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Telvan Worldbuilding #13: The Motivation Domain
Hello, all! Been a bit hasn’t it? In case any of you need a refresher, here’s a link to the previous post which details the Order Domain. This time it’s Motivation’s turn, which is the reason most things happen. (Page found here.)
How is Motivation represented?
Motivation is represented by an eight pointed star with the downwards most point being thing and needle like and winged, almost like a pen nib or spindle.
What does Motivation cover?
Motivation has the widest range of all domains. Many natural forces such as time, air, and the moon fall under Motivation. Fate is it’s mainstay, however. As such, anything that happens must first be Motivated to do so.
What does Motivation mean symbolically?
Motivation is the reason as to why anything occurs. Whether it be a God’s whims or simple fated to happen, it must first be motivated to do so. Motivation is the wind beneath your wings, the reason the moon and sun continue to rise and why the world just seems to work.
Who is the Motivation God?
The God of Motivation is Cosul, the Personable Paradox and the Shearer of Fates. Cosul is the smallest God, with her avatar standing only a head taller than most Chrominè. Despite her perceived weakness, she is the only entity capable of touching the Threads of Fate. Every being on Telvan is connected to a thread that links it to another, moving it along in life. Cosul regularly cuts, rearranges, and tangles the threads in a way that no one can understand them except for her. Her personality is as unreadable as the Threads, one moment hysterical and another tyrannical. Her relationship with the other Gods is strained at best, since they do their best to not start arguments with someone who controls literal fate.
Any known Aspects?
Cosul has a healthy amount of Aspects at her disposal, all who interest themselves in manipulating events at their creator’s discretion.
One such Aspect is the Aspect of Inevitable Romance. Like many Motivation Aspects, this one can take on multiple appearances but always has a red string tied on its ring finger. Posing as a matchmaker, passerby, or even disguising themselves as friends for years at a time, this Aspects pairs people with their soulmates. Fairly benign in name, but they can get very pushy.
Another is the Aspect of the Forgotten Promise. One of the few Aspects without a corporeal form, this one is a mere tightness in your chest. Why does it come and go so easy? What was said that wasn’t honored? You may not remember but this Aspect will never forget.
What effects does Motivation have on a person?
When born under Motivation, people tend to be charming to an extreme, capable of swaying you with only a couple of words. Whether it might be for their own gain or another’s, they have a certain way of making plans work.
In terms of anima, Motivation users have a fairly high reserve but powers that exclusively have low potency. Skill is much more important than power when it comes to this Domain.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @mary-is-writing, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding wednesday#worldbuilding#telvan#telvan worldbuilding#telvan worldbuilding series#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #1: Anima
Hello! Here’s the first official post on Telvan worldbuilding. We’re starting with anima, the particle responsible for magic.
So what is anima exactly?
Anima can be defined as a particle that lingers in natural objects that is used in order to create magical phenomenon. An old Thae proverb is that anima is the force that “sees what has been done, what can be done, and what will be done.”
Where can you find anima?
Anima exists in nearly everything in Telvan but it has preferences. Anima will exist in solids and gasses, but prefers liquids such as water and blood. Depending on the domain it’s based in, anima will have other tendencies, such as heat, light, and age. Anima naturally drifts here and there but will gather in areas and people of great importance, regardless of if that importance is yet to come or has already left.
Where does anima come from?
Who knows, really? Legends state that the God of Exchange, Veneficus, created anima for a way for mortals to use the boons bestowed upon them by the Gods. In all the millennia mortals have been on Telvan, no one has been able to find anima’s base state or origin. Rumors have it that anima isn’t even from Telvan or the Gods, and instead created by a third party or even existing prior to the creation of the universe.
How do you use anima?
In order to use anima, you need to filter it through a process called Actualization. By visualizing the target phenomenon and its necessary processes, you can recreate the phenomenon by sacrificing the necessary amount of anima. Depending on your intent and reasoning, the anima used will naturally convert to one of the seven domains. The domains are:
Creation
Order
Change
Motivation
Gift
Exchange
Loss
Anima naturally converts itself into one of the domains depending on where it is currently located in the world. Any caster can convert any domain of anima, thought it might prove physically taxing.
Tune in next time, where I go over the two branches of magic, Catalyst usage and Manifestations!
Taglists under the cut.
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05
General Taglist: @ecwrenn
#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#creative writing#work in progress#writing community
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Telvan Worldbuilding #8: The Gift Domain
Hello again! This weeks post is about the Domain covering life and everyone of its gifts. However, some gifts are best left untouched.
How is Gift represented?
Gift has numerous symbols like most Domains, but the symbol above is the main one used. It consists of an upward arrow broken in half going through one circle and two semi-circles at either end. The symbol is usually decorated with reliefs that evoke the image of leaves and thorns. Green is the signature color of Gift.
What does Gift cover?
Gift covers anything that can be given, namely the gift of life in particular. There are also negative aspects to this domain, such as the gift of disease. As such, Gift governs over both aspects in an impartial way.
What does Gift mean symbolically?
Gift as a symbol represents of giving to others, even at a personal loss. As one half of the process Exchange governs, Gift represents the start of most things. Due to it’s frequent association, Gift also represents life, vegetation, medicine, love, and health. While the negative aspects of Gifts are known, they are not often expressed publicly.
Who is the Gift God?
The God of Gift is Vays, the Lady in the Stone and The Chaotic Flora. She is seen as the half broken statue of a woman holding in a impossibly huge mass of plants that are both deadly at a touch and able to cure any wound. Originally she was only known as the plants themselves, but after the Explorer Herald fulfilled her wishes, he was able to see and record her new form. Out of all the Gods, Vays is the most kindest and often regards all of creation as her Children. Though her power may be the weakest due to how spread out it is, her Domain is the most evenly spread and influential of all Gods.
Any known Aspects?
Vays has possibly the most Aspects on record due to her ability to create life on a whim. Most of her Aspects follow a directive given to them and focus on nothing else.
One of her Major Aspects, the ones with world-rending power, is the Aspect of Endless Overgrowth. Appearing as a small girl made out of foliage, this Aspect seeks to cover the world in plants many times over, to the point it would snuff out all other life.
The reason this doesn’t happen is the Major Aspect that always appears nearby, the Aspect of Unrelenting Blight. Dressed in a cloak and garb reminiscent of plague doctors but with a body comprised of fungi underneath, this Aspect wishes to gift the world with the god-slaying diseases cultivated by Vays.
The two Aspects are have been at war with each other since their birth, preventing their powers from being used on the world.
What effects does Gift have on a person?
Someone born under the Gift Domain is typically generous to a fault. Self-sacrifice is also a common occurrence for these individuals. They generally show kindness to all, especially to those weaker than them. Those under Gift typically have worldly knowledge that they are quick to share. In terms of anima, the tend to be weaker in casting and have smaller reserves, but have immense regeneration and energy to the point that almost no one can outlast them.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding#worldbuilding wednesday#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #7: The Exchange Domain
Hello! This week’s worldbuilding post is the start of several going on about the Domains in Telvan. To summarize, a Domain is a category of both natural and supernatural happenings that are overseen and managed by a particular god. The focus here is on the Exchange Domain.
How is Exchange represented?
Exchange is mainly represented by the symbol above, which is a a double-headed arrow piercing between one circle with two semi-circles at each end. Blue is the signature color of Exchange.
What does Exchange cover?
Like all domains, Exchange covers anything that fits into the definition of its namesake, or in other words the process of giving and receiving. This includes monetary transactions, information, and many natural processes like the water cycle.
What does Exchange mean symbolically?
Exchange as a symbol represents every act of give and take. It’s impossible to take a resource without giving something in turn, even if the exchange itself is not equal. Exchange also represents the ocean due it’s aquatic God, and as such water is usually revered as a sacred object. Doubly so if its filled with magic.
Who is the Exchange God?
The God of Exchange is Veneficus, the Flooder of Knowledge and Scholar of Waters. He is seen as a mass of tentacles that reach across the ocean floor, sometimes coalescing into a humanoid-esque form. According to legends, he is much more mild mannered than most gods, only being interested in the pursuit of knowledge and furthering the study of magic. Veneficus is the creator of not only all Thae but also anima. Without him, no one would be able to use magic.
Any known Aspects?
Veneficus has many Aspects due to his wide reach. Many don’t follow a prime directive and instead just seek to widen their experiences to relay information back to Veneficus.
There’s the Aspect of the Deep Sea, an abyssal mermaid the size of a blue whale. Their role is relatively unknown, but they are the reason Aquean Thaes have an aquatic shape.
There’s also the Aspect of Heroic Angling. Disguising themselves as a Thae, this Aspect seeks to fish up all the species in the world, especially the dangerous and extinct ones.
What effects does Exchange have on a person?
If someone falls under the Exchange domain, they tend to be free spirited and focused. Whatever their desire is, they'll be ready to give up everything in pursuit of it. Just like the ebb and flow of the tide, their personality is subject to change at a moments notice but may gradually flow into a single form over time. The true depth of their self may be as deep and unfathomable as the sea itself. In terms of anima, they tend to have exceptionally deep reserves and can quickly adapt to any circumstance.
#worldbuilding#worldbuilding wednesday#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #14: The Heralds
Hello, all and welcome to another worldbuilding post! This time’s all about the Heralds. Probably will make subposts for the first two, so look forward to that at some point.
What is a herald?
Humans made into beings of pure force capable of shifting the world with a single word, Heralds are the most magically powerful entities that are still mortal. No one quite knows how they appear but it is usually through intense trauma and the whims of one of the gods. They are then gifted a power similar to a Manifest, a magic spell based on your personality, but much stronger than usual. The God who is in charge of that Herald’s Domain will then whisper about their future or the role they wish the herald to play. Whether they fulfill this role is up to the Herald. Regardless, they will always go on to incite a major event that shapes the future of Telvan, only to disappear right after.
What are the Ages?
In respect of the Herald, the time period from the last Herald to their disappearance is posthumously named after them. The first Age is known as the Age of the Unknown due to the Poet erasing history. An Age that has yet to be defined is referred to as the Current Age. The Ages in chronological order are as follows:
Age of the Unknown - A period lost to time. Occasionally information of old kingdoms are found but hard to piece together.
Age of the Poet - A period of strife and loss.
Age of the Explorer - A period of growth and rebirth.
Age of the Thief - A period of exchange and connection.
Age of the Rebel - A period of motivation and pursuit of interests.
How do you know someone is a herald?
Once a Herald comes to terms with their role and power, their pupils will become the shape of their domain. Some Heralds are known to be able to hide this until they use magic. Other features usually change also, such as their hair become a vibrant shade of their domain if it wasn’t already or a mark appearing in the shape of their Domain’s symbol appearing elsewhere on their body.
Who are the most known heralds?
While each Age is defined by a single Herald, multiple can exists at one time and sometimes with conflicting roles. The Herald that succeeds in their role goes on to be the most important in their time period, and thus, have their Age be named after them.
The Heralds that were successful and their major acts are:
The Poet - A Herald of Loss. Erased written history as of that point in time in an attempt to remove any record of loss and pain.
The Explorer - A Herald of Gift. Traveled through each of the realms and gifted knowledge of the Gods to the mortals. Supposedly still alive.
The Thief - A Herald of Exchange. Stole the sun from the sky and prevented it from being controlled by the gods.
The Rebel - A Herald of Motivation. Challenged fate itself and shackled the gods, if only for a short time.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @mary-is-writing, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding#worldbuilding wednesday#telvan#telvan worldbuilding#telvan worldbuilding series#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #10: The Creation Domain
Hello, and welcome to another post about Domains! This week’s post is dedicated to Creation. This Domain is underrepresented a lot, mostly due to the fact it’s technically the least flashy of ‘em all. Despite that, Creation has many accomplishments to it’s name, including the actual creation of Telvan’s lands.
How is Creation represented?
The symbol of Creation is shown above. The symbol itself is an hourglass like shape with a z-like shape intersecting it.
What does Creation cover?
Creation is a fairly straightforward domain. It’s roles include anything that is created or made by another for a distinct purpose. While most Domains focus on intent or reasoning, Creation is only concerned with the initial of creating.
What does Creation mean symbolically?
Creation symbolizes the world as a whole and everything preordained. Every rock was laid perfectly in place since the beginning of time. Whatever machinations the Gods create, they must first fit into the God of Creations ultimate plan for Telvan.
Who is the Creation God?
The God of Creation is Effritahn, The 100-armed Mother and the Raging Sands of Time. While her true form is unknown even to the Explorer Herald, she commonly appears on Telvan, disguising herself as a tall woman with skin like stone. She is entirely focused on the “structure” of Telvan, whether it be the lands themselves or the systems people have created on top of them. If it does not fit in her plan, she usually will see fit to destroy it.
Any known Aspects?
Effritahn has as many Aspects as she has hands that sculpt the earth. Though they tend to be much more reclusive than their maker.
The Aspect of Constant Count is one such Aspect. Within the vast expanse of deserts of Frikija lies the distant shape of a human. Always on the cusp of being a mirage, they count each grand of sand to ensure they are in their right place. Every 44 years, they throw a fit due to them losing count and start a massive sandstorm in their rage.
What effects does Creation have on a person?
Those born under Creation are stubborn and headstrong. However, just like how the earth provides to those who treat it with kindness, these people are as reliable as they come. In terms of anima, those who lie under Creation have decent reserves but low output. In exchange, their powers will never waver no matter the enemy.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @mary-is-writing, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding#telvan worldbuilding#telvan worldbuilding series#telvan#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #3: Huemans
Hello, and welcome to another session about Telvan worldbuilding! You can find last week’s post here. This week’s focus is about one of the 3 major races, Huemans. I’ll be posting about Thaes and Chrominès in the coming weeks with some possible side posts about variants.
History of Huemans:
Huemans are the first race known to live on Telvan. While the exact dates and knowledge of Hueman kingdoms are lost to time, it is a widely accepted fact that Huemans populated Telvan since the Age of the Unknown, which is at least 500 years prior to the Thaes entering Telvan. As such, it is not known if Huemans have ever had a home realm like the other two races or if Telvan itself is their home realm. Instead of worshipping a single God as a creator, Huemans tend to have several denominations that worship different Gods or Aspects.
Anatomy:
Huemans are essentially the same as their real life counter parts, albeit with some small differences. Hair and eye color can vary drastically and are based on the type and potency of the anima around a Hueman’s environment. These colors are typically reflective of the area they’ve lived near around (e.g. a Hueman living near a volcano will almost certainly be a deep red hue, while one living near a large body of water will tend to be blue). These colors can change slowly throughout a person’s life and don’t immediately reflect their natural domain. In the instance a Hueman becomes a Manifest user, their eye color will immediately change to their domain’s respective color while their hair will slowly dye itself throughout the years.
Anima’s effects:
Huemans are naturally capable of holding more anima than any other race on Telvan. This leads to many natural Manifest users and Hueman variants. Processing anima is harder for Huemans compared to others but they tend to have stronger effects as a result of their larger vessel. All Heralds, Manifest users of world-rending power, are known to be Huemans.
Notable Variants:
Felides: A variant with no particular preferred domain. Felides tend to have cat like features including slit pupils, cat-like ears, fur patches, and tails.
Twicedeads: A Gift-Based variant that only occurs when a Hueman is born in Legbhan. The Hueman has the ability to revive themselves at least once, possible twice. The Twicedead becomes increasingly more corpselike while also gaining slight regeneration. Memory loss occurs the more the person revives.
Feratus: A Change-Based variant known to inhabit Los Feratu. Feratus naturally suck up nearby anima and live in their isolated city in order to not negatively affect the world. Feratus are known to have incredibly hot and impenetrable skin, exceptional speed and strength, and the ability to morph their body. (More info here.)
Taglist below the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn
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Telvan Worldbuilding #12: The Order Domain
Hello again! We’re back onto Domains this week and the first up is Order. Order is pretty relevant around Telvan since it controls laws and such.
How is Order represented?
The symbol of Order is shown above. Usually referred to as the diamond-headed dragon, the symbol is a diamond where the top reflects the head of a dragon.
What does Order cover?
Order has a relatively wide range. Anything that can be described as “controlling” or anything that needs to be done in a specific order fits into order. This means laws, rules, rituals, and anything else similar.
What does Order mean symbolically?
What Order signifies depends on your background. It could mean civilization if you idealize rules and laws. It could also mean harmful hierarchies and caste systems if that was relevant to you.
Who is the Order God?
The God of Order is Lumox, the Stained Glass Dragon and the Divine Judge. Initially appearing to most as a dragon with a cathedral on its back, Lumox changes forms to an armored knight when problems involving mortals arise. The older sibling of the God of Change, Lumox always attempts to establish rules and hierarchies where there are none. This often leads to Lumox invading on another God’s territories, typically through indifference rather than malice. The instance in which Lumox attempt to establish a hierarchy between the Gods led to the Nine-Year Night, an event which had drastic repercussions on Telvan for centuries.
Any known Aspects?
Lumox’s Aspects tend to be take administrative roles and oversee other God’s Aspects.
One such Aspect is the Aspect of Predetermined Fate. While fate lies under the God of Motivation’s Domain, this Aspect creates minions that assist with assuring said fate actually occurs.
Another Aspect is the Aspect of Written Precedent. Appearing as just a whisper heard by only judges, this Aspect concerns itself with informing each judge of previous cases of relevance.
What effects does Order have on a person?
When born under Order, most people focus on steering others a certain way. This means they may end up in a leadership position and focus on helping others or imposing their wills on another. In terms of anima, Order typically has high power with average reserves. Effects always revolve around “control” so they’re isn’t too much creativity in this domain on the point of casters.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @mary-is-writing, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding#telvan worldbuilding#telvan worldbuilding series#telvan#writeblr#wip#writing#work in progress#writing community#worldbuilding wednesday
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Telvan Worldbuilding #4: Thay’Rhyll
Hello, and welcome to week 4! This weeks focus is on another of the 3 major races, Thay’Rhyll (pronounced they-rill), which draw a lot of inspiration from traditional elves but also a bit from satyrs. You can find last weeks post here, and an explanation on variants here.
History of the Thay’Rhyll
The Thay’Rhyll, commonly referred to as the Thae, emerged on Telvan roughly at the end of the Age of the Unknown. According to legend, Thay’Rhyll were created by Venificus, the God of Exchange. After some time in his personal dimension, the Thae were transported onto Telvan. As Venificus mainly relies on contracts to fulfill his role, the price the Thae paid were the history of their time in his dimension. Initially, Huemans were hostile to the Thae and blamed them for the “death” of the God of Gift. After a brief conflict, eventually the two cultures were joined through the diplomacy of the Explorer Herald.
Anatomy
Thae have the same basic anatomy as most bipedal races. Owing to their inspirations, Thae have long, downturned ears and furred, cloven feet. After reaching maturity around their 20s, Thae will grow horns not unlike a ram. These horns grow annuli rings every decade or so, meaning you can guesstimate how old a Thae is by counting their rings. Thae can live several hundred years. The current oldest Thae is roughly 300 years old.
90% of Thae fall under the Exchange domain, and as such they tend to have blueish hair, eyes, and sometimes even skin. A Thae that falls under another domain will most likely still have a blueish tint to them where applicable.
Anima and the Thae
The Thae’s unique trait are their eyes. Each Thae is finely attuned to the natural anima present in the world and can even see anima particles before they are used in magic. Their pupils are shaped similar to a "w” and work similar to a cephalopods, allowing them to focus on a specific color’s wavelength thus being able to see the anima present in object. In addition, Thae’s have a third eyelid that focuses the eye into only seeing anima particles. This eyelid functions even when the Thae themselves is blind.
As they can quite literally eyeball an item’s anima, Thae are incredibly gifted magic users and have numerous schools of Catalysis.
People of mixed Thae heritage always retain the distinct ears and pupils, albeit in less exaggerated ways. The third eyelid is only seen in full Thae.
Notable Variants
Aqueans: Thae who worshipped the ocean and all its bounties. They wished to live in the ocean forever and eventually met the an abyssal mermaid Aspect who gave them what they wanted. They retain most features from their Thae heritage but their lower half is fishlike and comes with accompanying fins.
Stornjen: One possible result of a disease that causes crystal like structures to appear on a Thaes body. If they survive, their body gains a crystalline complexion. They lose the ability to use magic, but instead gain the ability to create crystal structures by manipulating raw anima. Their name comes from a Scansuedan describing them as “star people” due to their brightness and otherworldly qualities.
Taglist below the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn, @lyrium
#telvan worldbuilding series#telvan worldbuilding#worldbuilding#worldbuilding wednesday#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #5: Chrominè
Hello, and here’s week 5! This time, we’re covering the last of the major races, the (mostly) draconic Chrominè. You can find last weeks post here.
History of the Chrominè
The Chrominè were created by Lumox, the god of Order in order to have more worshippers and thus more power. Created roughly around the start of the Age of the Thief. Initially, the blame was put on them for the 9 Year Night, an event started by Lumox that removed the sun from the skies and had a drastic effect on the ecosystem and people of Telvan. Fortunately, a Chrominè was credited for helping the Thief Herald on their journey and ultimately solving the event, so Chrominè were slowly accepted into the world after that.
Anatomy
Each Chrominè has a unique body that can wildly differ from another. A Chrominè can have traits found in non-mammalian animals, such as the scaly skin of reptiles, multiple limbs like insects, and even occasionally the wings of birds. These traits are carried genetically and reptilian and amphibian traits tend to be expressed much more frequently than others, owing to their draconic reputation. Two things can identify a Chrominè no matter what their form is. That is skin the same color of their domain and an organ that processes anima found near their lungs.
Anima and Chrominè
Chrominè have an organ that processes and contains anima. While they don’t have a rich of history of spellcasting, Chrominè are capable of minor spellcasting by using the anima in said organ. However, they are only able to use spells of their innate domain. Lumox’s blessing gives them slight control over anima of their domain, but only their domain.
After a certain amount of anima is absorbed, a Chrominè’s body may molt, and be altered in a way they prefer. The molting can remove some minor traits but mostly changes their form into a one the Chrominè prefers.
Notable Variants
Since Chrominè process only their domain’s anima and at quite an efficient rate, no variants are known. However, due to Lumox’s blessing and anima’s natural properties, domains influence a Chrominè’s personality and physical traits.
Red (Change): Belligerent and passionate. Expresses mostly “draconic” traits. Likes fire.
Yellow (Order): Domineering and leader-like. Expresses exclusively reptilian traits. Likes lightning and light.
Green (Gift): Naïve and generous. Expresses mostly amphibian and insect traits. Likes nature.
Blue (Exchange): Aloof and pensive. Expresses streamlined and aerodynamic traits. Likes water.
Purple (Loss): Grim and serious. Expresses traits of animals linked with death. Likes the macabre.
Orange (Creation): Stubborn and steadfast. Expresses traits of defensive animals. Likes making things.
Silver (Motivation): Manipulative and calculating. Expresses traits of smaller, faster animals. Likes to influence others.
Taglist below the cut. Ask or otherwise let me know if you’d like to be added! Next week I’ll be starting on the gods and their domains!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn, @lyrium
#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #2: Hieromancy
Last week’s post, which can be found here, was on anima, the particle responsible for magic. In this post, I’ll tackle how people use anima.
What is Hieromancy?
Hieromancy is the art of using anima in order to produce magical effects. One who uses Hieromancy is called a Hieromancer or caster in shorthand. You first imagine an effect, continuing to define the exact circumstances you want the effect to appear and what it would do. By being as exact as possible with your mental image, you can cast spells using anima.
What are the types of Hieromancy?
There are two main branches of Hieromancy: Catalysis which uses the latent anima in an object outside of the caster’s body and Manifestations which pull on the caster’s own anima to produce an effect.
Deeper dive into the the two branches below.
Next week I’ll either begin to go through the different races on Telvan or being going through the Domains and their respective gods. Reply or tag to give me input on which one I should do first!
Catalysis cont.
Catalysis is an ancient practice, theorized to have begun in the Age of the Unknown. A Catalyst user produces effects by drawing anima of another object and building a phrase in a given language. The phrase uses other words to modify the main “power word”, which defines the effect. For example, to produce a fireball, most languages would have you say “ball of fire”, where “fire” is the power word and “ball of” modifies it into a ball. You could then alter the effect to be “large ball of fire”, “slow trail of fire” and others. Different languages produce different effects or otherwise achieve the same effect differently even if the words would translate into the same concept. Anyone can use a Catalyst if they have skill and dedication. Examples of the main languages used in Catalysis are:
Prime, the language of the gods, will produce an effect that is in line with that God’s ideals. The hardest language to use as it requires immense knowledge of the language and a nearly endless source of anima.
Thay’Rhyll, the language of the Thaes, focuses on the “cause” of an effect. Depending on the words that prefix or modify the “power word”, you can achieve wildly different effects based on the exact branch of Thay’Rhyll Catalysis you have learned. Effective but slow, as you build complex phrases if you want more usefull spells.
Chrominean, the language of the Chrominè, focuses on the “effect”. With varying words of intensity of natural phenomenon, Chrominean Catalysis relies on choosing the best power word at the time rather than building a long phrase and incantation like other Catalysis methods. Quickest and easiest method but generally taxing as anima management is not focused on.
Common, the language nearly every entity on Telvan can speak, is the weakest of all languages used for Catalysis. However, due to it’s universal interpretation, Common is used to create Hieromancy using technology that anyone can use with basic fluency.
Manifestations Cont.
Manifestations are when you draw up the anima in your own body and nearby surroundings to produce an effect. Commonly called Manifests with the users being referred to as Manifest users, Manifests quite literally “manifest your will”. The effect in question is unique to each caster and is based on their psyche at the moment they first develop their Manifest. In order to develop a Manifest, you must come into a large source of raw anima. If you can process enough of it inside your body, you have a chance of developing a Manifest. Even low level Manifests are typically on par with high level Catalysis and require much less time to train as they are innate tied to your sense of being. After developing a Manifestation, you are then directly tied to your domain and are subject to being influenced by it. You also have access to an inner realm that defines your being by meditating. Besides training your power, there are some things you can do to further your strength:
Incantations. Much like Catalysis, if you make a phrase with a defining “power word” you focus your anima and create a stronger effect, like how water can cut through steel if it has enough pressure.
Covenants. The main way most power their Manifestation. By expanding on what you cannot do, you power up what you can do. If you had the ability to throw fireballs, if you limit how many times you can throw in a given time period, your manifest would automatically power up due to having a more define ruleset.
Breakthroughs. An extremely risky and not commonly used method, you can achieve a Breakthrough by coming to terms with what your Inner Realm means. For a short time, a Manifest user can access power akin to an Aspect, a servant created by and for the gods, at the cost of their life span. A Breakthrough has earth rending power and effects reality in a limited space around the user. Notable uses of Breakthroughs have erased thousands of years of written history, connected the previously separate dimensions of the gods, and brought the sun down from the sky and threw it into the earth.
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn
#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #3 cont: Feratus
Hello! I’ve been wanting to make a post on Feratus since I’m a huge fan of vampires so here’s my take on how they’d be in Telvan. This turned out way longer than I thought, so I’ll put it behind the cut. Blame me for splurging on the creation legend. I’ll probably write it into a Telvan Tale eventually. Here’s some more information on Huemans, which Feratus stem from.
As always, Ask or otherwise let me know if you’d like to be added to any of the taglists!
Legend of the Feratus:
As with most older variants, Feratus have a myth that describes their creation. Every Feratu lies under the Change domain meaning they can owe their existence to Ustira, the volcanic God of Revolution and Change, albeit indirectly.
Volcanos have always been a place of worship for Ustira. He also takes offerings in order to “fan the flames”. In one of the three major volcanos of Cantica lied an Aspect of Change. It was an immature aspect with no name, born of the soot and ash from fires that have long since been snuffed. The soot was a pure being of Change, born out of nothing with no expectations set on it. An underdog, if you will. And who roots more for underdogs than Ustira himself?
Elsewhere lied a lowly farmgirl. The world during the Age of the Unknown was violent and uncaring. Sacrifices were the only way to hear the ground quake and the lava swell, the only way to hear Ustira’s words. The farmgirl was chosen as the sacrifice this time. While en route to what would be her final resting place, she saw the soot. She look at it quizzically, expecting danger from this mysterious being. What she found was warmth. Kindness shown to her in her last moments. The soot was gentle and soothing to the girl. It had finally chosen its goal: to protect the goal at all costs.
It was a noble goal but impossible for the soot. It had known no power and wasn’t likely to gain one in the short few hours it had. It was then when it understood the one thing it could do.
The girl awoke to an empty cell. Her friend had left her in her time of need. She did not struggle when the tore her from her temporary home. She did not cry when she was thrown into the mouth of the volcano. She did not shed a tear even as the flames licked at her.
The reason she did not anything was because she understood her friend had not left her. It had not shown itself until it touched the magma and established a connection to its creator. Her fingers and toes had turned black. Her hair had turned a deep shade of crimson and she would find later her eyes had become the same hue as fresh blood. Her teeth had grown and sharpened itself into twin blades. The soot had protected her in the only way it knew how. By becoming one with her, it had rendered her immune to the flames. Its creator was the God of Flames and wouldn’t dare burn one of his children.
The warmth the soot had created now became a spark. A spark desperate to make this the last sacrifice. If it couldn't stop every ritual by hand, it would prevent anyone from the benefits. It would burn anima itself to ash and take in the dregs. No one needed this power at the cost of another.
Culture:
Feratus are fairly peaceful despite their tumultuous origins. If you manage to find yourself in the hidden city of Los Feratu you’ll quickly see they’re the most hospitable people in the world. Why is the city hidden you ask? It’s unfortunately a byproduct of the fear Feratus have instilled upon the major powers of Cantica. In order to prevent their consumption of anima, Feratus have limited movement in the continent and are often under surveillance outside of their city. They make do with what funding they have as a result of the contract and produce one of Cantica’s most desired exports, ashen oranges. Only able to be grown from volcanic soil, ashen oranges are a delicacy and also have anticoagulant properties.
Feratus have been employed as assassins the past, specializing in draining a person of all their body’s anima. There are rumors that there is still a minority who specialize in this occupation, but no proof has been found.
Anatomy:
As a variant of Huemans, Feratus share basic anatomy with them. However, Feratus have an additional organ designed to process anima, not unlike Chrominè. The organ rests near their stomach, while a Chrominè’s will be found near their heart. A Feratus’ skin is nearly impenetrable, only being able to be pierce with immense amounts of anima or Loss magic using a power word of appropriate strength, such as “sever”.
Like most variants, the Feratu mutation travels genetically. A Feratu will always be born with red hair and eyes along with limbs that are darkened to varying degrees. In place of using anima, Feratus can transform their body with different levels of skills. The darkened parts of skin will often cover their transformed body part, possibily referencing the malleability of the soot’s original form. Some can turn into shadow-like ash, morph into bats, and other abilities that can be trained with time and effort.
Relationship with Anima:
Feratus can consume anima by burning the particles directly through physical contact and ingesting them. Their teeth regulate this process, almost acting as a Catalyst. In the rare instance of being bitten by a Feratu, you would most likely faint due to losing the anima and wake up with burn scars on your neck the shape of their teeth.
Feratus are incapable of using Catalyst based magic and can only gain a Manifest under extreme circumstances.
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn, @lyrium
#telvan worldbuilding series#writeblr#wip#writing#work in progress#writing community#worldbuilding#tw: fire#tw: burns#tw: death
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Telvan Worldbuilding #11: Heralds
Hello! As much as I’d love to continue posting about Domains (so far we’re 4/7, here’s a link to last weeks post), I just realized I never formally mentioned Heralds despite how important they are in my worldbuilding. So here we are! I’ll eventually make bigger posts on the first two since the last two would be venturing into spoiler territory.
What is a Herald?
A Herald is a Hueman that possesses power comparable to an Aspect, a fragment of the gods. They are capable of effecting the world on a grand scale. Large periods of history known as Ages are defined by the Herald that had the largest effect during that period of time. (E.g, the Age of the Explorer.) While many beings can be said to have Herald-like anima, the trait that defines a Herald is the symbol of their Domain replaces their pupil. The time when this first happens is referred to as the ascension. No one quite knows exactly how a Herald comes to be, but each Herald has always been near a Aspect for a long period of time before ascending.
What does a Herald do?
While Heralds are still people with free will, ultimately they are beholden to the meaning behind their name. A Herald will always follow the nature of their domain, even if it is indirectly. It is for this reason some describe the Herald as a mortal Aspect. While they are under a God’s control, they’re seen more as a independent unit and have sometimes been used to solve disputes between Gods.
Who are the most known Heralds?
The Heralds that have defined Ages are as follows:
The Poet - The first known Herald. Through their powers of Loss, they erased all of written history at this point. While some information was retained through oral tradition, a great deal of knowledge was lost forever. For this reason, the period of time before the Age of the Poet is known as the Age of the Unknown.
The Explorer - A Herald with the power of Gift and the most achievements to date. While their power was simply to “travel”, they took it to the extreme by traversing much of the uncharted lands at the time and even venturing into the person dimensions of each God. While all Heralds are known to have died young, there is evidence that says the Explorer is very much alive and simply just not on Telvan. Where exactly? No one knows.
The Thief - The Exchange Herald that was active during the Nine Year Night. During that time, they stole the very sun from the skies and prevented the Gods from ever claiming it for themselves again.
The Rebel - The most recent Herald. Their domain is Motivation and just like the God behind them, not much is known about them. The only thing known to mortals is this Herald has a strong desire to rebel against the Gods and even fate itself.
Taglist under the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @mary-is-writing, @blindthewind
General Taglist: @ecwrenn, @lyrium
#worldbuilding#worldbuilding wednesday#telvan#telvan worldbuilding series#telvan worldbuilding#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #6: Gods and Domains
Hello again! This week is all about the Gods of Telvan. This’ll be a general post describing their roles and relevant mechanics. I’ll eventually delve into specific gods.
What is a Domain?
A Domain is a category of natural or supernatural phenomena that are created by the result of a specific God’s influence. Every entity is fated to fall under one domain or another and this fact cannot be changed. A single body can also only fall under one domain. If the anima of two different domains mixes, it could have a disastrous effect. You can tell the Domain of an entity by generally looking at its major color.
Who are the Gods?
The Gods of Telvan, also known as the Ylnid, are living manifestations of natural phenomena. They control Telvan and its people for unknown purposes and always seek to gain more power over another, leading to natural disasters like the Nine Year Night. The gods are as follows:
Ustira, the God of Change, represented by the color red
Lumox, the God of Order, represented by the color yellow
Vays, the God of Gift, represented by the color green
Venificus, the God of Exchange, represented by the color blue
Khrohn, the God of Loss, represented by the color purple
Effritahn, the God of Creation, represented by the color orange
Cosul, the God of Motivation, represented by the color silver
What to do the Gods do?
Typically, the Gods don’t do much themselves and create minor versions of themselves that reflect smaller roles, known as Aspects. The Gods tend to rarely make major movies against each other in attempt to keep the balance of the world. Once a God does something major such as create a race or continent, they go into hibernation for the length of an age, or several hundred years.
#telvan worldbuilding series#telvan worldbuilding#worldbuilding wednesday#writeblr#wip#writing#work in progress#writing community
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Telvan Worldbuilding #3 cont: Variants
Hello! Here’s a smaller post since I realized I didn’t quite explain what a variant race is.
Variants are what happens when anima or the use of it morphs a person’s body to the point they evolve into another race. Sometimes a variant occurs due to the environment, like how Twicedeads occur when a Hueman is born in the city of Legbhan, and other times the mutations are simply genetic, like in the case of the vampiric Feratus. Variants vary in anatomy and number widely. While there’s only a single family of Felides, there’s over a hundred thousand Feratus. Variants are usually compared to the race they’ve evolved from, but they are still full fledged races in their own right with their own culture and beliefs.
Taglist below the cut. Ask or otherwise let me know if you’d like to be added!
Muse’s Band Taglist: @avian-writes, @ashen-crest, @fourteenzero, @cometworks
Making a Killing Taglist: @vivian-is-writing, @kittensartswriting, @maryhdz05, @blindthewind
General Taglist: @ecwrenn, @lyrium
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