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Writer's pictureT.D. Dracken

Races of Terebethia Highlights

Terebethia is a world full of magic things, people, places, and races. While the terrain of the planet can vary greatly, the races that inhabit it may be even more so. Races ranging from Ogres with fart magic at their disposal all the way to Kiln with their proud warrior culture can be found. Here are just a few highlights from the list of thirty-five races that would be known to the general public of Terebethia.

 

Ogres – Ogres are an offshoot race of Giants and are believed to be the product of magical manipulation or exposure to chaotic anomalies. They tend to possess darker skin, typically earthen hues of brown or tan, that is somewhat leathery in appearance. Their range of hair colors can very greatly in color, including some that would seem unnatural to other races.


Lending credence to the idea that they are a product of magical manipulation is that Ogres may be born with a single central eye or even two heads that are able to somehow control their shared body. The latter has led some to speculate that two-headed Ogres may in fact only be one individual with two personalities that manifest at once.


Ogres are more outgoing than Giants and are more likely to travel out into the wider world of Terebethia. Though, due to their slower way of speaking, and often juvenile sense of humor, they are often considered to be stupid by many. Many an unwary merchant or traveler have found themselves on the losing side of business dealings or victims of pranks who thought they were dealing with less intelligent individuals. If people approach them with respect and the understanding that they are just as intelligent as any other race, they will generally be treated in kind with the exception of the occasional joke or minor prank at their own expense.


Unlike most other races, Ogres can lay claim to inventing an entire school of magic that is distinctly their own and rarely used by other races. Fart magic.


Kiln – The Kiln are a direct offshoot of the High Guard race and are the most diverse when it comes to the difference between its male and female members. Female Kiln are called Valkyr and average around seven feet tall and have large feathered wings. Male Kiln are called Battleborn and average around eight feet tall. Unlike the Valkyr, the Battleborn have no wings and are of significantly thicker and muscular build.


As a whole, the Kiln are known for their strength and skill in battle and their skin tones and hair colorations are similar to that of Humans. They are, in general, a proud and noble race that views the occupation of paladins to be the very highest of callings. Kiln typically have decent magical potential, though their magic mastery is often focused on supporting their efforts in or related to physical combat. The vast majority of the Kiln civilization is built upon and within an enormous mountain named Valkyrn, though it is more commonly called The Forge.


Lung Dragons - The Lung Dragons, or Long Dragons as they’re also called, are the least common of the Terebethian Dragons and are the most visually distinctive. While most Dragons have more typical builds, the Lung Dragons have thinner and elongated bodies and fly by channeling their innate magical natures rather than using wings. Their elongated bodies allow them to wrap themselves around opponents similar to a constrictor snake. They also posses a pair of magical lungs, in addition to the lungs they use for breathing, that grants them the ability to breathe a variety of magical based breaths. While the Lung Dragons first appeared on Vorlaine and call the continent home, it is theorized that they are of Elemental descent.


Lake Wolves – Lake Wolves were the ancestors of all the Werewolf subsets that originated on the continent of Acadia. Unlike the other Acadian Were-races, the magic from the chaos magic fount within the Blessed Lake heavily affected them far beyond just their initial transformation. This lingering chaos magic in them caused their descendants to further transform, and often gain magical affinities, to fit the environments in which they lived. Because of this trait, there are no known surviving Lake Wolf populations.


Badlands Wolves – It is believed that the Badlands Wolves descended from a group of Lake Wolf outcasts who managed to make their home in, and were ultimately transformed by, one of the most barren and hostile regions on Terebethia. The Badlands are a volcanically active area of Acadia where food is scarce and many of animals fit for hunting are larger and more violent. This food scarcity, combined with the difficulty in bringing down prey, caused the Lake Wolf inhabitants to develop smaller and more lean builds and what many other races would view as hyper-aggressive natures. They also developed a natural affinity for fire magics and a fire resistance that makes them immune to anything less than the heat of a forge or magma. Skilled Badlands Wolf casters are known for their ability to use magic to increase their fire resistance to the point that they can wade into rift-fueled magma lakes in order to hunt magical creatures that dwell in them. They are, understandably, not fond of the cold.


While they are not necessarily violent towards other races, they are less patient and always seem to be eager to spar against any who seem like they would pose a fun challenge. Badland Wolves are also known for being able to coordinate flawlessly with each other without spoken direction from years of practice in hunting prey that requires multiple Wolves to bring down.


Humans – Humans are the original, and initially the only, residents of Terebethia. They have no particular natural tendency toward any one type of labor, creativity, or style of living and generally choose to do whatever suits each person individually. As the most numerous of the races on Terebethia, you can find exceptionally skilled humans at or near the top of their chosen fields whether mage, general, inventor, or whatever vocation they found themselves in.


It is believed that the early Human inhabitants had within them all the necessary latent DNA to spawn most of the other races that are native to Terebethia. When they were exposed to certain environmental factors their offspring would be born one as one of the races. It is also believed that some individuals possessed the ability to force traits to the surface and transform the individuals directly. All studies and magical investigations have found that there is no longer such genetic diversity in Humans and new races surfacing unexpectedly from them is no longer possible.

 

I hope you enjoyed this glimpse at a part of the surprise that I mentioned previously, and no, I'm not prepared to say what that surprise will be except that more glimpses of it will be shown in the future.


Also, I wanted to share some other fun information. I've recently been gifted with a wonderful professional writer's program that will allow me to better organize all of the details, characters, races, adventures, and how everything in this massive Magic Realms series fits together. Additional preparations have included taking the many adventures/future novels and working out exactly where many of them fall in the greater overall timeline.


This has resulted in additional work that's slowed the creation of content for my Writer's Corner somewhat, but the long term result will be stories that can be more intricately woven together and written more quickly. I will also be working on putting all of my other stories into this program as well, including Drifters.


The best way to describe this program is that it is a productivity enhancer that allows for the tracking and easy organization of every nit-picky story detail that would have formerly been scattered across multiple word documents, stories, spreadsheets, maps, and hand-written notes. If I find this program to be as useful as I expect it will be, I will reveal the name of it and give it a glowing review some time in the future!


Until then, enjoy and read on!

 

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