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** A variation with [[spoiler:a continuous dream that Victor experiences every night. He finds himself on a shore with snow-white sand and black water. In the nearby woods, there is a BiggerOnTheInside shack. in the shack, a dwarf dubbed "Glutton" by Victor is busy making some sort of potion or meal. Every night, the dream continues, although Victor always appears on the same spot and must find his way to the shack. Later on, he finds a burning city. The final dream reveals that [[ThatWasNotADream this was not a dream]] but an attempt by the Natural Born to communicate with Victor, show him their highly-abstract world, and try to get him to join them]].
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* HeWhoFightsMonsters: As Victor finds out near the end of the novel, [[spoiler:to fight a dragon, a Dragonslayer must become one. Even worse, as a Dragonslayer's power comes from hate. For all their faults, the Winged Masters are incapable of the sheer amount of hate that a human can muster]].
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* TheDragonsComeBack: The whole reason for the plot and the main conflict.
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* AllJustADream: Victor wonders if this is what's happening. More accurately, he wonders if he actually had a psychotic break and is currently lying strapped into a cot at a psychiatric institution. He muses that any moment now, he might wake up to an orderly holding a syringe. Until that happens, though, he will behave as if it's all really happening.
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** A first-rank Air mage is named Boletus Edulis, and Ritor wonders about the origins of the strange name. It's actually the Latin name for a [[https://en.wikipedia.org/wiki/Boletus_edulis common edible mushroom]].

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** A first-rank Air mage is named Boletus Edulis, and Ritor wonders about the origins of the strange name. It's actually the Latin name for a [[https://en.wikipedia.org/wiki/Boletus_edulis common edible mushroom]]. As expected, he's also from the Underside and likely thought that the term sounded appropriate for a mage.
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** A first-rank Air mage is named Boletus Edulis, and Ritor wonders about the origins of the strange name. It's actually the Latin name for a [[https://en.wikipedia.org/wiki/Boletus_edulis common edible mushroom]].
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* TheExile: All humans in the Middle World. The non-magical ones come from the Underside (our world). The magical ones have originally come in a massive exodus from the world of the Natural Born. According to many characters, every once in a while, people are born in both of these worlds that don't belong. Eventually, they are compelled to find the Trails that lead from their world to the Middle World. It's usually a one-way trip, although most exiles find their place in this world. It's a little different with the Natural Born, who don't come one at a time but all at once when a critical mass of sorts is reached.

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* TheExile: All humans in the Middle World. The non-magical ones come from the Underside (our world). The magical ones have originally come in a massive exodus from the world of the Natural Born. According to many characters, every once in a while, people are born in both of these worlds that don't belong. Eventually, they are compelled to find the Trails that lead from their world to the Middle World. It's usually a one-way trip, although most exiles find their place in this world. It's a little different with the Natural Born, who don't come one at a time but all at once when a critical mass of sorts is reached. Also, it's not uncommon for a {{Muggle}} to discover that he or she has magical talent. There is no FantasticRacism against former {{Muggle}}s, though.
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* EloquentInMyNativeTongue: A variation. Sandra speaks the local language very well, having lived in the Middle World for many decades (if not centuries). However, when seriously wounded, she shock causes her to temporarily switch back to her native Spanish. This is also when she reveals that she is from [[[[https://en.wikipedia.org/wiki/Cape_Finisterre Cabo Fisterra]].

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* EloquentInMyNativeTongue: A variation. Sandra speaks the local language very well, having lived in the Middle World for many decades (if not centuries). However, when seriously wounded, she shock causes her to temporarily switch back to her native Spanish. This is also when she reveals that she is from [[[[https://en.[[https://en.wikipedia.org/wiki/Cape_Finisterre Cabo Fisterra]].
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* EloquentInMyNativeTongue: A variation. Sandra speaks the local language very well, having lived in the Middle World for many decades (if not centuries). However, when seriously wounded, she shock causes her to temporarily switch back to her native Spanish.

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* EloquentInMyNativeTongue: A variation. Sandra speaks the local language very well, having lived in the Middle World for many decades (if not centuries). However, when seriously wounded, she shock causes her to temporarily switch back to her native Spanish. This is also when she reveals that she is from [[[[https://en.wikipedia.org/wiki/Cape_Finisterre Cabo Fisterra]].
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* AlwaysChaoticEvil: According to Loy Iver, the Natural Born want nothing less than the complete destruction of everyone in the Middle World and the Underside. When Victor tries figuring out their motivations, she brushes him off, pointing out that diplomacy may work in the Underside, but not against the Natural Born.


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* EloquentInMyNativeTongue: A variation. Sandra speaks the local language very well, having lived in the Middle World for many decades (if not centuries). However, when seriously wounded, she shock causes her to temporarily switch back to her native Spanish.


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* TheExile: All humans in the Middle World. The non-magical ones come from the Underside (our world). The magical ones have originally come in a massive exodus from the world of the Natural Born. According to many characters, every once in a while, people are born in both of these worlds that don't belong. Eventually, they are compelled to find the Trails that lead from their world to the Middle World. It's usually a one-way trip, although most exiles find their place in this world. It's a little different with the Natural Born, who don't come one at a time but all at once when a critical mass of sorts is reached.
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** Technically, a Dragonslayer also typically gets initiated by several dozen Totem clans as well, but that's not absolutely necessary, especially when time is a factor.
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** Near the end of the novel, she finally admits to Ritor that she gets seasick easily. Before leaving the Underside, she was a port whore at a [[https://en.wikipedia.org/wiki/Cape_Finisterre Cabo Fisterra]] brothel.
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* ArbitrarySkepticism: The Middle World is full of all manner of fantasy creatures, including elves, dwarves, dragons, undead, trolls, shapeshifters, etc. But when Victor asks Telle about {{Hobbits}}, all he gets are blank looks. After he explains what they are supposed to be, she tells him that they were probably made up by someone in the Underside.
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** The Fire Clan's capital is the castle of Oros. It's actually located underground. Fittingly, the area used to be the capital of the dragons during their rule.

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** The Fire Clan's capital is the castle of Oros. It's actually located underground. Fittingly, the area used to be the capital of the dragons during their rule. Additionally, due to the fact that the Fire Clan has the best battle mages, Oros is the only Elemental capital that is not protected by walls. It has never been taken by enemies.



** The Air Clan rules from a mountain peak called the Fang, where the nonstop winds deliver news from all over the world. A small town is located under the mountain. Nearby is the major city of Horsk.
** While most Totem clans are not centralized enough to have a capital, the Cat Clan is ruled from a wooded castle located between the borders of the Air, Water, and Earth clans.

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** The Air Clan rules from a mountain peak called the Fang, Fang of the Four Winds (or just the Fang), where the nonstop winds deliver news from all over the world. A small town is located under the mountain. Nearby is the major city of Horsk.
Horsk. The capital of the Air Clan is the only settlement to be protected by stone walls. Everyone else uses wood.
** While most Totem clans are not centralized enough to have a capital, the Cat Clan is ruled from a wooded castle located between the borders of the Air, Water, and Earth clans. The castle is protected by a living wall of thick trees surrounding it.
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* BadassNormal: The well-trained soldiers employed by the Air Clan lack any magical skills but make up for it with undying loyalty to the clan and great skill in battle. They typically wield crossbows and are extremely deadly with them. Each experienced warrior has a teenage apprentice.
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** A good number of people with "normal" names are arrivals from our world, such as Sandra, a first-rank Air mage.

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** A good number of people with "normal" names are arrivals from our world, such as Sandra, a first-rank Air mage, and Liz, a second-rank Fire mage.
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* CatFight: The first meeting between Loy Iver and Telle degrades into this, after their initial deadly magical attacks against one another result in {{No Sell}}s (presumably, Victor intervenes). Telle is a teenager but is able to hold her own, especially since Loy's hair is longer (i.e. easily pullable). It's fitting given that Loy Iver is of the Cat Clan. Eventually, Victor stops the fight the same way a person might stop two actual cats fighting - by splashing water on the girls.

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* CatFight: The first meeting between Loy Iver and Telle degrades into this, after their initial deadly magical attacks against one another result in {{No Sell}}s (presumably, Victor intervenes). Telle is a teenager but is able to hold her own, especially since Loy's hair is longer (i.e. easily pullable). It's fitting given that Loy Iver is of the Cat Clan. Eventually, Victor stops the fight the same way a person might stop two actual cats fighting - by splashing water on the girls. The "man staring" part of the trope is averted, though. Victor is not amused at their behavior (especially since there's a lot he still doesn't know at that point) and warns them that he'll throw whichever one tries to fight again into the river to cool down.
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* CatFight: The first meeting between Loy Iver and Telle degrades into this, after their initial deadly magical attacks against one another result in {{No Sell}}s (presumably, Victor intervenes). Telle is a teenager but is able to hold her own, especially since Loy's hair is longer (i.e. easily pullable). It's fitting given that Loy Iver is of the Cat Clan. Eventually, Victor stops the fight the same way a person might stop two actual cats fighting - by splashing water on the girls.
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* VoluntaryShapeshifting: Members of some Totem clans are capable of turning into their Totem animal. The animal in question must be similar in size and mass, presumably averting ShapeshifterBaggage. For this reason, members of the Cat Clan cannot shapeshift (their Totem animal is a regular house cat, not any of the big cats.

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* VoluntaryShapeshifting: Members of some Totem clans are capable of turning into their Totem animal. The animal in question must be similar in size and mass, presumably averting ShapeshifterBaggage. For this reason, members of the Cat Clan cannot shapeshift (their Totem animal is a regular house cat, not any of the big cats.cats).
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* VoluntaryShapeshifting: Members of some Totem clans are capable of turning into their Totem animal. The animal in question must be similar in size and mass, presumably averting ShapeshifterBaggage.

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* VoluntaryShapeshifting: Members of some Totem clans are capable of turning into their Totem animal. The animal in question must be similar in size and mass, presumably averting ShapeshifterBaggage. For this reason, members of the Cat Clan cannot shapeshift (their Totem animal is a regular house cat, not any of the big cats.
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* StealthHiBye: Members of the Cat Clan are masters at this, as befits their Totem animal.


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* VoluntaryShapeshifting: Members of some Totem clans are capable of turning into their Totem animal. The animal in question must be similar in size and mass, presumably averting ShapeshifterBaggage.
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* TurnedAgainstTheirMasters: In the backstory, the four Elemental clans (even the Fire Clan, albeit grudgingly) joined together to create TheDragonslayer and throw off the brutal yoke of the [[OurDragonsAreDifferent Winged Masters]]. Many decades later, this turns out to bite them in the ass, as the dragons have protected the world from the Natural Born.
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* TwoPersonPoolParty: Loy Iver has one with Torn, despite the fact that Cats traditionally dislike water. Of course, she's only doing it to convince Torn that she's on his side.
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* EthicalSlut: Loy Iver considers herself to be one. Despite having a mate, she frequently uses her body to [[MataHari obtain information]] or exert influence. Her mate Hor is usually annoyed at this but doesn't openly object, since Loy is the head of the Cat Clan. Besides, Loy can easily point out that Hor himself has no shortage of female admirers. The one thing that Loy has a problem with is prostitution. In her mind, love must be given freely, never for a price. There's a bit of FridgeLogic there (besides the fact that prostitutes provide sex not love), since this is exactly what she does, except the price is not monetary. So, sex for political reasons is ok, but sex for financial reasons is not?

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** Additionally, elves and dwarves have a degree of magical resistance. Some of it is natural and some caused by the use of potions (primarily elves).



* TheAtoner: Ritor feels that he has made a terrible mistake all those years ago when he slew the last dragon and ended the Winged Masters' brutal rule over the Middle World. Now he believes that a dragon is the only thing that can stop the Natural Born from invading the Middle World and is determined to stop the new Dragonslayer. Many others disagree and think that bringing the dragons back is a ''terrible'' mistake.



* TheAtoner: Ritor feels that he has made a terrible mistake all those years ago when he slew the last dragon and ended the Winged Masters' brutal rule over the Middle World. Now he believes that a dragon is the only thing that can stop the Natural Born from invading the Middle World and is determined to stop the new Dragonslayer. Many others disagree and think that bringing the dragons back is a ''terrible'' mistake.
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* MedievalStasis: Averted, for the most part. While neither humans nor elves are particularly industrious, the dwarves drive the progress in the Middle World, although it's a few centuries behind the Underside. Thus, swords and bows coexist with flintlock muskets and explosives. Torches coexist with electric lights. The progress is hampered by slightly different physical laws of this world. So, for example, while electricity exists and is used for lighting, vulcanizing rubber, etc., it cannot be used to send telegraph messages. No one has yet to figure out why.
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** Neutrality also applies aboard dwarven/gnomish trains, as the infrastructure provided by the trains is to important for any clan to risk damaging. As such, anyone who purchases a train ticket is automatically afforded protection for the duration of the trip, although the dwarves/gnomes frown upon people specifically buying tickets in order to get their protection, as this threatens their neutrality.

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** Neutrality also applies aboard dwarven/gnomish trains, as the infrastructure provided by the trains is to important for any clan to risk damaging. As such, anyone who purchases a train ticket is automatically afforded protection for the duration of the trip, although the dwarves/gnomes frown upon people specifically buying tickets in order to get their protection, as this threatens their neutrality. From the dwarves' perspective, their trains use all four elements to run: Earth (fuel and boiler walls), Fire (to burn the coal), Water (to boil and evaporate), and Air (to work the steam engine). This necessitates the need for the support of all four Elemental clans.
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** The mastery of magic was initially a necessity, as the settlers were constantly under attack by the Flyings, the native inhabitants of this world. Eventually, the early Air mages learned to hold the Flyings in place to be killed, the Fire mages learned to start fires that kept the Flyings away, etc.
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* FunctionalMagic: According to the backstory, the original magic-users came from the world of the Natural Born. However, it took them a long time to master the use of magic in the Middle World. Eventually, the various magical schools split into clans. After many generations, the four Elemental clans have achieved mastery over their respective elements and use them to the benefit of the people in their lands (e.g. the lands of the Earth Clan are always fertile and full of mineral resources, while drought never visits the lands of the Water Clan). The Totem clans' mastery typically involves their mages becoming extremely-capable close combatants and attaining the qualities of their respective animals (e.g. Cats are cunning, seductive, difficult to kill, and lay deadly ambushes).
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* OurDwarvesAreAllTheSame: The dwarves/gnomes (they're called "gnomes" in Russian, since that's the name given to Tolkien's dwarves and the two are generally seen as one in Russian fantasy) are {{Technical Pacifist}}s who excel at industry and science. They strive to remain neutral in any conflict. One of their greatest achievements is the Way, a railway network stretching through most of the civilized Middle World. Not even the mages of the Elemental clans dare to violate the sovereignty of the Way or attack its passengers. Being unwilling to fight doesn't mean they can't. Dwarven guards are frequently seen protecting key locations of the Way, such as bridges and train stations. Typically clad in heavy armor, they may be armed with hammers, axes, crossbows, or, most recently, arquebuses. Dwarves are natural mechanics and have an innate understanding of how devices work. Typical of the setting, they possess a measure of magical resistance and don't much like elves and their alchemy. Instead of elven potions, they stick with medicine manufactured in their factories under strict quality control. Besides the Way, the dwarves also deal with other clans by supplying weapons to human armies and training troops. Very rarely, they may even lead human troops into battle.

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* OurDwarvesAreAllTheSame: The dwarves/gnomes (they're called "gnomes" in Russian, since that's the name given to Tolkien's dwarves and the two are generally seen as one in Russian fantasy) are {{Technical Pacifist}}s who excel at industry and science. They strive to remain neutral in any conflict. One of their greatest achievements is the Way, a railway network stretching through most of the civilized Middle World. Not even the mages of the Elemental clans dare to violate the sovereignty of the Way or attack its passengers. Being unwilling to fight doesn't mean they can't. Dwarven guards are frequently seen protecting key locations of the Way, such as bridges and train stations. Typically clad in heavy armor, they may be armed with hammers, axes, crossbows, or, most recently, arquebuses.flintlock muskets. Dwarves are natural mechanics and have an innate understanding of how devices work. Typical of the setting, they possess a measure of magical resistance and don't much like elves and their alchemy. Instead of elven potions, they stick with medicine manufactured in their factories under strict quality control. Besides the Way, the dwarves also deal with other clans by supplying weapons to human armies and training troops. Very rarely, they may even lead human troops into battle.

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