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stranger-trails · 7 months
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three more of these!
major gods
mortals and magic
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stranger-trails · 1 year
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STRANGE TRAILS WORLDBUILDING -- QUICK-START GUIDE
THE GODS
There are four major gods of Terra:
-Khel-sarath, the four-winged dragon god of the sky and rain, who in nighttime takes the form of Noct-Sarath, the god of stars and darkness
-Aeon, the god of soil and old forests
-Amatsu, the hydra god-king of deep pools and crashing waves
-Lacquier, the god of fire and mortal souls, not pictured here, who was locked underneath the crust of the earth generations ago for the crime of disrupting the natural order of life by attempting to save mortals on a massive scale from the ancient plagues running through the land at the time
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There are also a handful of minor gods, who watch over specific biomes instead of encapsulating whole elements.
Mesa Jackal - Kedonis
Stormfields Raven - Okirrel
Desert Centipede - Qir ('Cheer')
Grasslands Drake - Aerian
Forest Doe - Rohel
Sea Dog - The Ghost
Coast Seals - Fika, Felaya, Faril
Deepwater Squid - Silis
Deep Forest Unicorn - Morriah
Coast Gull - Asa
Waterfall Dragonfly - Irryai
Lake Turtle - Maao
Wetlands Serpent - Sekah
Mountain Leopard - The Stranger
Bridge [???] - The Watcher
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Gods take the forms of beasts and animals most commonly. They’re largely ambivalent, heavily tied to the natural world, and can appear to mortals in dreams or visions if they so choose. Sighting a minor god in the wild is thought of as a good (or occasionally bad, depending on the god) omen.
Whether the gods created the world, and the mortal species along with it, or the mortal species created the gods in turn, or they were all brought into existence at the same time is lost knowledge, however, the gods are real, living beings who can choose to manifest physically.
HIREATH
Hireath are nature spirits, formed out of the world around them and given life by the gods. Where minor gods watch over the land itself, Hireath act as supervisors and protectors of the mortal species (and the dragons, who aren’t mortal but still need to be kept an eye on).
Only the three major gods can create Hireath.
DRAGONS
The dragons are considered lesser in status than Hireath, but considerably higher than mortals. They are biologically immortal, and wield powerful, innate magic. They worship Khel-Sarath, and believe Noct-Sarath to be malevolent.
What type of magic a dragon wields is determined by their birth: up until birth, dragon eggs are a delicate, pearly white, and when the dragon hatches, the hatchling, upon breaking out of its shell, absorbs magical energy from its immediate surroundings as a survival mechanism- making the specific magic determined by the surroundings the egg is hatched in. Due to a combination of not having children very often due to long lifespans and a natural sense of hubris, dragon parents often find new and unique ways to hatch their children to have exciting and unconventional abilities.
Dragons are, as a society at large, rather lazy, and spend equal amounts of time in their typical draconic forms, which are seen as more respectable, more put-together, but also more intimidating, and smaller, more compact mortal forms that require less energy, but are seen as less respectable. (This is largely due to the dragons' superiority complexes- they think of appearing "closer to mortals" as more shameful, and it can also be seen as a sign of submission or cowardice in certain situations.)
The entire dragon population (which is very small-- due to their indefinite lifespans they don't feel the need to carry on their bloodlines very often,) is contained on and around the Peak of Worlds.
The higher up the mountain one goes, the higher class the general population is; at the top resides the Sun Palace, where the current monarch of the dragons lives.
Dragon royalty is chosen in a linear line, by blood. Dragons often put their eggs in a magically-powered stasis, due to their long lifespans, and simply pull them out whenever needed. When a monarch dies, the new ruler's egg is hatched on the summer solstice, on the highest possible point on the planet- closest to the sun and sky, and, as the dragons believe, closest to Khel-Sarath. (this belief is reinforced by the fact that sunborn dragons have four wings, instead of the customary two, making them look closer to Khel-Sarath’s physical form). These dragons are called the Sunborn.
If a monarch is unable or unwilling to have eggs and continue a direct bloodline, their closest relative’s children will carry on the line instead. If they have no living relatives, someone else in a high position of power will be chosen.
Moonborn dragons-- dragons hatched on the same peak under starlight-- are strictly forbidden from being hatched, due to the dragons’ beliefs surrounding Noct-Sarath.
MORTAL SPECIES
Mortal species are set apart from the dragons and upwards by their limited lifespans and their inability to use what’s referred to as Higher Magic, or Greater Magic-- magic that comes from power drawn from within a being instead of being drawn from the world around them, which is called Lower Magic, or Lesser Magic.
Grouped together, all the species I've mentioned up to this point are called Higher Beings, due to their innate use of higher magic. The mortal species are sometimes referred to as Lower Beings.
There are three mortal species:
Kinfolk, who are aligned with Aeon and have various animal features,
Uacai, who are aligned with Amatsu/tela and are amphibious fish-people,
and Draakani, who are aligned with Khel-Sarath and are desert-dwelling draconic folk.
Kinfolk live all across Terra, and are the most abundant and widespread of the three species. Their culture is largely inspired by typical European western fantasy elements, although it varies widely by region and sub-culture.
Individual types of Kinfolk are named after the animal they most resemble- for example, Rowan, one of the protagonists, is Eaglefolk. Kinfolk can also have mixed animal features, depending on their parents. (Kai, the heir to the Kinfolk throne, is both Elkfolk and Crowfolk.)
Some Kinfolk have different dietary restrictions depending on individual species biology, but as a general rule it’s considered strange and taboo to consume meat from the same species that one shares features with.
Kinfolk rule is technically a monarchy, although due to the widespread nature of their settlements, most of them simply govern for themselves by way of varying local law, with a large portion of the official ruling aspect being contained within the capital city and surrounding area itself.
The Uacai, by nature, make their homes around bodies of water. There are two subspecies of Uacai: western Uacai, who live farther inland, around lakes and swamps, and eastern Uacai, who live closer to the rocky ocean coasts. Uacai culture is largely based on ancient Japan; some south-east Asian influences are present in parts of eastern/coast Uacai culture.
Western Uacai are typically smaller in stature and have green-blue blood, whereas eastern Uacai are commonly taller, and have a much cooler blue blood.
The Uacai rule is also a strict monarchy, with emperors and empresses being chosen by bloodline.
Draakani have the smallest population of the three mortal species- they can be found almost exclusively in Aurum Desert, and as a society, while not xenophobic, they’re very closed-off and knit close together; they value family and community. They’re typically the tallest out of the three species, and their horns and scales come in a variety of appearances. Their culture is based on a mix of ancient Greco-Roman and Egyptian culture.
In contrast to the Uacai, short, intricately styled hair is considered a sign of status to the Draakani- it shows that the Draakani in question has the means and time to have it styled and trimmed regularly.
Draakani rule is a democracy- each emperor is allowed to spend a maximum of ten years in rule before the people must hold a public vote to replace them.
OTHER ANIMALS
In addition to the sentient species, Terra is also populated by a generous mix of fantasy and real-world animals.
Riding drakes are used alongside horses as common mounts, and aside from fire, a common source of lighting are Flickerbugs, which are small naturally glowing bugs that people keep in jars or lanterns. Flickerbugs can also be bred for profit and some make a living by selling colonies of them.
Giant, rune-patterned whales float among the clouds, and pterodactyl-like sea beasts can often be seen hunting fish along the coasts. Unicorns make their homes in deep pine-forests in the southwest.
Coyotes and lindwurms scrap for carrion meat in the baking heat of the mesa, and enormous, coal-black birds cut through swirling stormclouds, dodging lightning bolts to swoop down and catch their prey in razor-sharp talons.
MAGIC
Higher magic is powerful elemental magic drawn from within the user’s innate well of magical energy, and can take almost any form. It takes up energy to use, and while the well of energy doesn’t necessarily have a hard cap, it does have relative limits and using up too much at a time will lead to exhaustion. Similarly to physical stamina, personal magic is slowly restored back to full over time as the user rests and recovers.
Lower magic can be used by anyone, and uses energy drawn from one’s surroundings- charged crystals, herbs, potions, and runes or sigils are all common aspects of lower magic.
The runes are primarily made up of a fairly standard set, called the Runic Alphabet-- they’re consistent throughout the mortal cultures, even before they had much ongoing contact, and can be found on ruins and structures scattered throughout Terra, as though carved from the stone by some ancient, unknown sculptor. It’s commonly believed that the runic alphabet was given to the mortals by the gods, due to their striking consistency across unrelated civilizations and cultures.
This runic alphabet is also present in the natural patterning of some animal species- a link can be drawn between the presence of these runes and a heightened amount of magical energy present in the creatures. How this correlation works or where it came from is unknown.
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LOCATIONS
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The continent, and world at whole, that Strange Trails is set in is called Terra-- a sprawling supercontinent made up of diverse environmental biomes. For lack of a better method, This list will go over notable areas and then locations within them from left to right.
AURUM DESERT
Of the two deserts in Terra, Aurum Desert is by far the more barren- rolling, uniform dunes stretch on with seemingly no end, and hard-shelled centipedes the size of houses slither through the sand as if it were water.
Aizri, the Draakani capital city, sits along the river that runs through Aurum Desert-- a sprawling collection of carved, pillared buildings, with colorful market stalls and tapestries blowing in the wind off the West-Sea dotted throughout. The city itself is walled and closed off from outsiders, a relic of plague-times past.
In the shifting sea of dunes can be found the half-buried remnants of enormous, cracking statues, of old Draakani heroes and of things much bigger and older than them.
Along the edge of the desert lies a ridge of mountains, almost impossible to pass on foot bar for two spots: the river, which runs through the hills and drains into the Cloud Lake, and the Mountain Pass, which consists of a treacherous, winding staircase that leads to a small stone plateau, upon which rests an intricately-carved, looming statue of Khel-Sarath, a warning message inscribed in the stone base below them to any leaving or entering Their golden domain.
RAMSKIN FOREST
Ramskin forest is, well, big-- the trees only get wider and taller the farther one goes, their canopies shutting out more and more light from above; travelers tell tales of unicorns three times the size of the tallest elk, their hides heavy with moss, swirling with strange symbols.
The forest is not a true wetland, but the smell of mud and rain clings to the ground like a vice. Scattered ruins of ancient outposts can be found scattered among the trees.
Deep, deep in the forest, if one is so lucky, can be found the Burial Shrine, considered a holy ground by those who are followers of Aeon. An overgrown mound of moss and dirt and vines grown in the shape of runes, most who dare to venture in and pay their respects return changed-- or don’t return at all.
Down by the South-Sea, the trees splinter off into the Coast-Woods, a rocky place filled with crumbling cliffs and sea-spray. It’s considered by some to be the more treacherous, less appealing sibling to the idealistic seaside cliffs of the North-Shore.
ROSEWOOD FOREST
In stark contrast to its southern neighbor, Rosewood Forest is positively pleasant-- oaks and other deciduous trees scatter the ground, letting sunlight dapple to the shrubs and grass. One is never far from some kind of traveler’s trail, and small ponds spot the terrain.
There are several small settlements in this forest, but Mossfield is the largest, and the best-known. It houses one of Terra’s train stations, a deceptively busy hub of import and export for such a small town that runs both up through north Windemere to the Kingsbasin and down south, around the reaches of the Cloud Lake to Minatori.
North-east of Rosewood are the Flower Fields, idealistic little bursts of color that stretch all the way up to the edges of the mountain-ridge that separates Aurum Desert from the rest of the continent.
NORTH-WOODS
The third component of the west band of forests, the Pine Forest in the north is also, by general standards, the least remarkable. Small towns and homesteads dot the land, and some make a living as fishmongers on the East-Sea.
“East-Sea” is actually a misnomer-- it resides solidly in the northwest segment of Terra. The name was given to it by explorers a long, long time ago, who were presumptuous to assume that the land didn’t go very much farther east.
ARROW VALLEY
A little farming valley-town on the west end of Archcliff, Terra’s southernmost mountain range. It’s protected from the cold southern wind by the high hills surrounding it, and supports a modest export of grains and livestock.
On the other side of Archcliff is Garen’s Falls, a peaceful town cantilevered up between the rushing waterfalls; equally ideal to Arrow Valley for those who prefer a wetter environment.
CLOUD LAKE
The Cloud Lake, its gently-swirling waters permanently covered in a fine layer of mist, is home to Minatori, the Uacai capitol. The lake-city stretches above and around the water on a network of intricately constructed wooden bridges and platforms; some floating, some propped up on wide-reaching tree roots.
East of the Cloud Lake is the Swamplands, a shallow stretch of wetland home to many smaller Uacai towns and settlements.
WINDEMERE
Windemere is thought of as the most treacherous of Terra’s mountain ranges. Freezing winds howl year-round through the snow-covered peaks.
Silra is one of Terra’s most lucrative ore exports-- the mining town is perched on the east end of the mountain-range, where the conditions aren’t quite so treacherous as to make it unlivable.
Boneshackle Pass, however, is well-known for the regular disappearances that happen there. It’s said that even cargo trains have been known to seemingly vanish into thin air, never to be seen again...
KINGSBASIN
Kingsbasin is near-permanently shrouded in a layer of fog, spilling over the rim of the valley like some vast leviathan’s cooking-pot. The gigantic dark-metal gates are open to travelers; though closed for a generation during the time of the plagues, they were opened again long ago. Alas, trepidation remains among the populace and few are brave enough to venture through.
Inside of the basin sprawls the Kinfolk capitol, called the Grey City-- in the modern day, a half-successful hub of merchants and trade, lucrative for anyone with enough wit and some good rain-proofing!
PEAK OF WORLDS
The highest and largest mountain in all Terra, the Peak of Worlds is the one and only home of the Dragons-- tiered, arching white marble makes up their homes and streets. Fountains and gilded statues dot the higher-up settlements, and gigantic halls with more than enough space to fit their glorious true forms.
At the very top of the Peak resides the Sun Palace, its intricate gilded details and crown-like spiked ramparts making it immediately recognisable as a monument of great wealth. In the central courtyard of the palace is a memorial fountain, dedicated to an unnamed Hireath who died there long ago.
To the west of the mountain, in the foothills of the North Forest, lies a series of crumbling, abandoned ruins. The dragons are forbidden from speaking of what happened there, by order of their King.
STORMFIELDS
The Stormfields are near-barren, home only to shifting grasses and the occasional patch of wind-whipped trees. Tornadoes form there with alarming frequency.
It’s said that if one stares into the permanent cloud-cover long enough, sometimes, the enormous silhouette of a raven can be seen, cutting through the wind. This is Okirrel, the sightless, voiceless god of the Stormfields.
SOLIS DESERT
Unlike its western counterpart, Solis Desert is characterized by extensive flatlands. Freshwater rivers trickle between mesa cliffs, and huge, layered rocks float weightlessly above the sun-parched ground, strange symbols carved into their sides. The guardian of this region is Kedonis, a three-legged, three-eyed jackal.
Far east in the desert lies Ruby’s Ridge, a small, dust-covered town full of cowboys and saloons. Well, just one saloon. And a church. It's a very small town. Plenty of cowboys, though.
NORTH-SHORE
The North-Shore is one of the more peaceful parts of Terra, provided one enjoys the sight of the ocean and a cold, salty breeze.
Willowdale is a peaceful, sunlit coast town, if a bit plain. Hurricane Harbor is a little more interesting, but keep a close eye on your valuables-- it’s a hotspot for theft and smuggling.
The lighthouse is a beacon for returning ships, explorers and merchants from faraway lands.
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