Materian
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The native citizens of Materis. Though they have little in the way of magic - for most of their history magic has always been a fantasy - they have created a grand technological empire.
These people have lost much over the years. Countless wars, borne from jealousy and greed, the rise and fall of great civilisations. But no matter what life has thrown at them, they have continued to grow, to learn, and to advance. Even when the Coalescence sundered the world as they knew it, forcing their advancements back centuries. In the face of any adversity, the Materians would always persevere.
Materian Biology
Materians are bipedal creatures. Their bodies are made up of two arms, two legs, a torso, a neck and a head. They have a number of biological systems, including (but not limited to) the cardiovascular system, the muscular and skeletal system, the immune system, and the respiratory system. These systems drive the daily functions of their body, such as breathing, eating, and moving.
Certain characteristics like hair colour, eye colour, skin colour, facial features, height and build see a great deal of biological variation. These variations can be influenced by genetics and environmental factors.
INFO: Common Stages of Materian GrowthMaterians are considered infants between 0 yrs and 2 years, children between 2 yrs and 12 yrs, adolescent between 12 yrs and 20 yrs, adults between 20 yrs and 90 yrs, and elderly beyond 90 yrs.
Where Do They Thrive?
In the early days, Materians needed to rely on building their settlements near bodies of water, in regions where natural resources were aplenty. Quite a lot of those older settlements have survived to this day, but they don’t quite have as great a need to settle in such places anymore thanks to their technology.
With the advancements they have made, they can rely on their technology to alter regions. Essentially, forcing a region to fit the parameters required for their survival. In particular, being able to successfully shelter lands from potential harsh environments, has proven to be a great asset in their expansion across the world. Even with the setbacks caused by the Coalescence, they have been able to adapt and relocate quickly and efficiently.
Adapting To The Climates
Materians excel biologically in adapting to climates that to other creatures would be extreme or even deadly. They have their limits, of course, but from the coldest, snowy regions to the expansive, hot and exhausting deserts, the Materians are able to adapt and survive.
This is in part due to their ability to regulate internal processes, such as body temperature. In extreme cases (e.g. freezing temperatures, blistering heats), Materians are still affected, but generally it takes longer before any detrimental side effects kick in.
Aside from their natural capabilities, Materians have developed a number of ways using technology to help them delve into climates that would otherwise cause them a whole lot of stress. Or even death.
From complex systems built into certain structures, like houses or offices, to handheld equipment and protective gear. There are no end of methods that the Materians have utilised over the years. They are even starting to attempt delving into inhospitable regions created by the Rift, though they have yet to have any success in these expeditions. This is considered to be a minor setback though - for them, any data gathered from the failed expeditions can be used to improve upon their current designs.
A Strong Sense Of Community
Materians are extremely social creatures, preferring to stick in groups. This has become even more apparent over the years. The war between them and the Dyrus, as well as the dangers coming from the Rift , has led to the firm belief that there is safety in numbers.
Going it alone can be met with one of these viewpoints:
- The person has a death wish, because no one survives out in the world for more than a day if they’re completely alone
- The person has an elite skill set that allows them to traverse the land alone whilst avoiding (or dealing with) any potential threats
On an international scale, the Materian colonies darted around Amalgia are generally on good terms with each other, to the point where they have a steady, constant contact with one another. There are of course some outliers to this, but these communities are seen as a rarity and more often than not there is a very good reason why they have been ‘exiled’ from the wider communications network.
We huddled inside the compound for days. Cold. Borderline starving.
Really, we should have been at each other’s throats - I mean I barely knew half the guys with me and I definitely didn’t know the rest. Strangers, the lot of us, but somehow we managed to keep our cool even as the blizzard raged on and on outside.
The chances of anyone coming by to rescue us were pretty slim. I think we all knew that at least. Between the busted radios and the Dyrus swarming the area, it would’ve been a miracle. Turns out we got one in the end. And somehow we all managed to keep it amicable right up until the rescue vehicles arrived.
I still talk to some of those guys. Who knew you could make friends to last a lifetime whilst you’re stuck half-way dead and hoping for a miracle?
The Magic-less
Lacking an Internal Magic Reservoir (IMR) and way to naturally convert and control magic left Materians at a disadvantage for many years. Magic ran rampant and their enemies used it effortlessly, but the Materians struggled to combat such power.
Over the years, many Materians have sought to try and harness it, to varying degrees of success. In today’s society Materians have a device known as the Acolytes Glove. It acts as a means of magical conversion and control, and is fitted with a built-in storage system to allow Materians to recharge the glove at an External Magic Reservoir (EMR) since they can’t utilise their own magic.
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142 years (Males)
147 years (Females)
Average Height
Varies by region, typically between 5'4"-5'11" for females and 5'7" - 6'3" for males
Variant Eye Colours
Variant Skin Tones
"To my brothers and sisters across the globe, the good sons and daughters of Materis, I give you this message:
Do not lose hope."
Naming Conventions
Forenames vary from culture to culture. Perhl takes inspiration from British names, Satiere takes inspiration from Scandinavian names, Diamon takes inspiration from Indian names, Emerand takes inspiration from Hispanic names, and Ruberus takes inspiration from African names.
Surnames share a common convention across Materian cultures. This wasn’t always the case - many, many years ago each culture had their own variations, but with the Coalescence came a desire to share at least one commonality amongst the people. From that moment, they showed their union across the globe by creating a shared convention for creating their surnames.
They are made up of an item or a creature followed by a noun or an adjective. Variations are found from region to region. Some may use the format ‘Item-Noun’, whilst others may use ‘Creature-Adjective’.
Example surnames:
Arrowheart, Beetlebell, Castlemoon, Doeblue, Eaglebrave, Fireripe, Gardenred, Hammercruel, Icewhite, Jackalbright.
Surnames are chosen 28 days after the birth of the child, during a ceremony known as the Weaving Way.
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