Tales of Avalris World Information and Lore

Magic

Magic in Avalris can be easily divided into six main elements: Fire, Water, Earth, Air, Light and Darkness. Each of these have different uses and overusing magic can backfire horribly due to excess mana building up in the body; with higher level spells causing negative side effects much quicker.
  • Fire is the primary offensive element. At lower levels, it can create a small stream of fire to attack opponents, but a high-level fire caster can create towering infernos and flaming twisters to destroy all in their path. Overuse of fire magic will cause major burns on the caster's body. Continuing to use fire spells after this will eventually cause the caster to rather spectacularly burst into flames.
  • Water is a mainly defensive element, being used to soak up attacks. However experienced water users can manipulate water into destructive tendrils or lower its temperature to form spears of ice. Overuse of water magic will lower the body temperature to dangerous levels, eventually leading to death.
  • Earth magic is both defensive and offensive, primarily being used to create barriers to trap opponents or by time to escape, but also useful for creating stone spikes. Overuse of earth magic will cause a rigid stone-like layer to form over the caster's skin, stopping them from moving and blocking airways.
  • Air magic can be used to boost movement speed or performance feats such as leaping over previously impassable obstacles. A talented caster of air magic can use it to lift themselves, or others, from the ground, creating an effect similar to levitation and telekinesis. Overuse of air magic will cause air bubbles to form in the caster's blood, leading to death.
  • Light magic is mainly used for healing but also drives off undead and demons, harming or even killing them at higher levels. Overuse of light magic will cause the destruction of the body and transform the caster's soul into a being of light free from the cycle of life and death. However, these creatures are doomed to wander the mortal realm for eternity, unable to interact with it in any way.
  • Dark magic is used to summon demons, raise the dead, or sap the life force of others. Overuse of dark magic, in contrast to overusing light magic, will destroy the soul and twist the body into an empty husk with sharp claws and jagged teeth. These abominations are known as ghouls and roam the land, killing and devouring anything that moves in an attempt to satisfy an eternal hunger until they are killed themselves.
Enchanted items
Items, such as rings, amulets, wands, or staves, can be enchanted to absorb some mana from a specific element when that spell is cast, lessening the effects on the wielder. For example, if a staff is enchanted with fire magic, then it will absorb mana from fire spells and allow the wielder to cast more fire spells, which will be channelled through the staff, without endangering themselves. However, some mana will still seep into the caster's body and the mana will begin to break down the weapon over time, allowing more mana to enter the caster's body and eventually destroying the item. Enchanting is widely practiced and there are professionals in each major settlement who will enchant items, for a fee. The process takes a day once it has been started, and different enchanters can do different enchantments:
  • Human Enchanters can perform all kinds of enchantments equally, but not to the quality of specialists from other races.
  • Dwarven Rune Priests are excellent for fire enchantments, but make the worst quality enchantments for other elements.
  • Elven Adepts create the best air and light enchantments, but are horrible at other elements.
  • Aarbrokian Nightspinners create superior dark enchantments, but create poor enchantments for other elements, and cannot perform light enchantments at all.
  • Siavian Spellweavers create the most powerful enchantments known to Avalris, but can only create water enchantments, and nothing else.
  • Arghinian Lorekeepers create powerful earth enchantments, but have difficulty in enchanting anything else.
  • Orcish Shamans can create incredible quality enchantments for all elements, but the process takes far longer (An entire week) and they will only do so for allies or friends to their tribes.
Familiars
When an individual with particularly powerful magic is born, an animal will hatch/be born at the exact moment of that person's birth and their souls are bound. The two typically meet after ten years. These are familiars. Familiars and those they are bound to can communicate telepathically and are effectively two halves of a single being. Should one half of the bond die, the other will perish immediately; while familiars are essentially ageless themselves due to the magical binding, they will still perish along with their masters. Likewise, they can still be killed, which will in turn kill the familiar's master. As such, both the mage and the familiar must work to protect each other to ensure survival, particularly if either of them is weak or frail.

Birds, wolves, boars, reptiles and domestic animals are common familiars, but nearly anything can be born as a familiar to a human, elf, dwarf or orc, and those chosen by the gods can have their familiars transformed into much more powerful creatures, such as turning a snake into a dragon.
 
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The Pantheon

Gods:
There are a total of seven gods of Avalris, each of them residing in their own plane of existence and governing a different aspect of the land and its people. The avatars described below are just their usual forms, and they can take any form imaginable, and even some beyond imagination. Many gods have taken the form of a person and produced children with mortals.
  • Slithor is the creator of the other gods, as well as Avalris. For this reason, he is the god of light, creation and life. In his rare dealings with mortals, he takes on the form of a towering colossus made entirely of yellow and white energy. He has no children within the mortal realm. His servants consist of angels, and also magical constructs referred to as Praetorians, which are made of stone and golden metal and held together by the same energy that makes up their master's avatar. Slithor's realm is permanently flooded with a white mist, and even the ground appears to be made of mist, yet is surprisingly solid
  • Azarax is Slithor's first creation, his most trusted ally, and yet also his polar opposite. Commonly referred to as the Deathlord, Azarax is the god of death, destruction and darkness. His avatar is terrifying sight, resembling a huge dragon-like humanoid covered in jet black scales with four glowing red eyes, four powerful arms, two muscular legs, and a pair of charred bone-like wings. His body is constantly producing a thick black smoke and he wields a huge axe. His servants consist largely of undead, though he also has a few demons at his disposal. He has a son and a daughter within Avalris. His realm is split into multiple areas: A huge island paradise free of suffering for those who have been deemed worthy, a hellish field of fire and brimstone for criminals, and Azarax's own fortress, a crumbling ruin devoid of either life or light and filled with shambling undead and ghouls waiting to be unleashed when the world is brought to an end.
  • Yasis is the goddess of war and conflict, though does not get along with Azarax despite their overlapping roles and the two frequently disrupt each other for this reason, to the point that it is prophecised that the war will end due to them settling their differences in the mortal realm. She both starts new wars in times of peace, but also has a tendency to end wars that are dragging on by obliterating both sides and forcing them to rely on each other to rebuild. Her usual form is that of an animate suit of plate armour that looks as if it is being worn by a human or elven woman. In battle she wields a greatsword capable of cleaving targets in two with a single strike. She has a single daughter in the mortal realm, but the two are not on good terms. Yasis' servants consist almost entirely of demons, but she has recruited several dragons as well. Yasis' realm consists of a huge battlefield with a great fortress at each end, constantly training her minions to grow stronger and stronger for when the world is beyond redemption and must be cleansed.
  • Alena is the goddess of luck and fortune, and the one both thieves and soldiers alike pray to often. She normally appears before mortals as a bizarre glowing mist, constantly shifting and changing colour. She can alter the luck of mortals at will, and will punish those who displease her by plunging them into constant disaster. Her realm consists of just a single hallway, leading up to a giant throne at the end. She is said to have children, but none are confirmed. She has no servants.
  • Cymus is the god of magic, and the personal favourite of nearly any mage. His avatar is a 7ft humanoid with silver hair and glowing blue eyes and veins, as mana flows freely through his body. He has a grand total of six children, one to represent each element, and his realm consists of a colossal island floating in the air above a raging sea. A lone tower exists on the island and is full of everything a mage could ever need. He commonly appears before mages to offer guidance and advice. His servants are elemental spirits, covering every aspect of both nature and magic.
  • Lyvla is the goddess of mining, smelting and craftsmanship, and the most worshipped by dwarves. She has no particular avatar, but has a single son. Her realm is full of mountainous peaks, with molten metal constantly flowing the the Celestials' Forge at the centre of the realm. Her servants are stone golems and trolls.
  • Eldon is the god of lies, plots, and secrecy. Like Lyvla, he has no avatar. Unlike her, however, he never takes a physical form, instead becoming a disembodied voice whispering into the ears of his victims and corrupting them. His realm is just an empty void, and his servants are just those who have allowed themselves to fall under his control.
Demigods:
The sons and daughters of the seven gods. Demigods are far more powerful than regular mortals, but not quite as powerful as their parents, and stop aging once they reach their race's equivalent of a thirty five year old human. Each demigod has a familiar and they also have abilities relating to their parents. Their bodies are much more tolerant of mana, allowing them to cast spell after spell without a problem.
  • Remus is the son of Azarax. He is a 300 year old half-human and often speaks with hostility when dealing with regular humans. He can create storms based entirely on darkness, capable of draining the life force of any mortals trapped within. His familiar is the black dragon, Alzruss, who shares his aggressive personality. He and his sister are destined to aid their father in bringing about the end of the world when the time comes at last. He fights with an axe like his father.
  • Thera is the twin sister of Remus, but is far calmer than her brother and wishes simply for her and her brother to find peace among the mortal realm until the gods declare the end of the world. She can create dark mists thick enough to cloud entire cities and her familiar is the purple dragon, Zeirlarril, who shares Thera's calm and welcoming nature. She mainly uses magic in battle, but also has a scythe for melee combat.
  • Mira is the daughter of Yasis, and the youngest demigod at the age of just 16. She is half-human and, despite her heritage, tries to avoid violence unless she has no other option. She is strong enough to lift and throw a fully armoured knight with one hand, and usually fights with twin swords when forced into combat. Her familiar is a dire wolf with incredibly dark fur named Onyx. Mira's refusal to side with her mother has lead to Yasis making several attempts to kill her own daughter, going as far as sending a dragon after her. Mira survived thanks to the aid of two other demigods, but is now terrified of the mere mention of dragons. Due to her young age and inexperience, Mira is one of the weakest demigods.
  • While it isn't known to any but a select handful of mortals, Arbane is the half-elven child of Alena, and is 1,292 years old. He was one of two demigods to find Mira as she was attacked by a dragon, and aided in saving her life. He treats the younger demigod as a little sister, often aiding her whenever she needs it. Arbane is selfless, and often goes out hunting and foraging purely to split the food among others. He had two half-siblings and a twin brother. His twin brother and a half-human sibling were both killed by ghouls, leading to him resenting them more than most. He has exceptional luck and has taken would-be fatal injuries but miraculously recovered from them and has a He fights with an elven longbow, but also carries a dagger for self-defence. His familiar is a falcon named Loki.
  • The second surviving child of Alena, Dura is 300 years old and a half orc. She is proud and arrogant, yet is protective of those close to her, particularly Arbane, Thera and Mira, as well as being one of Remus' few friends. She was with Arbane when they encountered Mira being attacked and rushed to Mira's aid, being the one who landed the fatal blow on the beast. She fights with dual axes, and has just as much luck as her elder brother. Her familiar is a dire boar named Hercules who often ends up being used as a mount.
  • Celan is a half-elf who is 2,500 years old, and the oldest of Cymus' offspring. His specalisation is fire magic, and he can create flames hot enough to melt through steel plating within seconds. He is always calm, no matter the situation, and cares deeply for his five siblings, often acting as a voice of reason and also offering guidance to them. His familiar is a phoenix named Kasaia. He relies entirely on fire magic in battle, and carries an enchanted wooden staff with a red crystal at the top to further improve his powers.
  • Cymus' second eldest child and his first daughter, Vinia is a half-human woman who's 1,500 years old and serves in Ironcrest as a priestess to both Slithor and Cymus. Her specialisation is light magic and she has a Dove named Astrid as a familiar. She tries to avoid fighting, normally creating bright flashes to blind opponents before fleeing. She is incredibly soft-spoken, a fact that makes her get along with Thera incredibly well.
  • Angulf is Cymus' second son. He is a loud and boisterous half-dwarf who fights using a battleaxe enchanted to channel his powers through impact. He specialises in earth magic and is 900 years old. He frequently gets drunk, much to the disappointment of his father as well as his serpent familiar Skorad. By slamming his axe into the ground, he can cause localised earthquakes or cause stone spikes to burst from the ground.
  • The second daughter of Cymus was a half-elf named Erisinia who specialises in dark magic. She is 650 and has a raven named Yamys as a familiar. She is near-constantly cheerful, but has an unsettling tenedency to use violence as the first solution to a problem. She can manifest shadows into physical objects to grab, slash, crush or impale her enemies. She carries a wand made from ebony wood that she uses to further improve her power.
  • One of Cymus' two youngest, Emrys is a humble and unassuming individual and a half-human. He is 465 years old, yet quite possibly Cymus' most intelligent child, being able to match wits not only with Cymus, but even with Slithor. He specialises in air magic, being able to create winds strong enough to uproot trees and even toss them at opponents. He is also incredible curious and constantly in pursuit of knowledge, frequently conducting experiments. One such experiment quite literally blew up in his face when he was seventeen, and it irreversibly halted his aging prematurely. His familiar is an eagle named Ariein. He carries a journal in which he records his findings, though it has also been enchanted to act as a spell tome.
  • Lysine is the twin sister of Emrys, and a water specialist. She is generally pretty upbeat and friendly, though generally comes across as a bit of a ditz. She is protective of her siblings, but is especially close to Emrys, often helping him in his experiments. As a result, her aging also halted at seventeen as she was caught in the explosion. She can create localised floods and breathe underwater. She wears a circlet with a sapphire in it to channel the mana into when she uses her powers.
  • Vonrik is the half-dwarven son of Lyvla. He is 500 years old and has the troll, Aldirmir, as a familiar. He is widely considered the best blacksmith in all of Avalris. He cannot speak, and so Aldirmir acts as his voice.
 
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Races of Avalris (WIP):

Humans:

Avalris' humans are the most common race on the plains, vastly outnumbering the orcs and building great cities to keep themselves safe from harm. While they are the least magically adept race, and therefore needing to put far more effort into arcane study to keep up with the other races, they make up for it with adaptability and tenacity. Many humans make a living by travelling from place to place to gather and sell wares, before returning to their home cities with their profits. They are closely related to the elves, and distantly related to dwarves. Humans are ruled by a group calling themselves a kingdom, but they are in reality an alliance of individually ruled city-states. The human 'kingdom' is in a state of peace.

Elves:

Dwarves:

Orcs:

Arghin (Are-gin):

A race of lizardmen found primarily in the western areas of Avalris.

Aarbrok (Are-brock):

A race of beings that have a humanoid upper body, but the lower body of a spider. The upper body can be of various species, with humans being the most common, but elven and siavian varieties exist as well. They are nocturnal and therefore rarely seen in the light, but are known to inhabit every climate in Avalris, being the most widespread race.

Siave (See-av):


A race of fish-like humanoids dwelling around the shores of Avalris.
 
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