Leotera is a thoroughly developed world based around fantasy and magic.
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Tradition. Explanation of Tradition.
Tradition. Explanation of Tradition.
Tradition. Explanation of Tradition.
Superstition. Explanation of Superstition.
Superstition. Explanation of Superstition.
Superstition. Explanation of Superstition.
Taboo. Explanation of Taboo.
Taboo. Explanation of Taboo.
Taboo. Explanation of Taboo.
Common-tongue is the most common and well-known language in the land (Leoterran equivalent to English). It's taught in most major public schooling as a staple, as it can be hard to communicate without at least some basic fluency.
Illusole is the native language of Illumaria (Leoterran equivalent to French). While Common-tongue is considered essential in this area, Illusole is often taught in higher-level education as it's revered as a divine language due to it being the language of Solareo, the God of the Sun who resides above Illumaria. While it's mostly used in Illumaria, Illusole is also present in Prismaria, as the newer kingdom's territory was once Illumarian territory.
Draconic is the native language of dragons, who used to rule over Leotera long ago. The language has all but vanished, just like it's creators. It's a very difficult language to learn for those who weren't raised on it, often being runic in written form and full of consonants. It lives on only among the dragon-hybrid reservations throughout Leotera, serving as one of the few reminders the hybrids have of their ancestors.
Fyrinne is the native language of the kingdom of Feyre. Little is known about it by non-natives, and Feyre is one of the few places where Common-tongue isn't a staple in education.
Biome type.
Biome type.
Biome type.
Biome type.
Holiday. Explanation of Holiday.
Holiday. Explanation of Holiday.
Holiday. Explanation of Holiday.
In Leotera, and throughout the four realms, magic has a system that allows it to work the way it does.
Individuals often have a specific affinity for one of the four classes (or subclasses) of magic, Elemental, Technical, Divine, or Raw. This affinity can differ base on race, genetics, or significant life events/trauma. Some individuals can have affinities for several subclasses of magic, or even several classes of magic, although this phenomenon is extremely rare. Some Affinities and Classes of Magic are listed below.
Affinities often develop at an early stage in life, anywhere between the ages of 5-8. Late development often is the result of 1 of 2 reasons: 1) MDS, also known as Magic Deficiency Syndrome, or 2) a high amount of magic energy.
Magic Energy is a separate entity that coexists with physical energy. It often responds to mental stimulation, namely emotions. The more Magic Energy an individual has, the more power they have. Magic Energy travels between the Planes of Magic, which are layers of reality that connect to one of the four classes of magic. Magic Energy can grow at different rates depending on race, with humans having the highest capacity for growing Magic Energy. An Individual sacrifices their Magic Energy for the ability to cast a spell synonymous with their affinity, which links them the matching Plane of Magic. Once all of an individual's Magic Energy has been used, they will then begin to sacrifice Physical Energy to use magic. This can be dangerous, causing severe injury and even death, if more energy than available is used.
Oracle Magic - Divine Element.
Solar Magic - Divine Element.
Lunar Magic - Divine Element.
Fire Magic - Elemental Element.
Ice Magic - Elemental Element.
Water Magic - Elemental Element.
Wind Magic - Elemental Element.
Earth Magic - Elemental Element.
Plant Magic - Elemental Element.
Dark Magic - Elemental Element.
Light Magic - Elemental Element.
Raw Magic Element.
Technical Magic Element.