Edit Earth Furies are typically composed of stone or earth and are summoned from the ground. Earthcraft can be used to gain strength, track and hunt by sensing people or animals touching the earth, manipulate the earth, calm animals, and inspire lust. A manifested earth fury can attack directly and can carry a crafter across the ground as if on a raft. Alerans have used earthcrafting to create roads, along which earthcrafters are able to use the strength of the furies in the ground to significantly increase their travel speed. Earthcraft is disrupted when contact with the ground is lost.
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Title used for powerful crafter soldiers Water Used for communicating over large distances, reading emotions, shape shifting even to the point of copying the forms of other specific individuals , keeping a youthful appearance, and manipulating water; the control this provides over a human body allows for both healing or inflicting of illness or may be used to injure or kill; disrupted by fire.
Isana, as one limited and very specific use of shape shifting, learned how to extend her finger nails, making a sharp weapon. Manifested water furies out of large bodies of water may attack directly. A manifest earth fury can attack directly and can carry a crafter across ground as if on a raft. Earthcraft is necessary to travel swiftly on fury-crafted roads throughout Alera. Earthcraft is disrupted when contact with the ground is lost.
Knight Terra Wood Used in manipulating plants, shaping wood, tracking, and for camouflage where there is sufficient plant-life to be manipulated for the purpose; used by archers to bend massive bows to allow arrows to fly farther and faster, and to increase the accuracy of arrows.
Also used to instantly create wooden tools. Requires nearby wood or plant matter, living or dead, in order to use. Woodcrafting is easily disrupted with metal. Knight Flora Air Used to fly, control the wind, and to increase speed and agility.
Also able to bend air into a lens to see farther or into an echo chamber to allow voice communication without the need for watercrafting, however the effective range is much shorter. It can also be used to create barriers of silence around an area to ensure private conversations. Strong crafters may be able to bend the air to make objects or people seem invisible or to create lenses of air to focus light into a damaging beam. It can be used to manipulate the weather, including the creation of lightning.
One blind windcrafter was said to be able to "see" by sensing the currents of air in the room. Windcraft is disrupted by earth, particularly in the form of salt.
The book has examples of multiple windcrafters working together for greater effect For example, they may together carry passenger carriages in flight, or create a huge lens to harness sunlight as a very destructive beam [think of using a magnifying glass to burn bugs, but on a huge scale].
Knight Ignus Metal Used heavily in swordplay as crafters can change the hardness of metal, allowing them to strike with diamond-hard blades. Combat can be carried on in total darkness, if the opponent carries or wears metal, as metalcrafters do not need light to sense nearby metal.
Shields and armor can also be made more flexible to absorb a greater amount of impact force than normal. Metalcrafting is also used in forging weapons and other precise metal objects; and, further, metalcrafters have dramatically increased pain tolerance and physical endurance. The most deadly swordmasters are those who also augment their abilities with earth and wind. Gaius Sextus, First Lord of Alera, and Araris Valerian are the only characters to display the ability to manifest a metal fury - the effect being that Sextus and Araris transformed into metal, in an effect reminiscent of Colossus from the X-Men.
The process is only skin deep, as the skin inside the mouth remains flesh. It is quite painful, however the metalcraft necessary to accomplish it also provides protection from pain. Disrupted by wood. Knight Ferrous Watercrafters are not conventionally used in the front lines of battle. In the series, Tavi himself also uses them almost strictly as medical staff that actively tend to the injured.
Given the number of casualties during battles, any and all Watercraft specialists are assigned to that position. Outside of healing, strong water crafters are used as spies and assassins; the ability to completely change appearance and copy the forms of others is of great use in these roles. This group was an aerial unit of Knights Aeries. Races of Carna[ edit ] Alerans[ edit ] Alerans are humans, taking their name from the country they inhabit. They are the most developed civilization on Carna, and they exert their influence over all other sentient races through their use of furies.
Their far-flung empire spans most of an entire continent, but they are pressed on all sides by hostile enemies. Their government is a feudal monarchy with institutions derived from the Roman Empire. The government is headed by a single patriarchal monarch, the First Lord, who controls the high lords and their territories. The Senate is the political body for the empire, establishing laws and government appropriations. All of the high lords and senators are part of an aristocracy called Citizens, as are lesser lords and nobles.
To become a Citizen, an Aleran must either win a duel with a Citizen called the juris macto or be appointed by the First Lord. Citizens are similar in status to Roman Patricians. Aleran culture is male dominated and allows for people to be bought and sold as slaves. The country is organized into city-states, with each of the major cities ruled by a high lord.
The outlying areas of the cities are inhabited by farms, called Steadholts. Each Steadholt is led by a steadholder who rules that area of Alera, under the authority of the local High Lord. The Aleran military is organized into legions similar to those used by the Romans. Each High Lord is allowed and responsible for maintaining three full legions containing Knights and foot soldiers called legionnaires and a contingent of bodyguards singulares.
Each legion has sworn loyalties to their High Lord, which causes issues when conflict arises between the First Lord and a High Lord.
Canim[ edit ] The Canim are large, anthropomorphic wolf -like creatures and fierce warriors. They are long-lived, with a society organized in a caste -like social hierarchy which is susceptible to political in-fighting.
Canim speak a growling barking language more suitable to their muzzles than the mangled Aleran that they attempt. Most Aleran contact with the Canim is through Canim raids along the west coast of Alera.
The blood of living or formerly living intelligent beings is necessary in the use of Canim sorcery, in contrast to the fury-based magic of the Alerans. Yet by the time the Canim invasion force returns home only one range, Shuar, remains. Shuar is described as a cold, northern, range with tundra and hardy people. The Shuarans are known for their golden fur and their monumental defense engineering. They had turned the plateau that defined their range into a monstrous fortress, which is the reason they have survived against the vord longer than the others.
The Narashans are Canim with mainly black fur and are called the "tree people" by other Canim, suggesting that they once lived in forests. Their range was south of Shuar. Ambassador Varg is a war-leader of Narash. Most Canim view Alerans as unnatural demons and call them as such. Historically, only the Canim of Narash viewed the Alerans as anything more than vermin to be eventually exterminated. Four classes in the Canim caste system are described as follows: The Warrior caste consists of the elite warriors.
These professional soldiers are the Canim analog of legionnaires. They are taller and stronger than the other castes and much more disciplined. They are issued military standard armor and weapons. Warriors often ride on animals called Tuarg, which are giant bull-like creatures that are very irritable and will eat their rider or trample them if not held in check with Canim discipline.
The heads of Canim armies are known as Warmasters. The Maker caste consists of the farmers and artisans, the Canim equivalent of an Aleran steadholder. In the invasion of Alera, the Maker caste is deployed in raiding parties that attack Aleran travelers and raid steadholts with improvised weapons.
They are not very disciplined and pose a threat mainly because of their numbers and sheer Canim strength. They gain their power from the blood of intelligent creatures. They have the power to summon red cloud-like creatures with acidic tentacles to guard the sky from flying Alerans.
They can also summon fire or acid from the sky and cause devastating damage to their foes. Originally, their role in Canim society was to grant luck, bless family lines, and grant a plentiful harvest, but by the time of the invasion of Alera, they are vying with the warrior caste for political control of the Canim.
They often use the skin or body parts of their enemies as clothing or tools. For example, many ritualists have cloaks made of human leather or helmets made of Vord skulls.
The Hunters are the Canim version of Cursors. They are the spies, scouts, and assassins of the Canim. They use short black lengths of chain, small javelins, and iron bars for throwing. These light weapons allow the hunters to sneak up on people. Unlike cursors, they have no overt authority, remaining as pure covert operatives. They are considered to already be dead, having received their blood song Canim form of last rites when they became hunters.
The Hunters are usually assigned to a Warmaster. They are most commonly tasked with missions where the letter of the Canim codes of honor must be violated in order to preserve the spirit of the codes. The Hunters justify their role by renouncing their right to their life, removing their obligation to observe the codes.
With extreme skills in stealth and assassination, Hunters are able to sneak in and out of the most guarded positions in Canea and Alera. This is often used to the advantage of Warmasters who can cause dissenters or enemies to simply "disappear". Icemen[ edit ] Very little is known about the Icemen except that they are a savage enemy of Alera, held at bay along the northern fringes of the empire by the Shieldwall.
The expense of maintaining the northern defenses, as well as the slave trade, has caused a political rift between the cities of northern Alera and the cities of southern Alera. The Marat use the hair of female Icemen to make incredibly strong, lightweight ropes that will not freeze and break, even in the coldest of climates. In the Marat language, they are called the Gadrim-ha.
They hurl icicles as javelins. The use of this ability is also available to watercrafters, as Isana demonstrates during negotiations with the Icemen. She also theorizes that this, in conjunction with some type of firecrafting, is the accidental cause of the conflict between Icemen and Alerans, igniting passions that escalated into war.
It is also hinted that they wield some form of control over the weather; their military movements are almost always accompanied by snow storms. After the Vord War is concluded, the Icemen become a part of the new racially integrated society of Alera, receiving their own recognized state. Marat[ edit ] The Marat are a silver-haired, pale-skinned people who reside on a continent connected to Alera via a land bridge where the Calderon Valley is located.
The Marat appear in many ways to simply be barbaric humans, but their culture and physiology show several key differences, including night vision and exceptional physical abilities, and are noted to have a much higher body temperature than Alerans.
Furies of Calderon
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Title used for powerful crafter soldiers Water Used for communicating over large distances, reading emotions, shape shifting even to the point of copying the forms of other specific individuals , keeping a youthful appearance, and manipulating water; the control this provides over a human body allows for both healing or inflicting of illness or may be used to injure or kill; disrupted by fire. Isana, as one limited and very specific use of shape shifting, learned how to extend her finger nails, making a sharp weapon. Manifested water furies out of large bodies of water may attack directly. A manifest earth fury can attack directly and can carry a crafter across ground as if on a raft. Earthcraft is necessary to travel swiftly on fury-crafted roads throughout Alera. Earthcraft is disrupted when contact with the ground is lost.