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Selkens

Selkens are the humanoid race most associated with the earth. Over half of their population have magical capabilities, with a higher percentage of earth mages among them than is found among any other race. They are also statistically more likely to be born with duality. In these instances, earth is commonly one of the two elements.

Besides a connection to the earth through magic, Selkens traditionally respect nature. While they build, farm, and hunt, they work to integrate themselves into the world around them rather than changing it to suit themselves. They consider both the earth and the sea to be sources of life and deserving of respect.   Early seafaring Selkens were the first to use the stars for navigation, aided by their increased night vision. They are also credited with the invention of both the astrolabe and the sextant, as well as many earth magic enchantment techniques for tracking and wayfinding. They were the first to track the movements of the stars, using them to measure time and create a calendar. Recently, historians have translated notes by the ancient Selken astronomer Perines (early Integration Era) that contain her calculations for the curvature of the earth.

Basic Information

Anatomy

Selkens have the same general structure to their anatomy as most of the other humanoid races. The feature that truly sets them apart from other races is the shape of their ears. Selkens' ears, while still set to the side of the head as the rest of the humanoids', are soft and flexible, covered in a thin layer of fine fur that usually matches their hair color. Their inner structure is almost identical to that of other humanoids, simply being a bit more sensitive, while their outer shape seems most similar to cats' ears.

Biological Traits

The average lifespan of Selkens within more isolated clans is 60 to 70 years, while those who live in areas with better access to physicians and medicine often live 80 to 90 years. Like any humanoid race, their weight can widely vary; however, they typically have a more athletic build due to valuing active work that connects them to the world around them. Women on average are a bit shorter than men. While the average ranges from 5 to 6 feet, there are members of the race who are shorter or taller, though never by more than 6 inches beyond the average.

Genetics and Reproduction

Selkens have the shortest gestation period of the humanoid races, with infants developing for about 7 months in their mother's womb before live birth. Their lungs and digestive systems are fully developed earlier than those of other races, though they remain smaller than infants of other races. While this makes them more vulnerable for their first few months of life, it also makes birth easier on Selken mothers, with their labor being quicker and less dangerous than that of women from other races.

Growth Rate & Stages

Selkens mature in about 18 to 20 years, reaching adolescence at age 13 or 14. On average, children begin to walk about 6 months after they are born, and are capable of climbing well at a year old. Speech develops relatively late, with 3 years old being when toddlers typically say their first words. Before that time, children communicate through sounds and signals, taking in the world around them. A few even begin to develop magical abilities before they can speak, with the youngest showing signs of their original element at age two. It is more typical, however, for Selken mages to begin showing signs around age 4 or 5.

Additional Information

Social Structure

Selkens typically live in clans, which can follow either a patriarchal or matriarchal hierarchy. Forest Selkens are more closed off than sea Selkens, with the former keeping to themselves apart from limited and carefully controlled trade and the latter freely trading and sharing their culture with the races around them. Larger Selken settlements are likely to be matriarchal, as these clans value settling in one area and tending the land. Patriarchal clans are more likely to stay as a smaller group of hunters and traders, with members leaving to join other clans or form new ones should theirs grow too large.

Facial characteristics

Common facial features among Selkens include high cheekbones and mono-lidded eyes; while not all members of the race have them, most have one or both. Eye colors include brown, green, and hazel, with brown eyes often having orange undertones that reflect in low light. Their noses tend to be small, though some ethnicities have distinct, straight bridges and others do not. Their mouths are slightly wider than other humanoid races, with thin lips and slightly elongated canines. They typically have straight or gently waved hair, with the males of the race being capable of growing thin facial hair.

Perception and Sensory Capabilities

Unique among the humanoid races, Selkens have excellent night vision, a trait they have historically used to advance the study of astronomy. Their sense of hearing is also enhanced due to their larger and more flexible outer ears.

Civilization and Culture

Naming Traditions

Most Selken names are gender neutral, though there are several that are specific to males or females. With many positive words focused on nature over the Selken languages beginning with a hard "G", it comes as no surprise that it is common for names to begin with this sound as well. Common endings include "-el", "-ir", and "-es". Gevrel, Geshtanir, and Givles are all common names for both males and females. Other popular names among speakers of Tiravel include Hanneahr (female) and Pedrek (male).  

As settled tribes interacted with and lived among other races, some picked up a tendency to use surnames. These are most often shared by all clan members, preceding their chieftain's name with U (which when used as a prefix means "of"). For example, in a clan led by a Selken named Sabriehl, every clan member would use Usabriehl as a surname during her time as chieftain, including her. These sort of surnames simply delineate which clan a Selken is from rather than which family (as members of their clan would be expected to know whose family they belonged to). However, some Selkens took up using the Tiravelen name for their profession as a surname while they communicate primarily in the common tongue. Even those of their children who chose not to follow that profession would retain the surname. A man named Gevrel Salkirren presumably had a fisherman for an ancestor.

Major Language Groups and Dialects

The most common language outside of the common tongue spoken by Selkens is Tiravel, considered by linguists to be the closest to the original Selken language known as Geshtenel. All Selken languages have similarities to Tiravel, using the same alphabet and phonemes despite many different words. Due to the isolationist nature of many clans, the number of unique dialects remains unknown, and as some clans only interact with other races for trade there are few full studies of these languages. Examples of other languages with Geshtenelen roots include Rakkamishtel and Hahrel, spoken respectively on the Flame of Rakkam island chain and in the western reaches of the provinces of Overdeep.

Culture and Cultural Heritage

While Selken clans have different cultures based on their type, region, and lifestyle, one piece of cultural heritage carried over by all from ancient times is the art of tattooing mage's marks. When a mage can prove they have mastered their original element, they are granted their mark, each element having a color and symbol associated with it. These symbols have several variations used by Selkens in different regions, but the colors have remained consistent and may have impacted the provinces of Overdeep's associations of colors with elements. The colors are as follows: black for fire, green for water, blue for earth, orange for light, white for lightning, red for healing, and purple for defensive magic. As the mage masters other elements, they can receive other marks, though these symbols are tattooed in their original element's color. There are a few symbols associated with mastery of enchantment, though as this is a derivative type of magic there is no color associated with it. A mage's first few marks are tattooed on their face, but should they master many types of magic these symbols will extend down their right arm. It is customary to keep mage's marks visible to display one's capabilities, though a tattooed right arm may be covered by a cloak in cold weather and shown only briefly to fellow Selkens. Those who are understand mage's marks and have the ability to tattoo them are greatly respected.

History

Sources agree that the original home of the Selken race was the Mastrem Forest, called Sabrisgavesha (Blessed Forest) by the clans living there, located in the southeastern corner of Terraris on the Tiravahs Peninsula. Those who left the forest took up residence on the southern coast in what is now part of Kiervel. They began to construct boats for fishing, then for exploring further and further out to sea. Early navigators began to map out the islands they discovered, and as their population grew, clans split, the newly formed clans settling on islands throughout the Gevnias Ocean.     Eventually they, along with Nerisien allies, found their way to the continent now known as Overdeep. It is unknown to history what motivated them to push further and further west, but today there are Selken clans all the way to the western coast of Overdeep. Mixed settlements with people of Selken and Nerisien descent were found by the first provincial settlers; some were conquered, and others lived in harmony with their new neighbors as friendly but distant trade partners. After the port city of Arinn began to spread its influence, forming an empire with Arinn's High King at its head, these settlements were forced to integrate into the provincial structure or face retribution from the royal army. As more provinces were formed to the west, the same treatment was shown to those who had previously settled there. Some enjoyed the new safety and infrastructure provided by the Arinnian Empire, while others resented the forceful assimilation. Rather than rebel, they turned their attention outside of the country, passing the frontier borders or sailing south to islands that the empire had not yet claimed.     In the modern era, it is these Selken clans that left the Arinnian Empire in its founding decades that hold closest to their old traditions. While they allow traders to come and go, and have made use of some of technology's more recent developments in their farming and hunting, they prefer to hold to their old ways of life. However, there are Selkens all over the world, some in clans that take up sections of mixed cities and others having given up the clan system altogether.
Lifespan
70-80 years
Average Height
5-6 feet
Average Weight
100-170 lbs
Average Physique
lean and muscular
Body Tint, Colouring and Marking
beige to medium brown skin tone

dark brown to black hair, rarely a dark shade of red


Cover image: by Amanda Barylski

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