s Origin magic was the power of Suggestion. After physically pouring magic into them, he was able to manipulate others by tapping into their emotions and influencing their decisions, which allowed him to pull conversations and get people to do what he wanted them to do without them realizing he was even doing it. He could even use this power on the other Archon’s, and he wasn’t found out until much later in their lives. This Origin was passed down through Keht’s direct descendants, and over time the power changed from suggestion to direct control. In some ways this is an evolution, but in other aspects Keht’s touch on people involved much more precision and subtlety. As a side note, Keht would need to touch them every time he used his power on somebody, but his later descendants would only have to touch somebody once, as they would store a piece of their magic inside that person permanently.
      • Currently, the only known descendant of this power is Shekoi, a child who befriended Jin and forced him to return to his old alias of ‘Kami’ in the Fourth Era.
    • Before the rise of the Archons, Keht was actually the prince of the Autlan Empire. His father pushed him into the crew of research on the Al’Tarian curse (the one that became the Archons) in order for his son to learn as much as possible about magic, so he could be a capable ruler. His father was harsh and didn’t accept Keht’s own opinions, however, so once he did get access to this power (which is arguably one of the weakest of the seven) he cut his ties with the Autlan Empire and even changed his name (to Keht. Not sure what it originally was yet). He also chose the most desolate of regions, as nobody inhabited the desert before he established Ketha.
    • During the Archon War, Keht was allied with Calitha and Zephirine. His powers of manipulation allowed him to push boundaries and extend borders with minimal losses in return. Also, his country was relatively safe from siege due to the unrelenting vastness of the Kethan desert.
  • Picture

    The dunes of Ketha are so massive that the cities are built into them. Walking eastwards is incredibly dangerous because you could be walking over a a city that appears to be a dune without knowing until you suddenly plummet into the buildings below.

    Ketha is the largest country of Northern Torreth, nearly exclusively desert. The desert is hot during the day and cold at night, as deserts are prone to be, but the truly treacherous part of this desert is that the elevation is extremely tumultuous. The dunes are extremely tall and traveling up and down is exhausting, even for pack animals. What’s more, sandstorms and all of the wind comes from the west, as a result of Zephira’s being its direct neighbor and sending the harsh winds through the mountains and down into the desert. Most Kethan cities are built to combat this, and are built into the dunes, in a sense. They are cities with the western half being shielded from the winds and sands by a dome. Dunes formed around these cities, and as a result, going east through the Kethan desert can be dangerous–you think you’re walking up a large dune when really you’re directly above a city. Once you get to the top, if you’re not paying attention you could fall off the other side and into the city. Obviously, if you’re traveling west into the desert, this is a different story, as the cities are clearly visible as “not sand”. What’s more, the Keeper Shrine of Ketha is actually a lighthouse. It lies several miles east of the shoreline, because a portion of Ketha is about three to ten feet underwater. The ocean is calm here, so the sand under it doesn’t get pushed around much. As a result of this a lot of unique marine life lives in this huge, shallow reef.

  • Kethans are reminiscent of the Arabic people/the nomadic people of Ancient India. They typically have darker hair, skin, and eyes, They also have sharper teeth, because their diet consists mostly of tough meat. They aren’t carnivores, and it’s not like they have fangs, it’s just that their teeth need to be better at cutting in order to more easily eat their food. Kethans normally wear white cloaks that cover all of their skin, so that the sun doesn’t affect them as much, and Kethans visiting other countries usually also cover their mouth because people are off put by their distinctive teeth. They are also mostly nocturnal.

 

 

Zephira –

 

  • Zephira is the furthest western nation in Torreth. It is comprised of the southwestern portion of the Aluvalian mountain range. Its borders are nearly perfectly circular, and was established by the Archon Zephirine, the Howl of the Skies.
    • Zephirine’s Source Magic is meditation. Zephiran mages call their star’s power into themselves and store it for a time, using their body to channel magic through. They are kind of like benders from The Last Airbender, but of course their power doesn’t work the same way, it just looks similar combat-wise. Their ‘essence’ is internal, and they don’t have to move it to cast outwards, it’s just natural.
    • Zephirine’s Origin Magic was the ability to use Air magic. After meditating, he could control the very air itself. He could move the air around him into one spot, forming a dense air shield, pick objects up by moving air under it, or even suffocate people by taking the air from in front of them (though he can’t pull air out of others’ lungs). This strength also extended to weather control. With concentration, he could create tornadoes, and from the top of his temple in Zephira he manipulated the air currents to create a permanent downdraft pushing down the mountains, making them extremely difficult to travel up to get to the Zephiran plateau cities. It’s also why the country’s borders are circular– his powers did have limits.
      • Before the Archon War, when the Archon’s teamed up against the might of the Autlan Empire, Zephiran’s powers were indispensable, because he could create hell for the enemy forces by throwing torrents at them. In one instance, he even fought an army off by himself, shielding himself against their arrows and firing the entire volley back at them.
    • Cedrine and Zephirine were brothers, Cedrine being the elder. They were opposites in several ways, most primarily in their calm vs. rash personalities. Where Zephirine was arrogant and impatient, Cedrine thought things through and never spoke before he knew what he was about to say. This is ironically contrasted with their magic styles, as Zephirine must meditate and exhibit patience to use his magic, and Cedrine goes insane when he uses his full power.
    • During the Archon war, Zephirine was allied with Calitha and Keht. His country served as an impregnable fortress, allowing his allied forces to fight with aggression while not risking the ground that they had. Zephirine in battle could most accurately be described as a force of nature, and combined with Calitha’s superior tactical prowess, their fighting force was unlike anything Nacre Then has seen before or since.
    • After the Archon War and later in his life, Zephirine went to the Koh Liiran lands to discover what he could about using the Air as a Source magic as they do. He never learned how to do it (since, as a human, it’s not in his nature to use the air, but the stars), but as a result of his time there, the Koh Liirans revered his manipulation of the air, and named him ‘Windcaller’, essentially a god of their people. When it was time for him to return to his own people, he returned with a group of Koh Liiran disciples to maintain his temple and his ways. Before he passed away, Zephirine took out the air on the pathway to his temple, so that only one with the control of air as he had could enter it. He assumed this power would be hereditary, but it was not.
      • Centuries later, Delanden, through the use of cleverness, found his way into the Archon’s temple without the use of air magic (he trapped a bubble of air inside a globe of water). Upon entering he discovers the old Koh Liiran disciples of the Windcaller, and, impressed with his fake use of air magic, end up teaching him how to control the air as Zephirine did.
  • Picture

    the inhabited land of Zephira is almost exclusively above the clouds, as the canyons below experience harsh, biting winds.

    Zephira is a mountainous region with harsh winds everywhere except the peaks of the mountains, which is where the inhabitants live. The cities reside above these clouds, and the mountains flatten out a great deal once you get past the winds and clouds. There are bridges that connect these peaks, and many of these peaks also have specific purposes–one mountain is for residence, while another focuses on education. The mountain in the center of the country is also the home of Zephirine’s temple, the unreachable home of the old Archon, and his base of operations when controlling the weather patterns.

  • Zephiran people have similarities both to the Ancient Grecians and Tibetan monks. Most of them are quiet, not necessarily in speech, but in literal volume, as they don’t need to speak loudly. They have distinctive curly hair that is usually a light shade of brown, and their dress is most consistently based on flowing, easy movement. Most often this takes the form of thin and loose fitting robes, but this can also be worn in many other styles.

 

 

Kitsuya –

 

  • North eastern nation in Torreth. This is an island nation, consisting of three large islands and several smaller ones. It is just off the Northern coast of Calitha and lies some distance east of Cedria. It was established by the Archon Kitsuki, the Mist and Tides.
    • Kitsuki’s Source Magic is the use magic circles. This is one of the more difficult magic styles to learn because it requires the mage to memorize every aspect of dozens of intricately detailed circles that are unique to each spell. Upon casting, one must visualize this circle perfectly. Beyond this strain of concentration, there is no cost to using magic. Alternatively, these circles can be drawn, but once the spell is cast they fizzle out, and this is not a viable strategy in the heat of battle. Furthermore, these circles were invented/discovered by Kitsuki herself, and she passed them down to her disciples. As more specific spells surfaced over time, later generations created more. It’s sort of like a new language that the Archon created, and others expanded on as new words were needed. Their ‘essence’ is the application of memory into the circle, as they put time and effort into learning each one.
    • Kitsuki’s Origin magic is two-fold. It deals with the power of restoration. On one hand, Kitsuki can heal people (including herself) at the cost of her current lifespan. Basically she can heal broken bones by aging a proportionate amount. On the other hand, every time she dies, she reincarnates into a Kitsuyan newborn. Upon reincarnation, she is a normal girl that has no memories of her previous lives, but unconsciously draws magic to her. In order to “awaken” her memories, she must draw in a large fount of magic, whether it be through being attacked, or being in prolonged exposure to powerful magic. What’s more, this is an imperfect reflection of her previous self, so over thousands of years, the incarnated Kitsuki is nothing like like the original, other than vague memories from centuries past and an insurmountable amount of sheer worldly experience. Furthermore, the public doesn’t know that she reincarnates. They merely believe that the incarnations are Emissaries of the Archon’s words and morals, and don’t believe that there is no middle man and they are speaking to the Archon herself. In the Fourth Era, the Preservers kidnap Kitsuki to try to study and catalog how these “Emissaries” are awoken (they know they have the right girl because of the way she draws magic to herself).
    • During the Archon War, Kistuki played the role of medic. At the time her full power, when she was the only one drawing power from her star, this part of her Origin did not cost her current life span. Instead, she had to memorize specific circles like everything else. Later in the war, in the third phase, she allied with neither side, instead stepping out of the fight entirely and teaching her disciples both her magic and her pacifistic belief. during this time Kitsuya isolated itself from the rest of the world until the War ended.
      • It was at this time that Kitsuki founded the Preservers. This organization was intended to collect and archive all knowledge in the world. She built an underground library so big that no building before or since (save perhaps the Halls of Aluvalia) has ever matched its size. This library was originally comprised of two sections: the library of all written works, and the cataloged information gained by the Preservers. In the days of the Archons, the Preservers were almost entirely comprised of Kitsuyan mages, though being a mage isn’t a requirement. When the War ended, she named herself Keeper, and gave all the other Archons the same title. This made the Keepers what was essentially a head council for the organization, and she intended the Keeper’s role to be one of teaching, not one of leadership unless it was necessary. As a result, in later generations, the leaders of the magic world and the Keepers of the Preservers were two different people in each country, and in many cases, the two people weren’t even related. Some Archons gave one job to one child, and the other to the second, but this wasn’t always the case. In every country, a shrine was erected to be the Keeper’s home. People seeking knowledge, Preserver-in-training or not, were tasked with traveling to each of the shrines in the world, in order to attain a form of enlightenment. Most of the Archons accepted this job, being weary of war, and carried it out as best they could.
  • Picture

    Kitsuya is enveloped in a nearly perpetual cover of mist. Only the most urban cities away from the shores truly know clear skies.

    Kitsuya is a small island nation whose culture is surrounded both literally and metaphorically by the ocean. These islands don’t rise much above the water level, and rivers and channels flow all throughout the cities and such. As a result of this, the country is quite humid, and is often encased in varying amounts of mist and fog, especially at night. The main form of transportation in this land (other than by foot) is through boats. Bridges are specifically built with tall arches with high crowns so boats can easily go under them. These bridges are typically made of wood, but more important ones are made with stone. The best way to envision an accurate depiction of Kitsuya is what would happen if you crossed Venice with feudal Japan.

  • Kitsuyan people are most reminiscent of the Japanese. These people, though, usually have quite small frames, six feet being very tall for them. They typically are quite pale, and have black, very straight hair. Their fashion most often takes the form of a dull light blue robe, but generally people wear what they find comfortably here. Kitsuya is a laid back and slow-going place.

 

 

Calitha –

 

  • Calitha is the most northeastern nation of continental Torreth, south of the Kitsuyan islands and its southern border is Veritia. This is a commerce nation, and its culture is somewhat blended with the rest of the magic nations. It was established by the Archon Calitha, the Eyes of Reason.
    • Calitha’s Source Magic is the use of manmade clay golems. Calithan mages animate large golems to do their bidding, not unlike the Vasrandi thralls. This style of magic is more reminiscent of a puppeteer, and the strength of the mage would dictate how much control they would have over that amount of matter. A potent mage could have full mobility of one or even two ten foot tall golems, while a fairly weak practitioner would struggle with moving a smaller one. It is significantly harder for Calithan mages to use the elemental magics, but the powerful mages can manifest some of the elements through the use of these golems. Generally though, in a fight it would be best to take advantage of its hulking mass as both sword and shield. Calithan mages put their ‘essence’ into crafting the golems personally, usually of clay, but there is no rules that say it can’t be made with other materials.
    • Calitha’s Origin Magic was True Sight. She was able to see through the eyes of anyone that was connected with her Star. Mainly this was comprised of mages, but she also built her golems with eyes so that she could see through them during battle. This gave her a view of a battlefield that nobody has seen before, and combined with her innate tactical capabilities, made her army the single most dangerous force Torreth has ever seen.
    • Before the Archon War even began, Calitha had raised an army. While the other Archons had focused on driving back the Autlan Empire to gain land independent from it, Calitha looked to the outpost that the Koh Liirans had set up in the eastern area of Torreth. They were a hostile force, and using their floating cities. proved unconquerable in regards to the Empiran armies. Calitha’s True Sight and intelligence, however, allowed her to drive them back and forced the Koh Liiran presence out of Torreth somewhat “single-handedly”.
    • During the war, Calitha allied herself with Zephirine and Keht. Calitha’s tactical capabilities combined with Zephirine’s influence on the whether made them unstoppable. Only the combined might of Verik and Cedrine could stand up to them (and even then, this was only due to their destruction of the central part of Torreth, collapsing the land and creating the Xal Deer Ocean. This act both destroyed the majority of the forces on either side, and lead to the end of the Archon War.
    • Also, there was rumor amongst the Archons that Cedrine and Calitha were a thing. The Archons were real people, too, after all. I just don’t know what I want to do with the two of them yet. It could be interesting, especially since they were enemies in the Archon War. I’m under the impression that Calitha wouldn’t be too happy with Cedrine not only destroying her army, but a full quarter of the continent in the process.
  • Picture

    Calitha is the center of commerce and wealth. They handle trade all over the continent, and are by necessity far more industrialized than the rest of the world.

    Calitha (the country) is largely focused on commerce. The majority of the population is centralized on the coast in port cities. There are actually two societies of Calitha, though. The country is essentially separated by the working class, the 95%, and those who “rule” over them. The working class live in the port cities, and handle the trade, while the upper class live in the floating cities left by the Koh Liir. This is also the birthplace and localized area of steampunk. The port cities are very industrially focused, and this is also where the zeppelin airship was (accidentally) invented, by Jin.

  • People of traditional Calithan blood look similar to spaniards, but are usually more tanned, less clean-shaven, and well built. What’s more, this is also where people of other nations go to find new lives in the working class, though the conditions here are terrible. The aristocracy is more pale, and their society is more focused on the subtle ball-going and manipulative ways of the high class. These people wear suits and formal wear on a daily basis to keep up appearances, while the working class wear conventional trousers and tunics: things easy to work in.

 

 

Veritia –

 

  • Easternmost forest nation of Torreth, south of Calitha and north of the Autlan Empire. It was established by the Archon Verik, the Dead Sorcerer (or the Blood Sorcerer)
    • Verik’s Source Magic is the use of blood. Veritian mages use their own blood as their ‘essence’ to cast magic through. The blood itself does not turn into the fire, or electricity, or whatever, but instead, the magic comes out of it. Originally, this took the form of open blood flow. Later in the Third Era, this magic took the form of blood crystals, in which new mages have to undergo a bloodletting ritual, following which the blood is solidified into a crystal, which is bound to and follows the mage. Mages that use these crystals cast magic by grasping the crystal and channeling their strength into it, then throwing it out. The crystal then becomes the center of a fireball, or an ice lance, or whatever the case may be. This method of blood magic is more efficient than casting with free flowing blood, but is technically less powerful. Free flowing blood is fresh and is a better ‘essence’, along with the fact that it is flexible and flows with magic more easily. What’s more, a few descendants of Verik developed the secret art of ‘chronomancy’, or ‘time magic’. This took different forms, such as acceleration of one’s own movement, changes in perception of time, and even sending people forward and backward in time. It is worth noting that Verik was accustomed to losing a lot of blood. This isn’t a thing in real life, but Verik was able to magically attune his body to blood loss, so he could operate with up to fifty percent blood loss, where the average person passes out after about thirty percent. That being said, with the average measurement of 1.5 gallons of blood in a male, he could lose about a quart more blood than most people, but also with the mastery of magic he had, he could clot his wounds with blood (though later in life he found it better to use this blood in combat, cauterizing his wounds instead). This was especially useful as he essentially developed two Origin Magics. The first and primary one is Imbuement, as described later, but his other one is his Blood Manifest. Verik was extraordinarily powerful as he lost blood because he changed his blood to be attached to him even after it was free of his body. His blood would carry out his will in combat, both shielding him from attacks and going on the offensive without his apparent need to think about and control its movement. In combat, this will often takes a more offensive role, which thus allows it not to need to be protective of the Archon.
    • Verik’s Origin Magic was Imbuement. Early on in the Archon War (when it was still in the stages of Archon vs. Archons) Verik discovered one of the underground lairs of the Al’Tari, the lizard people of Wisdom. At this time, the Al’Tari had just about replenished their numbers, reproducing quite slowly for lizards. Verik was able to remain hidden, and over a few weeks of study was able to learn how they used the moon as their Source to plant their magic in things, such as the Nadarian runes. Verik was able to copy this to some extent, and through the course of his life, Imbued his power into several items that became artifacts for ages to come. Each artifact has a stand-alone function, and a function that only unlocks when combined with the power of Verik’s Staff. As a side note, Verik designed the artifacts so that when the artifacts were brought together, their power would diffuse unless wielded by somebody of Verik’s own bloodline. The list goes as follows:
      • The Vanguard — Two-handed shield. This shield’s owner was Aluvair, the Blizzard of the North, or Blood of Ice and Steel. It’s singular power is the ability to cancel momentum, making it a powerful offensive weapon. When combined with the Staff, it also becomes weightless.
      • The Graven Channel — Carved totem necklace. This necklace’s owner was Cedrine, the Whisper of the Forest. It’s singular power is the ability to influence gravity. The wielder’s influence weakens according to the size and distance of the area. One could almost control one’s own gravity due to its close proximity, but this necklace also takes a large amount of focus to use effectively. This is also another reason why Cedrine was a beast in single combat. When combined with the Staff, the necklace could implant long lasting gravity changes on areas. For example, attacking somebody in the arm with a spell using this necklace could result in their arm being extremely heavy (or light) for the next day or two. Since the Channel can only affect gravity of things in close proximity normally, this is powerful because it could plant its power and take effect regardless of distance. [.
      • The Thinking Cap — Large wizard hat. This was Verik’s own hat. It’s singular power was that it allowed one’s capacity to concentrate on several things at once, but at the cost of losing one’s ability to unconsciously breathe, pump blood, etc. One’s automatic bodily functions stopped being automatic. This essentially canceled its own effect, and this was a result of this being his first Imbuement. When combined with the staff, however, the negative effect was removed.
      • The Guardian Angel — A small, ruby encrusted ring. This was a normal trinket Verik picked up (not literally), and one of his later projects. This ring speeds up the natural healing process, (which allowed Verik to be much stronger in combat, not having to worry about self inflicted wounds). When combined with the staff, this ring was actually capable of reversing the effects of death, once. It was designed to be capable of releasing a sudden burst of immense power in a situation of dire need, cleansing the body of whatever ended the process of life, but once this power was expended, the ring would lose its potency. It is worth noting that this ring has no effect on the aging process whatsoever, and thus dying of old age would not activate the ring.
      • The Oracle — Twisted, wooden, yet perfectly symmetrical staff, topped with a large ruby. This staff was an ornamental token Verik used for formal events. This staff’s power isn’t really useful in any context alone. The first time somebody touches this staff, they glimpse their possible future if they would take up ownership of it. It has no other effect, so thus most people see their future of being targeted for being the staff’s wielder, just for it’s known power. They see themselves die for taking it up even though it essentially does nothing. As a result, for a large portion of its existence, it remained in the Veritian Keeper’s possession for some time, open to the public for anyone to take up, the Keeper being fully aware nobody would take it. At some point, however, the Keeper’s took it for themselves and the staff was “lost” to the public’s eyes, while the Preservers kept it for their own goals. Furthermore, this staff’s secondary power is to enhance the other Imbued artifacts.
      • The Archive — Empty, bound book of hundreds of pages. This is an artifact unique to the other Imbuements, and is Verik’s masterpiece. This book is almost literally an artificial intelligence. It has the power to answer any question asked of it, as long as it is within its knowledge reservoir. Verik bound this artifact not to himself, but to the very star from which he and his people draw their power from. Basically, this book has access to all the information connected to the star, and thus it sees everything Veritian mages see (from a third person, peripheral standpoint). Consequently, the information stored within the Archive only grows over time, as it learns from more and more people as time passes. But the true technological genius of this piece isn’t the fact that it can answer questions it would have direct knowledge of and access to; it is its power to estimate answers based on its previously recorded knowledge of magic, the human race, of Nacre Then itself. This thing is far more advanced than any sort of database in modern society. This Archive would have changed the world if Verik had given it over to the other Archons, the other Keepers, for the requisition of knowledge of the Preservers. Instead, though, he recognized that its power was too great to be trusted in those he didn’t trust whole-heartedly. As a result of this, he didn’t tell anyone about its existence until his dying breath, when he deemed it necessary to pass the information on lest it inevitably fall in unworthy hands. Like Sorik’s.
    • During the Archon War, Verik was able to take advantage of his Imbuements to best the other Archons in one-on-one combat. Only Cedrine could butt heads with him, and even then their fight often lead to a stalemate. Later in the war, Verik sided with Aluvair and Cedrine. He Imbued their weapons to increase their capabilities in combat, making their combined destructive power that much greater. Unfortunately, their singular might still couldn’t par with the military presence of Calitha, Zephirine, and Keht, so rather than lose the war, they decided to destroy their armies in one destructive blast, the result of which shook the planet and destroyed a good quarter of Torreth’s land, killing tens of thousands of troops and civilians in the process.
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    In the Third Era, Veritia was a bustling civilization build out of the dense jungles. After the Rupture, many of their cities became ruins.

    Veritia is largely encompassed by dense forest that is difficult to traverse through, especially when transporting things. In select places, cities were carved out of the forest and built into the clearings, similar to Mayan cities in the Yucatan peninsula. Veritian cities are less focused around temples, however, and their structures virtually never breach the treetops. Like the Mayans, however, most Veritian buildings are nearly exclusively built with stone, and merely use wood as structural support and aesthetics. Of course, this all changes with the dawn of the Fourth Era, since after the Rupture occurs, the resulting explosion wipes out pretty much all life in the country, and the result is a wasteland with scattered ruins.

  • In general, Veritians often had reddish-brown hair, and their physique differed depending on what task their job required of them. Their fashion most often sported wide-brimmed and pointed hats (like stereotypical “wizards”), along with a unique style of robe called the [name later]. This article of clothing is most easily described as a cross between a cloak and a robe, sporting no sleeves and going down to the thighs. This is not something one can wear by itself, but instead is intended to go over tunic and breeches. These are often made of a thicker material, usually leather, and are not only fashionable and comfortable, but are good through traversing Veritian forests.

 

 

Vasrand –

  • Vasrand was originally inhabited in the First Era by the Fide Torru (humans), a group of humans trying to escape the tyrannical rule of the Al’Tari. They aren’t the first ones to flee, but they are the first to reach the mainland. The two groups of humans never made contact again until the Fourth Era, after the Rupture happened.
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    The entropy caused by the Skyshard corrupts the very land itself. It corrodes everything, making this a dangerous territory.

    The Skyshard was a meteor that crashed into Vasrand in the Second Era. It is an entirely different magic Source (aside from the sky, earth, water, moon, and stars) that its people use to channel their power through (since they never broke the Al’Tari curse). It is extremely corrosive, however, and has corrupted the land and people of Vasrand. Since Vasrand is so far to the north, the moon does not rise, and is only rarely visible on the horizon.

  • There are those who have physically touched the power of the Skyshard, and those people who have taken in its corruption internally are called the Darkkind. Perhaps this group consists solely of women, but for now there is no real reason for that. They are powerful, do not need thralls for a Source, and exist outside of Vasrand law. Everyone is afraid of them because touching them usually leads to spreading the Skyshard’s corruption. It’s Skyshard is a sacred object, but it’s sort of a fear of unknown power.
    • Anyone who touches it becomes a vessel for its power, turning into a Darkkind. They follow its will, and it seeks to consume the souls of all life. During the Rupture, the explosion that killed the Veritian population was seized by the Skyshard, and its power was reversed, turning the souls of the Veritians into what are known as the Else beings.
  • The people of Vasrand use thralls as their Source, and instead of the stars, they draw their power directly from the Skyshard. As nearly all mages must put their essence into their Source to be able to use it, Vasrandi mages must create the thralls themselves through ritualistic means. They channel magic through the bodies of the undead. This divided the country into two sects: those who emphasize the magic of their art, and those who emphasize the undead part of their art. Basically zombies vs. magic.
    • The leader of the necromancer sect discovered that killing Darkkind and using them as Thralls yields untold amounts of power, and he uses this power to start a movement that is intended to cure the Rupture. (Completely evil with good intentions). One possible candidate for a main bad guy of “Sorik’s Series”.
      • This new power forces the first waves of Vasrandi to flee (before the Else consume Vasrand). These first few waves are mainly comprised of the magic sect, though it also includes Vijari.
        • Vijari is technically a part of the necromancy sect due to his attunement to thralls, but is strong enough with magic to be able to hide this and pose himself as one of the magic sect instead. This helps him lead the first few groups of people to Torreth.
  • When the Rupture happens, the Skyshard reacts with the power of the Archive’s explosion and creates a second rift in Vasrand. This rift unleashes what comes to be known as beings of the Else, which are unbelievably powerful and unstoppable. The invasion of the Else causes the people of Vasrand to flee to Torreth for the first time in millennia.

 

 

The Autlan Empire –

 

  • Geographically speaking, The Autlan Empire takes up the entire southern half of Torreth. This country is so large that it holds a mountain range, the largest forest in Torreth, and a huge plain. It was established by Autlan, the man who rose up against the Al’Tari in the First Era and drove them to “extinction”. This began the Second Era, and at the time, all of Torreth was under Empiran rule.
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    Though The Crown Empire is host to a great deal of diverse formations, most of the civilization is set on massive plains.

    The Autlan Empire is historically a lot like the Roman Empire. This, however, was the first real nation ruled by a formal, human government. They formed a government very similar to the totalitarianism of the Al’Tarian government, though this was set up specifically to make the humans less oppressed. Autlan was a great fighter with impressive commanding capabilities, but he was no ruler. Once he stepped down from power, his successors quickly fell into a series of figureheads, controlled by people solely focused on furthering their own personal goals. Despite this, this nation managed to hold up for thousands of years, though its management changed hands several times in the process.

  • The Autlan Empire is also referred to as the Crown Empire because of how Autlan managed to defeat the Al’Tari. Publically known as the leader of the resistance and the ‘new king’, he established a Crown Guard, and wore the same armor as his elite fighters so that they would be indistinguishable to the enemy. This armor is very distinctive, complete with each helmet being crested with a crown, and only the best few dozen soldiers ever obtained the title of a Crown Guardsman. This tradition persisted throughout the Eras, but became a more ceremonial uniform and practice than a necessary strategy, especially since Autlan was one of the only kings of the Empire capable of combat.
  • At some point during the Second Era, the Warstorm was established. The Warstorm is a tournament meant to build up the strongest fighters from all of Torreth, bring them into colosseum-style fighting, until one victor remains. This tournament is like a traveling circus, and circles around Torreth over and over. If one man follows the Warstorm and wins until he makes it back home, he earns the title of ‘Stormforged’, along with untold wealth and the like. Unfortunately, aristocrats fudged the numbers and ensured that only people that were in their pocket ever got to achieve such a title, so the whole thing was essentially a ruse to keep the population down so there would be less mouths to feed. Obviously it isn’t in a nation’s best interest to kill of its strongest and most capable men, but this was was essentially a deliberate, subtle genocide. The Al’Tarians did not go extinct, but instead went underground, repopulating while the more intellectual individuals infiltrated the aristocracy and began to undermine the entire government.
  • At the end of the Second Era, the king secretly gathered a group of people to investigate the curse the Al’Tarians placed on the Fide Torru (humans) long ago during the First Era. These people, once discovering the secret and circumventing (not breaking it), became the Archons. As a result of this, the Archons broke free from the Autlan Empire, tearing the nation into half its original size and segmenting the northern half of Torreth into seven different magic-wielding nations
  • The Autlan Empire, starting in the middle of the Second Era and continuing onwards, is secretly controlled by the subtle politicking of the Al’Tari. By the beginning of the Fourth Era, their legion attained a might of a potential to take over the Autlan Empire completely–which they did in about 50.4E. With the fall of the Autlan Empire, the warring seven magic nations must face a new threat as the Al’Tari go above ground openly for the first time in millennia.

 

 

Koh Liia –

 

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    The Koh Liiran people use magic to liberate their cities from the chains of gravity. Most of their society resides in these floating hives.

    Located on the western half of Ithalin, the second continent of Nacre Then. This is the land of the Koh Liir, one of the four sentient races residing on Torreth. Being half a continent, Koh Liia spans several biomes, with the central half of the continent being almost physically sundered in two by the eternal war between the Koh Liir and the Rinla Bulven.

    • The Koh Liir use the air to channel their magic, just as the other three races have their own unique channel. The air is fluid and fleeting, however, so it takes dozens of Koh Liirans to be able to harness magic to a degree that is worthwhile. The best example of this is their cities. In order to create a new ‘hive’, hundreds of these creatures must gather together around a built city, and channel their power together to tear it from the ground and lift it into the sky. Depending on the purpose, this type of magic can also have permanent effect on the land, which is why the cities the Koh Liir left in Torreth remained aloft after they fled.
      • Koh Liiran cities are sort of like anthills, but their structures are far more tall than they are wide. Every city is essentially dozens of spires connected to each other. These spires all have holes on the sides, so not only are they good housing, but they are extremely efficient. Some of these cities–those formed near the war zone, function more as outposts from which to better see the landscape, and provide easy access down into battle.
    • The Koh Liiran race would be most easily described as a ‘bird hive’. For a sentient race, these birds reproduce dozens (if not hundreds) of times more quickly than any other large creature. They stand at about four feet tall, and are structured what one would imagine to be a humanoid bird to look like. Their plumage stays close to the body, and their arms double as wings. They are hollow boned, as most birds are, and incredibly fast. They can’t take any sort of punishment, but their sheer speed makes them more than a match in combat, not to mention they always have numbers on their side.
    • Koh Liirans, while not as intelligent as the Fide Torru (humans) or the Al’Tari, are smart enough to think for themselves. Beyond the cities they live in, they can also make tools they use for combat, and have a written language. This takes the form of numerous simple scratches, as their world isn’t very complex.
    • Their society reveres the sky and everything about it. Consequently, the varying color in their plumage is subject to social disdain. In order of how society views plumage, it goes from light blue, to white, to tan, to brown. These are the only real colors that occur naturally. To reflect social status, wings are trimmed. Only blue-colored Koh Liirans get to taste true flight, while white (and sometimes tan) ones are cut so that they can only glide. Brown Koh Liirans have their wings almost sheared completely off, as theirs is the color of the earth, what their society sees as their mortal enemy.
      • When Zephirine visits Koh Liia, they are astonished by his manipulation of the winds. Holding the sky in such reverence, many of them see him as a god, and they name him ‘Windcaller’. He is virtually the only one to have established contact with them, and he even learns some rudimentary communication with them through their written language. (Their bird calls are too hard for humans to distinguish.) When he returns to Zephira, he brings a small group of Koh Liir with him as his disciples, and they become the caretakers of his temple. He tells them of the coming of the second Windcaller, assuming somebody of his blood would be able to control the air as he did, but was wrong. Thousands of years pass before Delanden comes, and even then, the Koh Liir teach him air magic, he does not possess the gift naturally.

 

 

Rinla Bulvia –

 

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    The people of Rinla Bulvia rely on the use of their magic, which breathes life into the basic elements.

    Located on the eastern half of Ithalin, the second continent of Nacre Then. This is the land of the Rinla Bulven, one of the four sentient races residing on Torreth. Being half a continent, Rinla Bulvia spans several biomes, with the central half of the continent being almost physically sundered in two by the eternal war between the Koh Liir and the Rinla Bulven.

    • The Rinla Bulven use the ‘earth’ to channel their magic, just as the other three races have their own unique channel. The magic of the Rinla Bulven is life breathing. Essentially, these people can channel their power into something and bring it to life. This can take the form of elementals, but has no real ‘limit’ as long as their target has a definitive beginning and end (they couldn’t just channel their magic at the ground and bring the planet to life, the bigger it is, the more power it needs.) These creations themselves aren’t necessarily sentient, but can follow basic commands. This also only works on things with basic chemical forms. This power couldn’t be used to bring somebody back to life.
      • The Rinla Bulven use this magic in combat very well. They were able to invent crude catapults, and they launch balls of fire or earth at the enemy, both army and sieging. Before they fire, however, they breathe life into these projectiles and launch angry elementals at their foes.
      • Rinla Bulvia, as a result of this magic, is a nation of life. Along with the natural fauna and flora, the landscape is teeming with elementals of all forms, and this land almost gives the sense that the world itself is breathing. It is here that the striders are given birth, as a result of an amalgamation of dozens of elementals clustering together during a Weave.
    • The Rinla Bulven race are best referred to as hulking, walking, boars. These beasts would only barely be called sentient, as their motor skills and ability to critically think is very limited. They have no written language and nothing that would comfortably be referred to as a society. It was a marvel that they came up with catapults at all, though this may be attributed to outside influence. These monsters tower at almost ten feet tall, and weigh over a ton. They carry heavy mauls and are extremely hard to bring down, even when it is being swarmed by a dozen Koh Liir. Combat against the Koh Liir most often looks like a single Rinla Bulven fighting against a dozen Koh Liir, with the boar swinging its mace around trying to hit one of the birds. The swarm is incredibly fast, so it rarely hits, but when it does, its adversary is down for the count.

 

 

Al’Tarin –

 

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    Al’Tarin is based underground, and they maneuver between cities through a sophisticated structure of tunnels.

    An underground network of galeworm tunnels, naturally carved out into an immense cavern filled out by a lake of lava. In the center of the pool is a column of rock, which is the foundation for the Al’Tari capital, Er’Alanya. This capital is the main providence of the Al’Tarian culture.

    • The Al’Tarians use the moon to channel their magic, just as the other races have their own source. The Al’Tarian magic is the infusement of power into otherwise ordinary things. They essentially carve magic into the very stones. This magic can take a lot of forms, but their traditions restrict them. The magic they carve into the stones takes the form of spirits that defend the owner of the magic. These spirits are called Na’Darians, and, according to Al’Tari belief, come from a place called Na’Du. Na’Darians are beings that take the form of virtually any fauna of Nacre Then, though Na’Darians are much larger and far more powerful. They are corporeal, but their form is that of a light, translucent flame. They are sentient creatures that are capable of communication, but this is only directly through telepathy with its current owner. Anyone can possess a Na’Darian runestone and thus wield the spirit’s power as a guardian, but all Al’Tari can take direct control of the spirits if need be, and can control several at one time, making their destructive power quite potent, even when alone.
      • This infusement of power is also how Verik came up with his own Origin magic, since Verik discovered Er’Alanya and studied the Al’Tarians without being discovered.
    • Al’Tarians are essentially draconic humans. They walk on two feet, have two arms and legs, but their features are encased in a surprisingly resilient set of scales that cannot be easily pierced by any steel. It is possible, but only the sharpest blades with the most force could do it. They do have tails, but they are usually kept hidden when around humans. Their voices also have a strange, omnipresent quality to them, having no apparent source and echoing a lot. The Al’Tari also wear robes that hide most of their body. Their intellectual prowess is unmatched by any creature on Nacre Then, and being the aspects of wisdom, can outwit virtually anyone in combat. This is why they defeated the Fide Torru (humans) so easily in the First Era. Not only that, but after the humans were enslaved, they collaborated their efforts and enacted a curse over all of humankind, dooming them to live their days without the use of magic. This, however, wasn’t enough to stop the Fide Torru, the aspects of resilience, so eventually they were overpowered by the combination of the Al’Tarian’s arrogance and the sheer willpower of the humans. Their intellect is also how they managed to slip under the radar and were presumed extinct, only to later infiltrate the Empiran government in the Second Era to undermine their power, later throwing a coup and toppling the Empire during the transition between the Third and Fourth Eras.
    • The Al’Tari follow the serious, unquestionable beliefs of Na’Deism. These beliefs restrict which Al’Tari can use magic, leave the cities, or even speak. Even the most lowly of Al’Tari follow these beliefs, well, religiously, and it is not in their being even to consider going against their religion. They are the only beings of Nacre Then that know the “truth” of how the four races were created by a now otiose ‘god’. They believe the Na’Darians are the messengers and guardians of Na’Deos’ realm, Na’Du. The Al’Tari summon the harbingers of their god to protect them, but only the highest in their society are allowed access to this power. Also due to the god being on their side, they believe that it is their destiny to rise up against the other three races and conquer them.
    • The Na’Deist theology begins with one principle and three gods. First, they believe that in celestial luminescence, there is power. Therefore, the brightest things in the star are beings of divine ability. This takes the form of their gods: Na’Deos, Na’Skovos, and Na’Theros. These are the gods of the Moon, the Sun, and Nacre Then, respectively. They are all siblings, Nacre Then being the eldest, the Sun being the youngest. They believe that the Sun and the Moon were jealous of the planets’ brilliance, so a feud of the three soon began. The siblings warred against each other, fighting over who is the most powerful, and their war resulted in the death of Na’Theros. Before he died, he fragmented his life energy into the four sentient races. This is why the planet doesn’t give off light, because it has no power. (This isn’t technically true, but it makes sense in regards to their beliefs.) Na’Theros is therefore the god of the world, Na’Deos is the goddess of the spirit realm, and Na’Skovos is the god of the afterlife. Only otherworldly spirits reside in Na’Deos’ realm, and only those spirits can go to and from.
      • There is a sect of the Al’Tari that is not Na’Deist. They believe that the stars are the children of Na’Deos, but are not necessarily lesser beings, just younger and different ones.
      • Once every 608 years, the Sun and the Moon rise on opposite sides of the horizon, and their light/power glances across the sky, interlacing and forming a web of magical energy. This extremely rare event is called the Weave, and during this very short event, only lasting half a day, and during this time, the Al’Tari can harness the Sun’s power, channeling what they believe to be their ancestors’ spirits into one solar runestone, as opposed to a lunar one of Na’Darian origin. This runestone grants access to nearly limitless power, and it takes no less than five Al’Tarians to subdue and control the spirit it possesses. The ritual to craft this runestone requires an immense ceremony, and this spirit was what originally cursed the humans in the first place. Usually, though, this event occurs when the Al’Tari are not powerful enough to live above ground in the light of day, so they cannot take control of its power.

 

 

The Maw Deteran Shells –

 

  • At the ocean floor, especially between
    Wentletrap.jpg

    The shells of the Sellisten are the single largest structures in the world. The average shell can stretch thousands of feet across.

    Vasrand and Torreth, is the civilization of the Maw Deter. These people live inside hollowed out (and void of water) shells of the legendary Sellisten, or mountain snails. These shells can reach thousands of feet tall and each can house a civilization in and of itself. Rarely do the Maw Deter come up to the surface.

    • The Maw Deter channel their magic power from the water. Maw Deteran power is manifested in the dream realm, and these people influence everything around them to bend to their will, most notably human sailors. They need water to use this magic, but their amphibious nature and their habitat means that water is obviously never in shortage. Their magic also allows them to glimpse possible futures in their own dreams, and they always do their best to manipulate things into ways that benefit their people most.
    • These creatures are referred to as nymphs by humans, creatures of many sailors tales of both awe and terror. It is said that a nymph’s call leads to a sunken ship, but the tales always refer to human-like beings, always female, typically nude and sometimes exhibiting a fish tail for its lower half. In reality no Maw Deter could ever be mistaken for a human, much less a beautiful young woman. The reason they are always described this way is because the only contact humans ever have with this species is through their own dreams, and no Maw Deter has ever shown its true form in such a manner.
    • The Maw Deter in reality would be perceived as a human-shaped fish. These creatures inhabit depths of pitch blackness, so they rely on communicating through waking dreams and the magic of the water. They are typically translucent, and sunlight could go pass through them somewhat. They have no eyes or noses, so their heads are relatively blank. Their dorsal fin begins at the top of the skull and continues all the way till the waist. When moving on solid ground, their lower half can part into what could be referred to as something of a skin dress, revealing legs underneath. Their legs don’t have the same restrictions as humans, since they need them to be malleable for swimming, but they function in the same way when walking. They wear masks to present their identity, with shape, carve, and painting pattern depicting their individuality. They are creatures of the mind, guided by intuition and perception. They communicate exclusively through dreams, though they experience them somewhat differently than humans do. To the Maw Deter, dreams are reality, too, and both the dream realm and the real world are two different places that overlap through consciousness. They experience both simultaneously and constantly.
    • The Sellisten are the gods to the Maw Deter. To them, since the snails are the only creature they know of that is immune to their illusionary influence, they are the prime being. They take the empty shells of those long gone so that they can become more like them.