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Maja Collisions
So You've Just Been Born/Arrived in/Created in Maja? (Part One)

So You've Just Been Born/Arrived in/Created in Maja? (Part One)

So, You've Just Been Born/Arrived in/Created in Maja?

Brilliantly Authored by the Level 28 [Warrior Poet], Rak Heavyspeaker

Forward from your Author:

I, Rak Heavyspeaker, sincerely hope this appropriately levelled author will be able to guide you through your written journey through the fantastical and convergent realm of Maja! When the Explorer’s and Adventurer’s Guild sought out a worthwhile representative to write this pamphlet that would be read by every newcomer to my home world, I knew I would be the one chosen. The lack of other candidates only confirmed my belief that Flow guided my destiny themself. I spent plenty of time and money adventuring through all the most exciting sites and locales in order to take in the wonderful cultures that permeates Maja. I’ll go into all the detail I could muster and explain everything any visitor may need to know. I give my humblest thanks and recommend to all of my readers to check out my other self-help guides found in any Adventurer’s Guild.

Maja’s (Known) Fantastical Lands and Times:

Unfortunately, even as a well-known [Warrior Poet] and adventurer, I wasn’t able to get permission from the Explorer’s Guild to detail all the findings on lands they’ve discovered and know of. That information was deemed “too excessive” and “unnecessary” for a helpful guide. Regardless! I’ve tried my best and will go into detail what is allowed! Maja currently is commonly known to have three major continents and two highly notable natural phenomena.

Aurora: The continent of Aurora, my bountiful homeland, is a massive, jungle-filled land to the west, opposing the continent of Chlaug in direction. Aurora had sparse beaches, although beautiful, on its eastern coast. Dense and nearly ever-changing forests populate most of the terrain. On the southern tip lies a small series of calm planes that houses few large settlements, most living in tree-topped forest cities. The western coast is covered mostly by the Dragonbane Mountains. These ranges are known to actually be the sleeping body of Tigers Dragonbane, God of Battle and War.

Chlaug: Opposing Aurora, Chlaug lies in the west and is home to the countries of Medinine and Feros X. This continent has much more to see in terms of environments. With an arid desert to the north and arctic tundra to the east, almost any environment is found here, other than the beautiful Auroran mountains and jungles of course. A small volcanic region meets the two areas in and separate them while scattered forests and plains cover most of the western coast.

Evola: One of the most recently discovered continents, this land has very little known about it. Preliminary explorers’ estimates put it at a smaller size than the previous two, both equaling each other in landmass, but this doesn’t excuse it as an easy to investigate place. Many have perished to explore its hostile active volcano region, with fewer having come back to tell about these dangers. Stoic Flame, the explorer duo of Hal and Soot, are the most notable for being the major explorers currently investigating the continent further. I attempted to contact them and offer my adventurer’s skill in their journey, but they refused me stating that my skills were “completely unsuited to helping them.” Their loss as in the end I managed to get access to their reports from the guild regardless.

Star Islands: A set of well-known islands to the north that can be sailed to in order to cross the massive ocean separating the two major continents. Most intercontinental travel is done with this route. The Star Islands are called as such for their distinctly star-shaped distancing, along with the massive mineral deposits in the northern groups that shine iridescently if you were ever to sail by. I actually saw the sight myself and can vouch for their splendor if any readers were to ever visit one of my signings.

Abysmal Sinkhole: Unfortunately, we know even less about this location than Evola. I would visit and brave any danger for my writings, but this one proved too dangerous even for myself to visit. The only known facts about this area is that it is an indescribably vast opening in the ocean to the farthest south-western edge of the world. It gains its name from the last recording of an assumed perished explorer where his last words were describing “this abysmal sinkhole” followed by empty rushing for several hours until the connection cuts.

The current year, as of this pamphlet’s publishing date, is what’s officially known as the year 1102 of the Magnet Era. Here in Maja, we follow a simple Era dating system that goes as such.

• (H) 0-100, Hydric Era

• (He) 101-200, Helios Era

• (Li) 201-300, Lithic Era

• (Be) 301-400, Berries Era

• (B) 401-500, Boros Era

• (C) 501-600, Carbon Era

• (N) 601-700, Nitric Era

• (O) 701-800, Oxen Era

• (F) 801-900, Flowered Era

• (Ne) 901-1000, Neon Era

• (Na) 1001-1100, Salt Era

• (Mg) 1101-, Magnet Era

Species and Races to Know About:

Depending on where you came from, this may be your first time seeing people who look different than you. Don’t worry, most of us may look like monsters to you but we're harmless. Maybe don’t ask what exactly they are but hopefully this guide can work as a simple basis for your understanding. Many may have individual rules, beliefs, and cultures so try not to press people you don’t know too much. "Hello! May I ask what you are?", is another of my published works that explains details of other races for new [Diplomats] out there, but a general rule I can tell you right now is to leave others alone unless asked not to.

If you spot this narrative on Amazon, know that it has been stolen. Report the violation.

Humans: The most common sentient race throughout the realms, it seems like they live anywhere and everywhere. Humanoid is used as a general term for races because of their familiar appearance. Odds are you, my fair reader digesting this, are what might be described as humanoid. They don’t have any particularly special traits so are used as a standard average amongst species as well. They live around 80+ years and grow to adulthood by the age of 18 averagely. Most reach a height of 6 feet and can range a half foot or so with exceptions. They have males and females that pair for children. Honestly, they have such common features amongst many races that even I almost forgot to include them till it was mentioned to me.

Elves: A much longer living humanoid race, they’re the 2nd most common race in the realms. The average elf can grow as old as 200 years old but have been known to be as old as 500. They appear like humans to most but sport lengthier, pointed ears and tend to be slightly taller and slimmer than humans on average. Their skin comes in more shades than humans but, unlike mankind, this can tell differences in their subspecies. Wood and High Elves have similar skin with natural tendencies to prefer outdoor or cityscape environments. Drow or Dark Elves have ebony skin and can see incredibly in the dark but lack the far sight their cousins do.

Beast People: This is a general term for humanoids that have animal characteristics. Most Beast People can be either immigrants from other closed or destroyed realms and include one of the most varied subspecies discovered. I, as a bull/cow beast person, would be commonly referred to as a minotaur. In my travels touring the continents I’ve come across speedy Hares, ancient Turtles, and ferocious Lion men.

Orcs: Orcs are usually aggressive-natured, green-skinned humanoids that have similar biology as humans. Some may develop tusks that protrude upwards from their jaw while others can change entirely into a different subspecies. Orcs differ in subspecies in that they change depending on how they live their life. In what is commonly known as Body Orcs and Mind Orcs, they can change into these 2 variants. Body Orcs are slightly taller on average with a massive increase in strength beyond natural limits, while Mind Orcs lose mass and develop slender bodies with incredible intelligence. Mind Orcs have even been known to have telepathic or telekinetic capabilities in rare cases.

Dwarves: Dwarves are a much shorter race with few exceeding five feet in height. They have a similar life expectancy as elves but tend to not break 300 years of age at most. True Dwarves only appear as male but mixed blood can cause a rare female dwarf to be born. They almost always have lengthy, bushy, beards that grows too fast to keep clean shaven. You will rarely find a dwarf without something to work in their hands when above ground. Dwarves are naturally severely agoraphobic, being a people that live underground in close knit clans. When nervous or above ground, many cope by handling stone or carving, a commonality amongst them. Around strangers they tend to speak gruffly due to crippling anxiety but when you become close to a dwarf, as I have to an honest friend of mine, they open completely and have a great sense of humor.

Elementals: A general term for people made entirely of an element, these people come in many variants and hail from the elemental planes normally. They normally have no need to eat in their home realm, but can do so for enjoyment or even eat their own element to make up mass lost. They are ageless, but as many are realizing on Maja, not undying. They all differ in personality and shape, but most will retreat from a lethal threat with an almost unhealthy paranoia when confronted with danger. Water, Fire, Earth, and Air are the most common elementals, but rare others have been heard to be spotted. Unfortunately, I, despite my best efforts to traverse to a rare elemental plane, have been unable to meet one such person.

Forsaken: Another humanoid race, these red-skinned people sometimes can grow pointed tails or horns as well. They appear as what many would call ‘devils’ in other worlds but don’t confuse this yourself! Forsaken rarely possess the ill intent associated with their appearance. While sometimes practical, they have no need to eat or breath and only need emotional sustenance to live. They get this by holding onto family and friends closely or working helping others as honest merchants or musicians. Never forsake a Forsaken, is my simplest advise here.

Goliath: Descendants of Giants, this humanoid species can grow anywhere from 7 to 12 feet tall. They have jolly natures like their ancestors but otherwise have similar lifespans as humans. Not much to note on them other than their appearance matches their name.

Merfolk: Differing from Beast People, Merfolk hail from the Plane of Water originally. They are fish-like humanoids that can have anywhere from simple finned appendages to a full fish’s head and slender lengthy finned bottom half. Plenty are friendly and willing to party with others but they don’t take kindly to trespassers in their homes.

Engrain: Engrain are terms for mechanical or man-made sentient individuals. Most are long-term refugees of the Mekanis, their home realm. Many still seek to understand mortal feelings and have no sense for lies or lying. The occasional ones I’ve had the pleasure to meet were some of the kindest souls I’ve ever met.

Scaleskins: Proud, bipedal people that have a dragon’s head and tail. Scaleskins are descendants of True Dragons that lost much of their ancestors’ power and lifespan with their mortality. They are unable to breath any breathe attacks except in the utmost rare cases, and even then, the ability is almost always lethally dangerous. Tough scales protect them from lots of minor injury’s however and many have some type of natural immunities. They are another common race that come from Maja and other realms.

Impkin: This is a term to refer to any of the numerous species that populate every place. Many are shorter than even a dwarf, Impkin averaging 3 feet tall, and have a boundless amount of energy. Goblins and Imps are the 2 most common subspecies, but less common variants exist in other areas.