Category: Tertia Worldbuilding

The Races of Tertia

Humans

On Tertia, Humans are a minority compared to Magia. Tertia’s constant exposure to powerful magic; from Gods, from Demons and from its own people, has lead the Tertian people down a path where most are attuned to magic. It isn’t often that somebody is born mundane, and when someone is they tend to be looked down upon as inferior to their peers. This problem used to be exceptionally bad until a Human named Erth Gilgamesh became a great hero and proved that Humans are still worthy of respect. Regular Humans are only born on Crobayoris, the other continents dominated by Magia or other races.

Magia

Humans whose forms have been very slightly enhanced by their exposure to magic. On Tertia, most people are Magia and over time a variety of Magia have developed.

Ignia

The most basic form of Magia. Ignia are essentially just humans with the benefits of magic attached onto them. Magic exists all throughout nature and Ignia tend to become closer to nature in appreciation of that. Pradas is primarily populated by Ignia due to the large amount of magic cultivation that has occurred on the continent.

Argil

Working class Magia who do an excessive amount of physical labor. Argil are usually larger than other Magia and Humans, their bodies grown for optimal physical strength. Crobayoris has an abundance of Argil but they also exist on Pradas as the ones who build the great structures. There are underlying tensions regarding Argil in Pradas because the Ignia claim to see them as respected artisans and architects but in active society they are often disregarded as only being good for labor.

Ilex

Ilex are essentially resource-starved Ignia. Lower class people who have barely enough food and drink to survive while the magic in their body attempts to make up for the things the body is missing. The result is the body shrinking and therefore not requiring as much sustenance to continue surviving. Ilex are most prevalent in the poorer countries of Crobayoris.

Elinvar

Elinvar are a tribal sort of Magia whose culture has led them to survive mostly off of the resources that Magic provides to their body. They believe that such things will bring them closer to magic, which Elinvar people usually devote their entire lives to. This life-long fasting is seen as crazy by most which makes Elinvar tribes rare. Despite this, their devotion often results in the tribes producing extremely powerful mages. Elinvar tribes are almost exclusively from Pradas.

Morus

Morus are basic Magia who have evolved to live in the Dull. They’re basically Ignia with blue skin tones. The Morus went through over a millennium being molded and manipulated by the old god named Kovec, which led to them being culturally cut off from the rest of the world. This put them hugely behind in terms of scientific and technological advancements, so they don’t understand a lot of non-magical concepts. Many Morus have been somewhat influenced by Kovec’s magic in an almost Aljani-like manner; giving them extra spider-like appendages or exoskeletons.

Nepheline

Blue-skinned Argil that live in the Dull. Nepheline are the people responsible for the exploration of the underground and who provide information about the expansive underbelly of Tertia to the surface world. Due to the significant amount of physical work that is required in the Dull, the Nepheline actually out-number the Morus. The Nepheline are a toughened people who survived the emergence of Gonel and who fought against Kovec’s influence for centuries.

Xeadas

The Xeadas are an ancient race who have existed for tens of thousands of years, long before the reign of the old gods. They were driven south during a time when all of Tertia was gradually frozen in ice and snow, which wiped out most of the life on the planet. It is theorized that this was a result of magic first coming to the world, causing a brief unbalance of nature and how it acted. Only a few of the Xeadas survived and those left would inherit the newly found magic to become Magia.

Their bodies adapted to the ice and snow. While the rest of the world melted and returned to how it once was, the Xeadas remained on Ematha. Their bodies, which had become that of Magia, had adapted to the cold to such an extreme extent that ‘normal’ weather and conditions became painful and even fatal to them. A regular sunny day could melt the skin from their bones, so the Xeadas were consigned to Ematha for the rest of history.

Since Xeadas have not experienced the history that the rest of Tertia has, they have no issues with making pacts with Demons and becoming Aljani. The hunters of the clan may choose to become Aljani for the sake of fighting against and hunting down the Emathan wildlife.

Vera

Vera are a special form of Magia evolution where the evolved traits make the Magia more animal-like in nature. Vera are rare on Tertia, particularly nowadays since they were more often
found on pre-calamity Iaxus than anywhere else. The druidic tribes of Iaxus saw Vera evolution as something of great significance, a sign that they had become closer to nature. When they were wiped out, that only left the Vera of Haust. Still, the memory of Iaxus’ practices lives on through Luxalim and Vamenor who spread the knowledge of Vera rituals to the people of Crobayoris. This has resulted in a small increase of overall Vera in the world.

Avian

In Haust, there are several mountain-dwelling tribes who have become Vera that take on Avian form. Not much of Haust’s early history is recorded so it isn’t certain when these tribes came to be Vera but the most common theories point towards it being a result of Perjalanan’s influence during the early centuries. Some of the Avians from these tribes have left behind their life in the mountain and gone out into the world, so there are Avians that exist away from Haust in the modern day. Offspring of these travelers may have never even seen the mountain, although culturally they are inclined to visit it at some point in their lives.

Lycanthropy

Lycanthropy is a powerful spell that forces people into becoming Vera. Widely considered a curse and banned in most cultures, it is an archaic form of punishment that was used in Pradas between the years 500 and 800. It was odd in the sense that this form of punishment was reserved for royalty, kings and queens who had become corrupt in the eyes of the people or the overruling old gods would be subject to the curse. It was seen as the ultimate way of stripping them of their titles as they were cast away to live in the wild with the rest of the beasts. In Iaxus, a similar spell to lycanthropy was crafted but it was considered a ritual that was a great honor to undergo. Kovec’s Drider curse is considered a form of lycanthropy. Particularly powerful mages are capable of controlling the lycanthropy spell to the extent of being able to shift between normal and animal forms. Folk tales tell of particular forms of lycanthropy that invoke bestial evolutions in reaction to certain conditions, e.g. if the subject’s body temperature drops low enough or if they are exposed to light. Such forms of lycanthropy would be extremely advanced and not common by any degree.

Expanse

Expanse Vera are people who have been transformed via the magic of Twylth Rozka. Twylth’s magic differs from lycanthropy in that it doesn’t force the body to become biologically bestial, it actually turns most of the body into magic. Expanse Vera are essentially demi-Fae with bodies of magic that can be easily transformed to be animal-like. This intrinsic difference results in Expanse Vera being more fairy tale-like than regular Vera.

Scrofa

When the people of Iaxus were exposed to gross overgrowth due to magic, most were unable to wield it and ended up becoming Head creatures. The most common of which being Giants and Ir-Scrofa. Ir-Scrofa are what happens when a Vera evolution goes wrong and the would-be Vera instead becomes monstrous. Due to being considered a failed evolution, they aren’t
considered to be true Scrofa. True Scrofa on Tertia are those who managed to keep the overwhelming magic affecting them in control and managed to use it to become Vera despite the intensity. The only known true Scrofa are Luxalim Noryarus and Vamenor Doridark. People who take on minor Vera traits without undergoing a full transformation, like growing tusks or other minor visual quirks, are also considered Scrofan in nature.

Fae

The residents of the Expanse toe the line between wildlife and Fae. The Expanse is built as a massive realm of pure nature, an infinite space of beautiful gardens and forests. The realm is also a product of magic that only uses the nature of the mortal realm as a base. Thus, the creatures of the realm are also beings of magic. The result is the Expanse wildlife being oddly unrealistic, like artistic caricatures of real plants and animals. The best way to describe the Expanse Fae as being pulled straight from fantasies and folk tales.

Aljani

Aljani on Tertia are heavily discriminated against, largely due to the hatred of Demons brought upon by Gonel’s rule. During the colorless war, many Crobayoran people were deeply infected by Gonel’s magical influence in the thirty years they waited for the Demon to be defeated. After the fact, a lot of them were executed during the chaos of the ensuing conflicts. Modern Aljani are mostly offspring of the survivors, very rarely will a person of Tertia purposely make a pact with a Demon and choose to become Aljani. If you aren’t a power-crazed Warlock then being an Aljani is an accursed birthright. Aljani are most populous in the Dull since, for much of history, living in Crobayoris meant that they risked being hunted down by the Demon Hunters of Redigat and living in Pradas meant facing discrimination to the point of being seen as no better than a bestial monster. Most Aljani simply strive to be able to live as other species do, although some are vengeful and use their demonic abilities to continue what Gonel started against a world that rejected them. Due to having inherited their Aljani nature from Gonel, a majority of Tertia’s Aljani are grey-skins with red eyes.

Virtue

Virtue were brought to the world during the Revelation to carry out the will of the Gods when they returned to Etrivaal. They aren’t exactly Vashtas, they’re considered as mortal beings who should have their own choices and experiences in their existence. They just have some guidance and the benefits of agelessness and reincarnation upon death. Virtue are usually respected where they go but tend to have trouble fitting into communities. A lot of people see them as intrusive and there is still religious tension that prevents them from being accepted in some places. They do their best for their communities and some will even go to the extremes of going to Iaxus to try and fix the broken continent. In terms of appearance, any one Virtue is likely to take on aspects of the deity that they are spiritually tied to, whether this be in terms of physical form or just in fashion sense. The state of a Virtue’s soul also effects how they appear upon any given reincarnation.

Not all deities sent Virtue into the world. The aspects which Virtue can be tied to are; Life, Wind, Earth, Chaos, Harmony, Space, Matter and Phenomenon.

Akora

A race who came to the world during the Singing Starfall. Akora wander in search of their purpose, which makes them quite adaptable to what their surroundings demand of them. Akora who landed in Pradas are happy to have their magical properties researched, for example. However, this makes them dangerously easy to manipulate. Most Akora have come to find their places over the years and not all of them are good places to be. There are Akora in evil factions, Akora who are happy to be used for war, Akora who exist for the sake of destroying other Akora. Since the dragons don’t seem to mind them, there are even Akora who wander the lands of Kanotia and have found a place devoting themselves to nature. Since Akora haven’t shown themselves to be capable of breeding and the only ones that exist are the ones that came in the Starfall, they’re considered a protected species in Pradas.

Cast

A race whose bodies are made of molten metal who live in the core of Tertia. Eyeless humanoids who often have fish-like qualities, although their appearances vary drastically between them. The only consistency is the fact that they’re walking masses of metal. They aren’t particularly aggressive unprovoked and they don’t need to hunt, so Cast just kind of exist as a product of magic flowing through the world’s core. That said, they are intelligent so it wouldn’t be surprising if eventually they branched out from their home in the core to explore the world built around them. For now, the most likely place to spot one would be in the lowest levels of the Dull as they wander completely lost.

Dream Folk

Magical and conceptual entities who hail from Sleeper’s Parley. Dream folk are lasting thoughts that, through the magic of the realm, develop their own sense of being. They’re products of imagination given ‘life’, although they should theoretically still be bound to the realm of dreams from which they were born. Since they are bound to concepts of the mind, however, they are capable of manifesting in the mortal realm through hosts that accept their consciousness. Dream folk can come to be through either dreams or nightmares, the latter of which act much more
aggressively. Instead of engaging in a harmony with someone’s mind, they forcibly take over to manifest themselves. These nightmare entities are collected at the western side of Crobayoris and have completely taken over. Those who host good dream folk personalities are comparatively scattered, unknowing how to counter the threat of the nightmares.

Dragons

Simultaneous to primates evolving into Humans across the rest of the world, there was an advanced lizard species on Kanotia who were becoming their own advanced form of life. Flying creatures that grew up to 60ft long, predators that are highly protective of their territory. Considered to be some of the most powerful products of nature, historically no one has attempted to challenge the dominance that these beasts have over their lands. Because of the lack of knowledge surrounding Kanotia, people of the other continents have made countless theories as to what may be buried there. The conspiracy with the most cult following is that the dragons are protecting something, although that story could just be the result of people’s lust for an adventure. As well as the naturally evolved dragons that have lived on the continent for millennia, the continent has gained the recent addition of nine hermetic dragons. These powerful offspring of magical interference are relatively more social than their non-magical cousins and since their arrival have offered ways of bridging the gap of knowledge that is Kanotia.

Skaal

When the hermetic dragons came to the world and settled themselves on Kanotia, they gave the people of the world a choice. Kanotia had long since been an unexplored continent, since the very start of time, as no one wanted to risk invoking the rage of the local dragons. It was the dragon Ruvadrem that offered an ultimatum that would allow outsiders to explore and live on the continent; if they wanted to go to the continent of dragons, they would have to become dragons. If they accepted the blood of a hermetic dragon into their veins and allowed it to change their bodies into draconic forms then they could become residents of Kanotia. Skaal are new to the world and as such there still aren’t many of them. Most spend their days using their pass to explore Kanotia, discovering a part of the world that has never been seen by people before. Skaal that return to Crobayoris or Pradas, the latter in particular, are usually swarmed like they’re celebrities as people want to know what they’ve learned about Kanotia.

Constructs (Robotic)

In the later stages of the War on Alignment, the Misaligned realm tore open and its chaos-steeped residents poured out to invade Tertia. People’s minds were weak and worn from years of battle and magic was ineffectual against the beings which lacked logic. It became clear that people couldn’t fight these things, then a solution conveniently unveiled itself. A small country of north Crobayoris, Skarva, had just developed constructs that did not rely on magic to move. This country, as well as many others of Crobayoris, no longer fully trusted magic after the many ways it had hurt the world. This sparked a technological revolution and paired with the large amount of investment going into war, Robots came to be. They were originally created for the sake of warring with other people but were quickly re-purposed to counter the Misaligned Kin. Without minds or magic to corrupt, these Robots were successful in pushing back the beings of chaos until the Misaligned Realm was sealed. However, the fact that they were initially constructed to participate in wars against people wasn’t forgotten. On top of all the other contentious factors that existed in Crobayoris, the people unanimously decided that these robots were too much. They were outlawed across the continent and the ones that existed were de-constructed. A few robots still exist in their founding country Skarva and now that the knowledge of how to construct them exists, others have been made.

Constructs (Golems & Elementals)

During the same war against the Misaligned Kin, during the initial wave before the usage of robotics, Pradas defended itself using magically constructed Golems. Initially constructed to neutralize the Heads of Iaxus, these Golems were ineffective against the Misaligned Kin as the chaos beings messed with the magic that kept them conscious. Golems have historically been used in Pradas as workers and servants to the upper class. Since the War on Alignment, some people have come to value robotics over usage of magic constructs. Those who do make modern Golems tend to mold them after Akora in an attempt to make them more advanced. A lot of trade that comes to the Dull from Pradas is Golem tech, which is important to the underground settlements as Golems can be used to prevent fatalities during dangerous mining work or when extracting invasive Natyr.

Since magic can endlessly replicate itself, Elementals are beings of magic whose sole purpose is to be infinite sources of the element they preside over. For example, an Elemental of flame is a magic-based fire that never goes out as the magic sustains itself. Due to a necessary level of consciousness within the Elemental for this to be achieved, there have been arguments over the morals of using them purely as energy sources. Especially after the recent invention of things like trains and planes in Crobayoris. Most of the ‘technology’ of Pradas uses Elementals as an energy source. Some rebellious groups are committed to freeing Elementals from their confines as resources and allowing them to exist as living entities. Others free them to use them as weapons.

Natyr

Natyr are surprisingly abundant across Tertia, if you know where to look. Iaxus has always been a place that had Natyr of various kinds populating each section of its land. The living plants were highly respected by the old druids, regardless of their intelligence. When magic started to overflow across the land, the Natyr grew at an increased rate which went largely unnoticed as the culture of the people around them departed from their druidic ways to become warmongers. As you might expect, after the calamity the Iaxus Natyr have become just as monstrous as any other living being of the land. Just as much hunters as anything else and boasting perfect camouflage, Iaxus Natyr are natural traps that rarely fail to slaughter their targets.

More well-mannered Natyr, similar to those of early Iaxus, can still be found in parts of Kanotia and on the east-most islands off the coast of Pradas. Kanotian Natyr are mostly a prey species that feed herbivorous breeds of dragon and since natural dragon breeds aren’t often compatible with magic, they balance out the magic of the land. Pradan Natyr on larger islands tend to be more pacifistic while the ones on smaller islands are more territorial. They’re common targets of Pradan research, used as experimental subjects to test the effects of newly developed magic.

There are also mossy and fungal Natyr that live among the caves of the Dull. Surprisingly deadly, they are one of the most common causes of death for explorers who delve into the caves. Since they indiscriminately absorb magic from their surroundings, rarely someone can come across horrid Natyr mutations who have absorbed remnants of Gonel or Kovec’s magic.

Mooks

Failures of evolution stuck mid-way between being wild and intelligent. Mooks exist all over as creatures who failed to reach intelligence as their evolutionary growth was guided by magic. They’re more numerous in not populated areas of Pradas but can be found in Crobayoris as well. They tend to be less aggressive in Crobayoris as due to the generally high tensions across the continent, they understand that revealing themselves is likely to just result in them getting killed.

Heads

Failures of evolution who have gone beyond what the world around them is able to handle. Due to the old gods historically controlling the magic of Crobayoris and Pradas, not many Heads have ever popped up on either of those continents. The most infamous boom of Heads is during the time of Iaxus’ overflow, when almost all the people of the continent turned into them. An evolutionary overload in both mind and body, becoming Heads resulted in the Iaxiots all but abandoning their cultures and turning into creatures more concerned with comparing their power. After the calamity of Iaxus, most of the Heads were wiped out and they’ve returned to being scarce. The fact of Heads being executed on sight due to the warmongering ways of the warped Iaxiots only adds to this scarcity.

Aberration

Enigmatic creatures born from the wants, emotions and imaginations of intelligent life. Aberration haven’t traditionally been a thing on Tertia, although some of the earliest believers of The Hope claimed to have been capable of summoning emissaries of the deity. To this day, some claim to still catch glimpses of the emissaries of The Hope which has kept the stubborn belief of the entity alive even after the true Gods revealed themselves.

Misaligned Kin

After the Misaligned Realm was sealed away, as well as the suspicious-at-best sightings of The Hope’s emissaries there have been claims of other odd creatures being spotted. Unexplainable beings usually passed off as urban legends, there have been oddly correlated cases of people sighting these creatures and disappearing soon after. When the Misaligned Realm was sealed all of its Kin were meant to disappear, yet these sighted creatures may be those same beings of chaos. No two of them the same, their forms not logical from any evolutionary or biological standpoint. Popping in an out of reality, appearing on a whim for the sake of chaos. Waiting for a time when their realm is fully opened once more and they’re free to indulge in their insatiable need for havoc.