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ALTONIA
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Altonia is very diverse geographically in that almost every type of climate is found in a very small area. The central point of Altonia is a small gorge called Mevar’s Pass, the only safe way from north to south. This pass in located in a long mountain chain that is near impossible to cross. To the west is the Altonian Ocean. To the north are pine forests, and the domain of the Felean race. These forests are dotted with the ruins of civilizations that have long been dead. To the east the mountains continue into an unbroken range that stretches farther than any being has been. To the south are the human lands, the Southern Plains, and the South Sea.
North of the Felean lands, the Pine Forests, are arctic wastes that are unable to be entered thanks to terrible winds and strange beasts. East are the Draconian Mountains, mentioned earlier. West is the Sea.
The human lands, which are not named, are located in temperate forests and rolling hills. To the south are the Plains, to the west is the Ocean, and to the east is a massive desert called Maktek, which is home to the Remalas people. To the south of this desert is the Southern Sea, and to the east are unbroken forests filled with strange beasts. North are the Draconian Mountains.
Humans came from across the Altonian Ocean, but there are no records of anything there. No one has gone past the Draconian Mountains, the Deep Woods, or the Southern Sea and lived tell about it. There are several large lakes spread through Altonia, but few are named.
The syllables ‘ah’ and ‘ar’ are used in most languages and names, no matter what species (see ‘languages’).
THE RACES OF ALTONIA
HUMAN
The humans are a relatively new race, only thriving in this land because they adapt so quickly. They cannot wield magical weapons of any sort, or use raw magic of any kind. One thing sets them apart from the older races; humans are able to make and control fire. With this power they make weapons of metal, literally forging their destiny. Though other races have picked up on this talent, Humans will always be the masters of Fire, the destroyer and creator. Most have brown hair and sometimes black. Brown eyes are common. Grey, red, yellow, green, or violet eyes are a sign that the human has been exposed to raw magic, and this lengthens their lifespan considerably, but can lead to madness.
FELEAN
Feleans are an old race that has a long history, most of which is not recorded. Feleans are bipedal creatures that are able to walk on all fours if need be. Almost all are either canine or feline, resembling their animal counterparts. While extremely rare, there are also reptilian and avian sub-species. All Feleans are able to hold magic weapons without harm, and they are able to use magic (see Magic section). Many Felean weapons have minor enchantments on them to enhance them.
One of the most unusual traits, and why many shun them, is that Feleans are capable of universal breeding with any species, no matter what kind of creature, even the undead. This often creates hybrids, and sometimes there are no children at all.
Feleans are primitive compared to Humans, made up only of tribes called ‘Clans’, with no standard currency or government. Feleans have excellent senses, and are very strong.
The humans believe Feleans to be cursed, because of their habit of attracting danger. Feleans live very active lives because of their connection to the raw power of the world, and no matter where they go or what they do, something is always happening to them. It is not uncommon for a Felean to be traveling and be attacked by several clans in one day, almost be eaten by some giant creature, fall ill with an unknown disease, and never bat an eye at the events.
VALI'VALISS
These beings resemble humans, but have rubbery skin that is like that of marine mammals, and dark eyes that are either black or blue. They have no mouths or outer ears, no hair, and are white, light blue, and in rare cases light green or dark grey. Because they have no mouths, they use telepathy to speak. There are gills below their ‘ears’, but they also have lungs. They are frail, but incredibly intelligent. More than three-fourths are female, and they can live in nearly any climate EXCEPT for dry desert; they need vast amounts of water. They are divided into two sub-groups, the Auquan (saltwater) and the Terran (freshwater). They often have translucent membranes that extend from their limbs like fins, enabling them greater agility in water. Because they have no mouths, they absorb nutrients directly from the water around then, but this is a conscious process. They hunt fish, but it is unknown how they eat them.
When crossed with a Felean, they produce a creature of whatever sub-species the Felean parent was, but they are marked with white stripes on their body and have black or blue eyes. These Feleans sometimes have the ability to breathe in water.
REMALAS
These creatures live deep in the desert, and look much like common insects and arachnids, but are often the size of a horse. There are many sub-species of this race, and all have very similar abilities. They can see in complete darkness by sensing heat, they can identify individuals by smell alone, and most have mild poisons that paralyze prey. They can regrow limbs and can stand up straight to manipulate objects to a limited degree. They have a long, violent history...but do not have a written language. Certain magic objects that are voice-activated will not work for Remalas, due to the clicking they produce when speaking.
When crossed with a Felean, they create a Remalas of the same species as the Remalas parent, but with softer exoskeletons and dark marks around their eyes and joints. These marks are always red, and are called Blood Taint by the Remalas. This condition makes these hybrids hated by their fellows.
SHIVERLING
Shiverlings are ethereal beings that do not truly exist, and are far from alive. They are created when a living, sentient being is killed by murder, treachery, and other unclean ways. They resemble what they were in life, but are insubstantial and seem to be made of darkness. They are easily seen by their glowing green eyes, and how magic is canceled when they draw near. When touched by a Shiverling, they attempt to draw out one’s life to feed themselves, though this seems to have no effect on their condition, it makes them more substantial. The victim is either killed, or turned into a new Shiverling.
Not all Shiverlings are evil, a rare few live in the darkest places of the world, helping travelers escape their soul-devouring brethren. Only a magical weapon can kill a Shiverling.
They cannot breed with anything, as they do not exist in this world.
AKVAH
Akvah are a mysterious race that are all but extinct, and are a gray liquid in their natural form, like molten metal. They are able to change shape and bond to another living being, turning their hide black and giving them enhanced abilities, but sapping their ability to use magic while bound. They are not able to reproduce to create more Akvah, and not even they know how they come into being. It is thought to be magical phenomenon.
Breeding with a Felean results in the same as what form they are currently in.
HISTORY OF THE RACES
HUMAN
None know the land where humans came from, but it is known that they are not from Altonia originally. They come from across the Altonian Sea, but their own history was lost long ago.
Humans arrived near the Southern Plains, and began settling small villages along the coast. These villages began to expand inland, and then the humans met with other races. They had thought that they were alone in Altonia up to that point, and were very surprised. In fear, they began to attack this race, a small group of human-like creatures that were near to extinction at the time. Humans killed the last of them off, and their name has been lost to time.
Knowing that they were not alone, humans began a campaign against the other races of Altonia, starting a war that would last two centuries. They especially hated the Feleans, which had a large population. Humans did not encounter the Vali’valiss for a long time, near the end of the war, and just after the race became known to the Feleans. This war became known as The Slaughter, because that is what it was in the eyes of other races. The war ended when the demon called the Silent Knight appeared.
FELEAN
Feleans have been around since the dawn of Altonia, but none of their history is recorded. This is due to the fact that they did not have a written language until just before humans arrived. Feleans lived all across Altonia until The Slaughter, when they were driven to the north and have not left since. Notable figures in Felean history are Larx the Hero, Maktek the Hunter, and Slythni the Warrior.
VALI’VALISS
Vali’valiss are known for their intellect, and for their artistic works. The Vali first appeared shortly after Altonia came into being, and were not very civilized. Their race was at war with itself deep underwater, and for many millennia they fought over territory and the rights to valuable minerals. They developed a written language and began writing works of fiction very early in their history. Vali’valiss originated in the Southern Sea, but moved north along the coast and into inland lakes quickly. They kept their existence a secret for some time, and were only made known to the world as a whole when Larx the Hero began his mission into human lands. Unlike other races, Vali did not suffer during The Slaughter.
REMALAS
The Remalas evolved many millennia after Altonia came into being, and lived in the Maktek Desert during the Slaughter. They were nearly wiped out when humans came to them, and took to harboring Feleans in their underground cities during the war. There is no written history other than what other races have recorded, as they have no written language.
SHIVERLING
Shiverlings have no history.
AKVAH
The Akvah have been around since before Altonia, and are magical in nature. They have no written history or spoken language.
MINOR RACES
There are many minor races in Altonia, called so because they are hard to find, do not have a large population, or are not sentient. Below are listed most of the minor races and the list will grow with each new race encountered.
RODKREE
Rodkree are distantly related to Felean-kind, and are only able to use very minor magic, though with far less of an effect on their souls. Rodkree appear to be rodents, specifically rats, and are around 3 to 4 feet tall. Unlike Feleans, Rodkree society is almost identical to the society of the middle-ages in Terra, and there are no clans.
Rodkree are known to live in certain places in the Draconian mountains, Maktek desert, Southern plains, and the caves in human land. They are known to forge weapons and armor from metal. They are ruled by a king, and their military is made up of specially trained groups called Barricades. Each Barricade is made up of twenty to one-hundred individual troops.
Rodkree, when crossed with a Felean, produce a larger variant of rodent, similar to a ferret.
DRAGON
Dragons are an ancient and proud race that is known for their greed and ability to breathe fire. They live mostly in the Draconian mountains, but are few in number. Dragons have wings, enabling them to fly, and their scales are able to repel most weapons and missiles…and in some cases minor magic as well. Dragons are solitary, taking a large area as their own in their early years and defending it throughout life. They only gather to mate and to wage war. Though humans say otherwise, dragons are quite intelligent, maybe more so than many Vali’valiss. Despite their solitary existence, they are very protective of their kin and will seek revenge on any that harm another dragon.
Dragons cannot reproduce with Feleans, simply because they are too big to be compatible.
DRAKE
Drakes are not truly living beings because around one-fourth of their body is made of raw magic. They are able to use some magic, but their power is not as great as with a Felean. They resemble dragons, but are usually black or other dark colors, though arctic varieties with white scales have been encountered. They are around 3 to 4 feet tall, and often so thin they appear skeletal. While not as intelligent as dragons or Vali, they are very much sentient, and a danger to other races.
Drakes have been known to ally themselves with certain individuals and groups, for a price. Drakes have many strange powers, including the ability to pass through walls in ethereal form, teleport to any place they have been before, see through any illusion, and flight at near the speed of sound.
Drakes often have glowing eyes and the brighter the glow the more powerful they are.
Drakes can only reproduce with reptilian Feleans, and this produces a slightly more powerful drake.
MECRAC
Mecrac are beings made of pure magical energy, called ‘elementals’ by humans. They do not appear often, but are similar to Shiverlings in temperament. They are not sentient, having only the raw magic of their being to guide them.
SEVAL
The Seval, called ‘spirit lights’ by humans, are similar to Shiverlings in that they exist on another plane. They generally appear to mortals as only small orbs of light floating in the air. They are either made up of pure magical energy or are the remains of a soul that is lost in this world. It is unknown whether they are sentient or not, or if they are hostile. They are common in places with concentrated magical essence and where many have died suddenly. Most are white but they are many colors, and sometimes they follow certain beings around the world. They cannot be destroyed my any mortal unless they wield the Dream-Blade and they can pass through any substance (including magical barriers) as though it was not there.
They can be used to power some magical devices, though these devices tend to be unstable.
They cannot reproduce with Feleans, for the same reasons as the Shiverlings.
NEELAN
Neelan are ethereal beings that roam Altonia, and are nearly invisible. They like to inhabit inanimate objects and wait for magical beings to come near, where they leap out of the object and attack, draining the magical energy from them and vanishing without a trace. The victim often loses consciousness but is not permanently harmed, and regains the use of magic some time later. The Neelan that absorb magical energy are destroyed. It is believed that they are not sentient or even as intelligent as most animals. They can be destroyed using energy weapons, magical weapons, and electrical magic.
Like the Shiverlings and Seval, they cannot reproduce with Feleans.
RESOURCES
LITNIUM
Litnium is a type of metal that is prized as jewelry, and as coins. It is dangerous to mine, and to process. It is used as currency among both Vali’valiss and Humans, though it is worth more among Humans. It appears to be silver in color, with a bluish hue.
VIRIM
Virim is a type of metal that is used both as currency and in practical use. It is very rare, but veins of this ore can be large and run very deep. It can be used to make weapons and tools that will never rust, and are resistant to most acids. Virim resists magic, and if armor is made from it, it offers protection from magical weapons. While not as valuable as Litnium, it is far more useful. Only the Vali’valiss know where to mine it and are able to reach it, as the veins are all underwater. Virim armor is made to fit Vali, as are the weapons, but most Vali armor can fit thin humans and most Feleans as well.
NEOSTEEL
Neosteel is a metal used by humans, and humans alone, both for weapons and armor. It is strong, resists rust, and is easy to find. Though most weapons, armor, and tools in human lands are made of normal steel, knights and the rich use Neosteel as much as possible. A weapon or tool made of Neosteel will not bend, but it will eventually break under enough pressure. Armor made of the metal is made to be light, often being combined with steel plates. All shields in Altonia that are made by humans are made of Neosteel.
STONE OF JAR (Jar-Stone)
These crystals are mined by the Remalas for their magical power, and are deadly to humans when touched. Often they are used as the studs on a club, because the force of a single blow can be quadrupled easily, or even inflict magical burns on the victim. It can be used to break most curses, including the Cancel curse used among dragon clans to exile a member. If ground and mixed with water it can be ingested to heal almost any wound, but this causes instant and painful death among humans. Most appear to be large, rose-colored quartz crystals that give off their own light, but the more powerful ones (such as those used to break curses) are crimson or violet. Only the Remalas know where to mine the crystals.
MAJOR CITIES
HUMAN
Altran (Capital)
Alton (First city, on the coast)
Melas (North of Mevar’s Pass)
Semara (Large village south of Mevar’s Pass, just north of the Dark Lake)
Messara (located on the edge of the Maktek Desert)
FELEAN
Felix (Capital)
VALI’VALISS
Luminara (Auquan Capital) (Southern Sea)
Vilosom (Terran Capital) (Crystal Lake)
REMALAS
Maktek (Capital)
Var (Underground city, near Southern Plains)
Hylakiva (near Southern Sea)
SHIVERLING
Sune (ghost town just south of the Draconian Mountains)
AKVAH
Aklar (ruins deep in the Draconian Mountains, now inhabited by dragons)
DISEASES
There are many hundreds of thousands of diseases in Altonia that are not found anywhere else, but only the most problematic or dangerous will be listed.
Revarlis
Felean sickness similar to rabies. Transmitted by contact with body fluids, including saliva. Causes natural instincts to become uncontrollable, leading to rage, fear, and eventually a collapse of brain function, leading to death. Always fatal. Can be cured by some Felean tribes, and by Vali’valiss.
Antargis
A condition caused by exposure to incredible amounts of raw magic, only affecting humans. It is a state of madness in which the victim becomes delusional and violent. Causes a long lifespan, altered eye-color, enhanced senses, and the development of magical abilities, including the power to use magic like a Felean. In extreme cases, when a human is exposed to an underground magic pool, the victim can develop shapeshifting abilities similar to an Akvah. Cannot be cured, and when the human dies they will also turn into a Shiverling. This disease is named for the mythical ‘alternate’ reality of Altonia; ‘Antargis’ (see Antargis section).
Decanthropy
A virus transmitted by contact with bodily fluids. Cannot be cured, and affects all races. Makes the victim half-undead, immune to magic and extremely violent. Madness and delusions are common. They are unable to be killed by normal means, and at night appear to be Shiverlings. Victim cannot enter sunlight without harm. Folk lore among Feleans tell that the ‘Ocean’s Children’, meaning the Vali’valiss, have a cure for it. The Vali’valiss say that the Felean people have the cure. Neither race holds the cure, but the virus cannot be transmitted when in sunlight, unless the victim bites another directly.
Gill-Truke
A viral infection that affects only creatures with gills, such as the Vali’valiss. It is transmitted only by making direct contact with another Vali’s gills. It causes a shortness of breath in water, but lungs are unaffected and so the victim may breathe above the water. Victim can recover after a time, and it can be cured easily with the proper medication. It is, however, deadly to normal fish, as it keeps them from obtaining enough oxygen to survive.
Lycanthropy
Lycanthropy is one of the most well-known diseases (also called ‘werewolf’ disease), and one of the strangest. Because of its near-magical nature, it will be given more description here than other diseases. There are two strains of lycanthropy:
The first is more well-known than the other, and came with humans in secret when they came to Altonia. One of their number was a carrier, but he had hidden it until it was already here. By the end of the Slaughter there were dozens of humans infected with this strain.
The second strain is not as well known as the first, and carriers are often thought to be carriers of the first strain and so subjected to much grief and often violence. The Altonian strain was created when a wolf Felean, infected with Revarlis, was bitten by a Decanthropy carrier. The two viruses mutated each other and combined into a new thing altogether. The wolf, Lune, thought herself cured of Revarlis when symptoms ceased. From there the virus was spread among Felean-kind, not affecting them whatsoever, but being transmitted when one bit another. It was not only able to be carried by wolves, but by any Felean, no matter what species. When a Felean infected with this bites a human, it then shows many of the same signs as those carrying the first strain, with a few differences. Most Feleans are immune to the virus, and it is killed when they are infected.
Unlike the first strain, which is entirely magical, the Altonian strain is only semi-magical. While silver will kill most with the human strain, it only causes a rash or burning sensation with those carrying the Altonian strain. Those infected by the human strain are known to be almost undead, while those with the Altonian strain are very much alive. Those with the Altonian strain are also very much the same mentally as they were before, though with altered instinctual behavior, while those with the human strain act as though they had Decanthropy.
Neither strain can be cured. Both cause the one infected to be able to change form, though the human strain is uncontrolled and always results in the carrier becoming a wolf, while the Altonian version can be controlled and the species can be of any kind, depending on what Felean had the disease first. Not only humans can have the Altonian strain; Vali’valiss can be affected as well.
MAGIC
Magic is used mostly by the Felean race, and is a general term coined by humans. Some other creatures can use minor forms of magic or certain kinds, but only Feleans can control it all. It is found in raw form as pools underground, and in small streams in certain places around the world. To use magic, a Felean must use words that command the energy of the world, and sustain this power with their own soul. This causes them to be chilled both physically and spiritually. If the magic is sustained for too long, or is too great a strain, the Felean will either fall unconscious or be killed. Being killed by overuse of magic usually results in the creation of a Shiverling. Magic can be drawn into objects to cause them to do certain things, such as globes of glass that hold magical light. These are either permanent enchantments, are powered by regular charging by a Felean, or are powered by natural forces such as the sun.
The words used to command magic are part of the original Felean language, and though any race can speak it only a Felean can use it for magic. Some words are; vivilos light; sumar fire; auqu (ah-ku) water. The language itself is called Core, and all Felean dialects are based off of it.
WEAPONS, ARMOR, AND TOOLS
HUMAN
Humans use very simple tools, and most armor is made of solid plates of metal. Weapons are kept simple, and undecorated unless used for anything other than war. The most common weapon used by humans is a sword about a foot long, made of steel with a hilt made of neosteel. This kind of weapon is often wider near the middle and tapered at the end and near the hilt, giving it a long leaf shape. This weapon is called an ‘Enforcer’, and is used mainly by security forces.
FELEAN
Normally, Feleans do not use weapons or armor, and any tools they use are made of wood, rock, or stolen from other races. If any weapon is used, it often is made of animal claws or teeth. One common weapon is a rod of pine wood, about two feet long, one side with claws or fangs attached in a line. It is much like a saw, but is designed to cause death either by blood-loss or infection. The other side with no teeth or claws is used to knock out an enemy. Sometimes these weapons are poisoned. These saw-like weapons are called ‘Mok’ or ‘Mokah’.
Rodkree, who are related to Feleans, use swords much like those used by humans, though they are much smaller.
VALI’VALISS
All weapons, armor, and tools made by Vali are designed to be used best underwater, and are balanced. Tools used by Vali are small, often have multiple functions, and are always made of metal (Virim). Armor is made of Virim in all cases, and are designed to be hydrodynamic and flexible, even plate armor aiding in stability while swimming. Weapons are made thin and light, and are bladed or spear-like. Most warriors of the Vali’valiss use a spear that is made entirely of metal or compressed graphite, is hollow, and tipped with a spine made from Virim. These spears are about the height of the wielder (five to six feet) and can be used in close-combat or thrown. These spears are called ‘Spitten’.
Vali swords are made entirely of Virim, and are usually two feet long. They are often tinted light blue to blend with the water around them, and are shaped to look like a cresting wave. They are incredibly sharp and when swung underwater there is no resistance whatsoever, as though it was being used in a vacuum. These blades are called ‘Mora’.
REMALAS
Remalas do not use tools, armor, or weapons of any kind, instead using only their bodies.
SHIVERLING
Shiverlings do not use weapons, armor, or tools.
AKVAH
Akvah do not use weapons, armor, or tools.
SOCIETY AND CULTURE
HUMAN
The center of human society is the King, who is chosen by heredity, conquest, or divine right. The King has supreme power, but can be overruled in certain situations by the leaders of the noble houses. The King himself resides in the capital, Altran, in a fortress made of white marble.
Under the King are the noble houses, of which there are too many to name. Their power in society is determined by wealth and allegiance, and treachery to become wealthier is common. Under the noble houses are various Lords and Ladies, under which are the governors of towns and cities. Under the governors are the common people, but in some areas this system differs slightly.
The King of the human lands wears a symbol of his power, an armored gauntlet on the right hand that is made of gold and litnium. This gauntlet symbolizes the power that the King holds in the palm of his hand. The gauntlet’s origins are unknown, except that it was brought with the humans from over the sea, and was made only of gold at the time. The litnium pieces were added a century later.
FELEAN
Clans make up most of the Felean people, divided mostly by sub-species. Clans defend themselves from other clans seeking to expand their territory, and from other races that seek prey. While each clan may help another, they tend to keep to themselves and let others be. Clans are led by a group of elected officials, consisting of the oldest and the wisest. These are the Elder, the Mage, the Warrior (leader of the military), and the Matron (a female). To signal that one wants to speak, or to acknowledge that one has heard or understands, a Felean raises their right fist over their head (or wing if avian).
Canine Feleans challenge each other for status and to settle disputes. These matches are one-on-one, and magic is forbidden. Weapons of any kind are also forbidden. Killing the opponent is a crime punishable by death, except when fighting for an official position.
VALI’VALISS
Vali society is based on what profession one has. The leader of the Vali is the Lord, and under him (or her if a Lady) are the people. Those in the military generally come first, followed by teachers and scholars. Under these are the Shippers, those that run the various ships, submarines, and other vehicles. This group also includes all crew of the vessels. Vali have little body language other than what they pick up from other races, as telepathy allows them to tell how another is feeling.
REMALAS
Remalas culture is based on each Hive, a social group like city. Hives consist of a Queen, of any species, the Elite, and the Commons. The Queen controls day-to-day activity and all major decisions made in the Hive, and the Elite are the military and peacekeepers. The rest are Commons; the workers and general populous. Each Hive has its own laws. For example, the Remalas capital of Maktek has a system of guidelines to determine a course of action in certain situations, and there is little thought needed to perform any task or do very much anything. Nar, however, is based on ‘survival of the fittest’, and if it works it is accepted. Each member fights for power, and if one kills another higher than themselves, they take their place.
SHIVERLING
Shiverlings have no culture.
AKVAH
Akvah have a very strict set of guidelines that determine what they do and when. Other than this, they have nothing but what they decide for themselves.
RELIGION
HUMAN
Humans have many thousands of religions, most of them vastly different from each other. For the purposes of this guide only a few will be named, beginning with the most well known and most widely spread.
Cult of Vehmes
Spread all across the continent, but with few individual members.
Monotheistic
Worships Vehmes
Mostly feared by other groups, who see them as fanatics
Wears white robes, and carries knives with sickle blades that are used in sacrificial rituals
Marism
Places of worship far and few
Monotheistic
Worships Mar
Generally avoided by commoners, who believe them to be ‘chasing shadows’
Wears black robes and have black tattoos on body (including the face)
Jesapaism
Polytheistic
Practiced in large cities
Includes mostly nobles and merchants
Worships more than eighty different gods and goddesses
Jesapai is central to this religion, being the leader of the gods and goddesses
FELEAN
Felean religion is different in each clan, because of social segregation. However, almost all of it places the clan first. The clan is most important to Felean culture, so much so that its workings would be considered a religion. Clans will be described in the ‘Felean Clans’ section.
Some clans do have a deity, but these are almost always feline clans.
VALI’VALISS
Vali’valiss believe in evolution, and nothing else; the belief that all creatures evolved from base components. They are purely scientific, although in early years they did believe that they were created by an omnipotent being, but they did not worship this being, nor did they have a name for it.
REMALAS
Remalas have no real religion, but it would seem as though they treated their Queens like gods.
SHIVERLING
Shiverlings have no religion, but do seem to fear some higher entity. Nothing more is known on this subject.
AKVAH
Akvah adopt other races’ religions, and have none of their own.
FELEAN CLANS
Felean clans are divided by sub-species, and each clan controls its own territory. Wars between clans are common and long-lasting, and are part of everyday life. Below are the most powerful and most well-known clans.
Lunis
Lunis is the largest Felean clan, made entirely of wolf-kind. They are known to practice ritual sacrifice, but only with members of other clans, and only if the captive is feline. They mark themselves with white paint in contrast to their black fur, and leaders mark themselves with red paint.
Serac
Serac is relatively small, but is one of the most well-known clans. The Serac clan is made entirely of fox-kind, almost all being the red-fox variety, but with a few rare grey-fox members. Serac are not as close to other clan-members as with a wolf clan, it being their nature to work alone. This is why fox clans are always very small and often split apart into smaller clans due to disputes. Serac is most well known because of Larx, who was a member of the clan.
Morac
The Morac live in a small territory to the west of the Serac clan, and the entire clan is comprised of a breed of fox with black fur and yellow or green eyes, making them often mistaken as being Shiverlings. The clan is frequently at war with itself, and will sometimes be reduced to a few members because of internal power struggles. Inside the Morac territory is a dried up lake, with a few Vali’valiss buildings at the bottom. The Morac treat this as sacred ground, and kill anyone that trespasses in this ‘realm of the gods’. No Morac ever goes into the lake bed, however, instead leaving any that get there to the creatures that have taken up residence inside the old buildings. Morac are able to use magic that causes sickness in the victims, and their weapons are often poisoned.
Chura
The oldest of the clans. Chura are known as being the best at using magic, and they keep their knowledge secret from all but a chosen few among their members. The clan is made up of several species, but all of them are feline. Unlike the other Felean clans, who have their own territory, Chura are nomads and spread across the entire world, not just north of Mevar’s Pass.
Lyrean
A clan that resides in the arctic wastes in the far north, and in the coldest places in the Draconian mountains. The clan is almost entirely comprised of arctic fox Feleans. This clan is known for being able to cure Revarlis, using the juices of an arctic plant that grows in their territory. Unlike the clans Serac and Morac, Lyreans live in a more tight-knit society, relying on each individual member for survival. Also unlike other clans, Lyrean create weapons made of both traditional metals (very similar to human and Vali weapons) and weapons made entirely of magic-infused ice. The ice weapons are able to release vast amounts of energy, making them some of the most deadly in the world. They are easily seen from a distance, however, because they glow brightly. The color of the light each weapon emits is determined by who placed the magic in it in the first place. Lyrean males and even females will often go on journeys into the south, to test themselves and gain respect and status in the clan.
Cirrim
An avian clan made up of several different species of birds. The clan’s territory is in the Deep Forest, in the east. Almost nothing is known about this clan, what they do, or how they live. The only thing that anyone does know is that they cannot use magic whatsoever.
DRAGON CLANS
Dragon clans are divided mostly by color of scales and magical abilities, and though they live alone in most cases they will protect other members of their clan and exact revenge for those that are slain. Sometimes, when a dragon is exiled, they will Cancel them. This means that their scales turn the brown of mud, and they lose all of their magical abilities.
Blood
The Blood clan is known for being comprised solely of red dragons, those that can breathe fire from a very young age. They are often easy to anger, and most are very covetous of material wealth. They detest interacting with other races, and often will keep some of their cousins, the drakes, on hand as slaves. They prefer large, open areas for their territory.
Flatscale
The Flatscale clan is called so because they have scales that are flatter and broader than the norm, and they are often harder to kill with bladed weapons because their scales are so thick. They tend to be dark colors, reddish-browns, grays, and so on. They do not have very much magical power, but are able to lift weights up to two times their own and still be able to fly. They prefer hilly terrain.
Mirrorscale
The Mirrorscale clan is considered mythical, even among other dragons, but they have existed at one time. Mirrorscale dragons are called so because their scales are metallic silver, and so reflective that they act as any mirror. They possess the semi-magical ability to reflect light around them, making them invisible to normal sight. The oldest have the ability to change color of their scales, and some are able to harness the power of light to fuel magic that would kill most dragons. It is not known if any are still alive, however.
Daval
The dragons of the Daval clan are called the Knight Dragons by other clans, and they are smaller than average and walk bipedal. Most are grey, brown, or red. They have the power to shapeshift into other forms, but unlike the Akvah this causes them to become weaker as if they had used normal magic. They are far more numerous than other clans, and are known to hide themselves among humans and Feleans, and in one case, Vali’valiss. They love to fight, and are often found on battlefields fighting for one side or the other. When one Daval wishes to make itself known to another, they will making a gesture across their chest, diagonally from left shoulder to right hip. The other, if a dragon, will confirm it by making the gesture from right hip to left shoulder.
Synori
Other dragons fear the Synori clan, who are mostly green or black. They have the ability to spit acidic saliva that can melt metal and even rock. They like to live in thick woodlands and sometimes marshy areas, because they are nearsighted and wish to take away their prey’s sight advantage by being in close quarters.
Adresk
Adresk are always white-scaled, and are known because they have the ability to breathe freezing air that turns victims to ice. They are notorious for their lies and treachery, and they will often do anything just to gain what they want. They prefer to live in mountains, near the icy peaks where they are most comfortable. They can use magic almost as well as a Felean, and are not affected y its use as much as others.
LANGUAGES
Altonia has a few languages, and many are so similar it is hard to tell the difference.
Humans generally speak a language called Common, but this language is referred to by others simply as being ‘the human tongue’. This language is surprisingly easy to learn, and so after The Slaughter it became the primary spoken and written language in Altonia.
Feleans speak two main languages, Core and Edge. Core is older, and not very useful in complicated conversation, but all clans know how to speak it. Core is also used when directing magical energy consciously, but it does not need to be used in all cases. Edge is a new language, and is very complicated. While the words spoken are fewer than what is spoken in Common, inflections and order make it possible to get more than a thousand meanings from a single word. Though both languages would seem to be impossible for Feleans to speak, because of their jaw structure, it is actually the easiest language for them to speak.
Vali’valiss do not have their own language, instead using other languages to speak to other creatures. They do not have a language because they communicate using telepathy, and this eliminates the need for words.
Remalas speak a language that sounds like mere clicking, but the entire language is on a higher and lower frequency than any other being can detect. Because of this, it cannot be translated.
Shiverlings and Akvah speak a language that no being has ever heard in its true form. It seems to translate itself after being spoken into whatever language is spoken by the listener. The written language is the same, and it can be read by anyone.
Feleans are known to have experienced strange effects after their magic ‘feedbacks’ or fails to work. Many cases include the hearing of voices of others being heard in Core, as if they were being spoken by a Felean mage. As of yet there is no proof of this ever having actually happened, and is mostly a rumor.
ANTARGIS
Antargis is a very controversial subject in Altonia, because there is almost no proof that such a place exists. At least no officially recognized proof. Quite simply, Antargis is an alternate reality, a parallel world of Altonia. Popular belief is that Antargis is a sort of ‘limbo’, a place between life and death that Shiverlings inhabit in their true form, but those that claim to have been to Antargis have stated that this is false. All information gathered on the world of Antargis is based on accounts of those that claim to have traveled there, but often the method of travel is nonsensical, and the accounts are not considered valid.
Antargis, geographically, is identical to Altonia, though there are a few very small changes due to certain things happening there that haven’t happened in Altonia, and vice versa. For example, a small lake in the north of Altonia was caused by a rampant elemental, but in Antargis this lake doesn’t exist because that certain elemental never went rampant in Antargis. This brings us to the most important part of Altonia; Duals. Around one-third of all Altonians have a near-exact copy of themselves in Antargis, though they are not completely the same. Often the Dual will have perished, or the Altonian will have died while the Dual lives on. Most are born and raised in different conditions, and so they may act differently. Genetically, however, they are the same. To enter the world of Antargis and meet your Dual face to face is believed to be what will cause the apocalypse.
In Antargis, humans are able to use magic as well as Feleans, though they are not as good at it as the native race. In order to achieve the power of a Felean, they must specialize with certain kinds of magic, and they wear robes of certain colors so they may be easily identified among their own ranks. White robes show those of the healing arts, black shows those that study chaotic magic. Red is worn by natural mages, that control the elements, and blue is worn by the magi of energy, magic in its purest form. Green is worn by novices and illusionists, the latter wearing robes with black symbols burned into the cloth with magical fire.
Human mages are shunned by other humans in most cases, as the human fear things they either cannot do themselves or see as being too close to Felean-kind. Human mages also use the Core language for their magic, and so can understand Felean speech.
NOTABLE OBJECTS
Several objects in Altonia are powerful artifacts, or are useful enough that they deserve a section to their own. As new objects are documented this section will be expanded.
Dream-Blade (Serendas)
The Dream-Blade is without a doubt the most powerful magical artifact in existence, and most certainly the most sought after until it vanished along with Larx. It is most often described as being a longsword with a blade of pure silver, and a hilt of gold. It is, however, able to change shape into nearly any metal weapon, so it could easily be a dagger or a greatsword, or even a hammer. The one thing all scholars agree on is that it may only be wielded by one being at a time, and it passes on several abilities to its wielder. For example, it makes the wielder immortal and protected from almost all wounds except those that are self-inflicted, immune to sicknesses (except magical ones such as lycanthropy), and able to call upon vast magical power. It is also accepted that the wielder gains infinite wisdom from the sword.
Amulet of Tongues
This amulet is a Felean-made tool that is bound with some of the most powerful magic usable by any mortal, but has the unique property of being harmless to humans when touched. The amulet is made of gold chain with a white stone attached, which glows red when the magic is activated. The use is simple; it allows the wearer to understand any language and have their own words understood by anyone, including non-sentients such as animals. The origin of this amulet is not known, and after being used by Larx it seemed to vanish, turning up randomly in the hands of Felean, human, and Vali alike. It was even once used by an Akvah.
TIMELINE
This timeline is incomplete at best, and is only approximate. It is used mostly to give a sense as to how long intervals between events are.
0 AC
Altonia comes into being
First Vali’valiss appear
10 AC
Vali War begins
50 AC
First Lord of the Sea, Lord Auquan, is named
100 AC
Felean race first appears, and first tribe forms: Chura
300 AC
Vali War ends
Chura splits into two clans: Chura and Mora
Mecrac first appear
350 AC
Mora clan splits after genetic mutation, creating first canine species. Clans are now the Lunis and Morac
400 AC
Further genetic mutation caused by exposure to raw magic. Morac clan becomes vulpine, and Lunis becomes lupine
Vali’valiss first set foot on land
Remalas first appear
Drakes first appear
Dragons first appear
Feleans learn how to control magic
500 AC
Vali’valiss split into two groups: Auquan and Terran
600 AC
Rodkree first appear
Serac and Lyrean tribes form
Felean language splits into two groups: Core and Edge. Core is used by southern clans, Edge by northern clans
Felix, the only Felean city, is founded by Morah Felix
800 AC
Remalas language is developed
Humans arrive
801 AC
First human town is founded on the coast: Alton
Felean written language is developed, and is universal among the tribes
802 AC
Humans encounter a new race, and wipe it out in fear. Human’s leader gives order to search for others and destroy them
803 AC
Humans found new city, Altran, which becomes their capital
Vali’valiss move north along the coast, causing mermaid myths to spring up among human sailors
900 AC
Humans encounter Feleans (Lunis) and The Slaughter begins
950 AC
Stalemate in the war, humans in the south and Feleans in the north
Cult of Vehmes forms
990 AC
Larx Serac is born
King Malicai is crowned
1003 AC
Larx Serac leaves Felean territory.
Vali’valiss make themselves known for the first time
The Silent Knight appears
1004 AC
Larx Serac claims the Dream-Blade, destroys the Silent Knight.
King Malicai is killed and replaced by his son, Fredrick II
Lord Tyro, of the Adresk dragon clan, vanishes
End of The Slaughter
1005 AC
Larx Serac leaves Altonia, taking the Dream-Blade with him
Human-Felean treaty is amended to allow Felean access to human cities, and vice versa
1034 AC
Arthur (Arc) Semmor is born