Tamer
Basic Information
Anatomy
Tamers have a similar aspect to people with the main difference being slightly pointier ears in some cases and the Bonding Marks that can have different effects in everyone.
However when the maximum usage of power and the bond with a familiar is strong enough they might take some features from them temporarily, going back to their previous state afterwards.
Genetics and Reproduction
Tamers reproduce in the same ways humans do and they can reproduce with both Tamers and Non-Tamers. However that isn´t usual thanks to it lessening the chances of the offspring linking to a Magical Division.
This also happens in relationships between different types of Tamers, since if they have different magic types the kid will have the same chances of getting one of the two magic types. Thanks to this some Tamers consider the "magic mixing" a mistake and an offense.
Growth Rate & Stages
A Tamer grows at the same rate a human does, thanks to being descended from them. However there are two mayor changes in a Tamers life, thus being the Bonding Ceremony and the Linking Process.
The Linking Process consists in a young Tamer, around the age of 7 and 15, to take a trial assigned by a Selector, this will prove if they have the potential of having magic of their own. And if they do establish a connection their eye color will change to indicate what their new Magical Division is.
The Bonding Ceremony takes place shortly after the Linking Process does, here the Tamer previously linked must demonstrate their new powers and abilities, and if they are good enough then they will receive a familiar according to their magic type and their temper.
In some cases both happen at the same time but this is exclusive to powerful Tamers.
Ecology and Habitats
Tamers can live in almost any condition thanks to their capacity of adapting. However certain Tamers might affect their evironment, specially Storm and Sun Tamers, making the climate change or forcing their powers in places where they aren´t usually seen. This is why it is recomended that Tamers avoid using strong amounts of their powers in different areas.
It is also true that when a Tamer is in certain atmospheres their powers will react differently, both for good and for bad.
Dietary Needs and Habits
Tamers are omnivorous but they tend to have different needs depending on both their Magical Division and their Familiar. The most common examples are:
- Soul Tamers: Their dietary habits are the least affected, but after performing huge spells it is probable that they will loose their appetites, sometimes it is for some hours or in worst case scenarios for days.
- Shadow Tamers: Shadow Tamers tend to consume more meat after they obtain their familiar and linking. Unlike Soul Tamers they don´t loose hunger after huge power displays.
- Shifting Tamers: Shifting Tamers are known for eating the least out of all the other Tamers, however they usually develop a sweet tooth too.
- Soil Tamers: Soil Tamers will usually choose fruits and vegetables over meat, prefering the fresh taste of both.
- Sun Tamers: Just like Shadow Tamers, Sun Tamers will prefer meat over other types of food, however they will also eat in larger amounts than before.
- Storm Tamers: Storm Tamers will prefer seafood after their ceremonies, rediscovering a whole new world of flavors that they didn´t realize was there before.
Additional Information
Social Structure
Tamers are divided in six Magical Divisions, and then they are in groups they call families where the "head couple" (usually the two most powerful pair) lead the rest of its members. They are nepotists in most cases and therefore the eldest offspring of the head couple will be considered the heir.
As for the social organization outside of the family groups there are three main positions of power outisde of the Speakers that are considered the highest authority. This positions, in order of least to more powerful would be: Selectors, Generals and Stone Keepers.
Finally many towns and cities have their own organization structure depending on magical power, money and a series of different factors that might affect the people who live there.
Facial characteristics
Tamers can have different facial traits, from broader noses to pointy chins, but they look like humans in exception for their eye color and their ears in some cases.
Geographic Origin and Distribution
Tamers are distributed around all Myridiam, having their main settlements in their base cities and the capital.
Average Intelligence
Tamers are highly intelligent beings, possesing the same level of reasonment as an actual human.
Perception and Sensory Capabilities
Tamers have slightly sharper senses than Non-Tamers, but if the Familiar has a particularly developed sense then the Tamer might have it as well. Ex: Eagle - sight, wolf - smell, etc.
As for magical abilities they vary on three fundamental aspects.
2- Different Familiars usually ease the use of some of the powers a Magical Division has access to. The possible Familiars for each type of Tamers are:
3- Finally the strength of a bond with a Familiar its a vital aspect of a Tamer´s power, since it determines how much of their magic potential they will let go for the Tamer to use. The bonds have different trust stages, the first one being the level of obedience, the second one is the capacity of sending a Familiar to hibernation state in a Tamer´s tattoo. And the final state is telepathy with the familiar, it is said that if a Tamer achieves these they can enter a state on which both their and the Familiar´s power are being used at their maximum, however this is extremely difficult.
- Type of Magical Link
- Familiar
- Strength of the Bond
Type of Tamer | First application | Second application | Third application |
---|---|---|---|
Soul Tamer | Soul invocation | Magic Redirection | Subjugation |
Shadow Tamer | Shadow travel | Truthspeak | Blood Links |
Shifting Tamer | Illusions | Telepathy | Mind Traveling |
Soil Tamer | Blooming | Plant talk | Rootscan |
Sun Tamer | Fire invocation | Healing | Climate alteration |
Storm Tamer | Water invocation | Mist and Fog usage | Weather changes |
Type of Tamer | Option 1 | Option 2 | Option 3 | Option 4 |
---|---|---|---|---|
Soul Tamer | Crows | Snakes | Snow Leopards | Foxes |
Shadow Tamer | Bats | Bears | Hyenas | Panthers |
Shifting Tamer | Bulls | Moose | Deer | Caribou |
Soil Tamer | Racoons | Axolotls | Possums | Bufalos |
Sun Tamer | Meerkats | Lions | Maned wolves | Crocodiles |
Storm Tamer | Cockatoos | Falcons | Owls | Wolves |
Symbiotic and Parasitic organisms
Tamers have a symbiotic relationship with their Familiars, with who they share pain, tastes and sometimes even emotions. When a Tamer dies so does their Familiar, and they can only be separated with a special ceremony.
Civilization and Culture
Naming Traditions
Tamers have two main types of names, the traditional ones and the ones in Raydam, outside of this they don´t have strict rules in the naming area. (Though each Magical Division has their own system or preferences.)
In the area of lastnames however things are way more regulated. Every type of Tamer wants to specify a different thing with them, so they have a different set of rules, which would be:
- Soul Tamers: The lastnames of Soul Tamers are usually a mix of two words with a few changes that indicate where their ancestors come from. Ex: Onylley - Onyx valley
- Shadow Tamers: Shadow Tamers tend to have lastnames with strong or violent base words that would supposedly scare away the dangers. Ex: Heller
- Shifting Tamers: Shifting Tamers have last names that are related with the moon and the nightsky, sometimes even the space. Ex: Lune
- Soil Tamers: Soil Tamer lastnames can vary, but they usually come from names of plants or fruits. Ex: Hemlock
- Sun Tamers: Sun Tamer usually have last names that reference quests or trials that were successfully completed by a family member, in some cases even won battles. Ex: Wolfeskin
- Storm Tamers: The last names of Storm Tamers usually indicate what their families did or worked at in the past. Ex: Fisher.
Major Organizations
Major settlements:
- Rift City (Myridiam´s capital)
- Surya City
- Mirage City
- Roham City
- Anam City
- Night City
- Sprout City
Beauty Ideals
The concept of beauty changes a lot between the Magical Divisions, each one having a representative style or taste. However there are some shared ideas about what is considered beautiful. Those would be:
- Nature in general.
- Jewels with crystals in them.
- Big or obvious Bonding Marks.
- Celestial symbols, such as stars, moons, etc.
- The six colors associated with the Magical Divisions.
Gender Ideals
Tamers have a relatively open society, not having gender roles or ideals in general. However in some cases this might vary slightly, the two best examples of this would be Soul Tamer and Soil Tamer culture.
In Soil Tamer culture men are slightly more appreciated at their birth, mainly due to them coming from a society where physical strength had great importance. But as years passed and more uses to the Soil Magic where discovered this diminished, leading to an almost equal relationship between both genders.
Soul Tamers have an almost opposite ideology, prefering women in most cases. This is said to originate with Sielu herself, who had a clear preference for her female followers. And it was later proven right when most Speakers of Sielu were women. As years passed this idea has also tried to be ignored or diminished, but there is still some slight resentment.
Courtship Ideals
Courtship ideals are really diverse, depending on the person, backgroud, magic, family, etc. This also applies in cases where some Tamers might take this rites lightly while other have an organized set of steps to follow. However a huge aspect that influences this possible relationship are the families, since they have a very delicate social organization.
Relationship Ideals
Relationship ideas in Tamer culture vary wildly, mostly thanks to status, place of origin and economic situation. Most of the time while Tamer from small towns are more trusting Tamers from big cities can usually come of as suspicious. And in certain situations the status a Tamer´s family has makes a huge impact on what their relationship will develop to be. Finally the economic situation affects because even if Tamer´s don´t tend to be greedy with the recent war events the distribution of resources has been uneven in most cases.
Average Technological Level
Tamers arrived to Myridiam around the 1656 a.C and by that time they started to mix the technology of that era with magic, creating many things, like Connecting Pages and machines that work with both Sun and Storm energy. However many of their advances are thanks to their evolution in magic usage. And in some aspects their technological level is similar to being in the 1885 with several advances in transportation, still, thanks to the battle spells they didn´t had much need for weapons, but after the Rifting Skirmish started things are changing quickly.
Major Language Groups and Dialects
The most common language for Tamers around Myrudiam is Raydam. However in some towns and settlements they speak variations of it or even completely different languages.
Common Dress Code
There isn´t strictly a dressing code but Tamers tend to wear clothes the same color their Magical Division uses. This doesn´t apply in all of the cases and different organizations, like boarding schools, have other traditions or dressing codes.
Culture and Cultural Heritage
Tamer culture is centered around the Fallen Witches, their society is shaped after them and many of the things they believe or do are influenced by what they think they would approve.
Another important aspect in Tamer´s culture is magical power, being one of the most priced possessions for everyone. And thanks to it diminishing over the years it is even more valuable. Thanks to this being such a vital aspect for them they are divided on six main groups and those are the base of their whole society.
As for cultural heritage each Magical Division has their own monuments, art pieces and other elements. But some of their most important patrimony pieces for Tamers in general would be the Magic Nexus. There is one for each type of magic and they are located all over Myridiam, each one having a particular story and meaning. The six Nexus are:
- Moon Mountain (Shifting Nexus)
- The Temple of Sielu (Soul Nexus)
- Stuhi´s Cove (Storm Nexus)
- Solum´s Plain (Soil Nexus)
- Midnight Lake (Shadow Nexus)
- Surya´s Valley (Sun Nexus)
Common Taboos
A Tamer´s worst fear is being separated from one´s familiar or Blood Links. The first one happens rarely, and is most usually a punishment for law breaking, since it takes a special ceremony and a powerful Tamer to do it. However Blood Links are far more common, and they allow the Tamer doing or requesting it to achieve whatever they want if they are powerful enough to complete the spell.
Blood Links can only be conjured by Shadow Tamers, and even though there are severe punishments it is still practiced. This is also why they are considered untrustworthy and the most dangerous of all Tamers, with Siskli´s story not helping at all.
Historical Figures
The major historical figures for all Tamers are the six Fallen Witches, thus being:
- Sielu
- Selene
- Siskli
- Stuhi
- Solum
- Surya
- Dusa
- Luhin
- Aster Melgar
- Ilkira Streamhart
- Diana Wolfeskin
Common Myths and Legends
The most famous legend in Myridiam is the one about the Rift Creation and the Fallen Witches.
It tells the story about how before Tamers lived in Myridiam they were hunted down by non-magical beings thanks to their powers, and one day, tired of all the blood spilling and death Selene decided to change their situation.
She thought that all Tamers should unite to save their race, she convinced Sielu and later Surya to unite and fight, both leaders of their respective magical groups, and after seeing their combined efforts Stuhi joined them, shortly followed by Solum. But that wasn´t enough, Selene wanted all Tamers to come together and they were still missing one group.
Against all recommendations Selene invited Siskli, the leader of Shadow Tamers, to their alliance. Surprised to receive this offer Siskli accepted, wanting to prove herself and other Shadow Tamers were capable and trustworthy. Battle after battle Tamers started to gain territory, and the Fallen Witches started to become famous while also growing closer.
Unfortunately their opponents made alliances to, and once again Tamers found themselves in a complicated position, suffering losses almost everyday. It was then when it hit Selene, Tamers would never be safe there, they had to search for a new place, or even create it.
She explained the other leaders her plan of creating a new land for every Tamer to be safe, Myridiam. And though at first some of them were skeptical they finally accepted and they created the biggest spell ever seen. But time ran out, Tamers were surrounded, it had to be now or never, Stuhi, Solum, and Surya stayed behind to give the others as mush time as they could.
It was up to Selene, Sielu and Siskli to finish the spell, and it took radical meassures. Siskli offered a Blood Link, promising that it would be enough that it could close the Rift and secure all Tamers, but unluckily Selene denied her offer. She had another idea, more dangerous but it would definitely save them.
Against Sielu´s pleads she followed her plan and asked for both of them to help her, they had to manage to hold her soul and body to earth or else the amount of power she was going to conjure would consume her. They both agreed and Selene started the spell, it was going fine until she reached the last part, her power was running short.
Siskli reacted, and thinking that she might prove that she was valuable and help, she redirected her power from holding Selene to create a Blood Link. It was just a second but it was enough. Selene´s body was consumed entirely, leaving her soul, to roam for ever, not being able to be freed anymore.
When Siskli realized what had happened the Rift was closed, they were safe, but Selene was dead, and Sielu was distraught. She accused her of killing Selene just to satisfy her ego and come of as a hero, thing Siskli denied. Mad with pain Sielu swore to avenge Selene and not letting Siskli harm anyone else.
The battle lasted for days and finally they arrived to Midnight Lake where Sielu used her final attack and killed her, leaving her blood to mix with the water.
After that Tamers where safe and all thanks to the Fallen Witches who has risked and lost everything to help them, they established settlements and Magic Nexus, having the chance to live freely once and for all.
Interspecies Relations and Assumptions
Tamers used to have a delicate harmony between them, but since the Rifting Skirmish things have escalated in terms of hostility and violence. Remembering people of long lost resentments and creating new ones to deal with, thanks to this the two sides, Shutters and Openers, are on the edge of starting an all-in war that would leave catastrophic consecuences for everyone.
Scientific Name
Praestigiae progenies
Origin/Ancestry
Mainly mediterranean but with African, and Asian roots too.
Lifespan
85 years
Average Height
1.62 m to 1.9 m
Average Weight
62 kg to 98 kg
Body Tint, Colouring and Marking
Tamers don´t tend to have markings outside of scars and their Familiar Tattoo, which is a representation of the animal they are linked with. They can appear in any part of the body and they usually represent where your strongest magical pulse comes from.
Geographic Distribution
Related Organizations
Related Ethnicities
Comments