Showing posts with label totkw. Show all posts
Showing posts with label totkw. Show all posts

Thursday, May 5, 2022

Magus Rares: a magic resource

This post is Part 4 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in Part 1 of this series, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 6 - Rare Magics.

Within the codex, the term magus is located at (6.3) and is defined as:
magus (N) A legendary person with one of five rare forms of special magic.

In my Tales of the Known World saga, the word magus refers to a person with rare magic whose cardinal powers are from the special magic branch (as in, That man is a magus, or, Some magi are rarer than others).

Unlike the natural magics of a normal person, a magus does not have access to sensory magic. The standard elemental magics for his race are present but middling, and his two special magics are cardinal.

The prime magic in this special magic pairing determines the type of rare magic a magus wields, regardless of his latent magic. Each magus manifests as one of five types, depending on the purview of his prime magic.

The five types of magi are the enchanter, the oracle, the shifter, the sculptor, and the forester.


Check out the Magic of the Known World for more resources!


Within the codex, the term enchanter is located at (6.3.1) and is defined as:
enchanter (N) A legendary person with powers of possession. Also: intent magus, enchantress, puppeteer

The term enchanter or intent magus refers to a magus with legendary intent magic (as in, The enchanter bewitched the honor guard, or, That intent magus can possess people).

An enchanter gains purview over possession, and can manipulate a person's decisions and actions at will. He is also able to create and control the decisions and actions of large groups.

Almost every enchanter throughout history has been a faerie, and the only known exception was a green mer with inverse primes. Modern taxonomists also acknowledge that the djinn race, a type of dark elf from the Land Across the Sea, has latent intent magic and therefore the potential to produce an enchanter with inverse primes.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term oracle is located at (6.3.2) and is defined as:
oracle (N) A legendary person with powers of clarity. Also: sight magus, harbinger, diviner

The term oracle or sight magus refers to a magus with a legendary prophetic Gift (as in, The oracle predicted the return of his grandson, or, That sight magus can see the future).

An oracle gains purview over clarity, and can create and control prophetic visions and portents at will. He is also able to maintain consciousness during prophetic trance, and to successfully interpret his prophesy without collaboration.

In contrast to the normal manifestation of the Gift, which does not occur until adolescence, an oracle's Gift manifests in early childhood, as with all other rare magics. For more information about the role and inner workings of prophesy, see the Prophesy Appendix.

Most oracles throughout history have been blue mers, and the exceptions have almost all been humans with inverse primes. The only other oracle known to history was an undine, a type of dark elf from the Land Across the Sea, with inverse primes.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term shifter is located at (6.3.3) and is defined as:
shifter (N) A legendary person with powers of shape-shifting. Also: animal magus, shape shifter, wolf shifter, face dancer

The term shifter or animal magus refers to a magus with legendary animal magic (as in, The shifter spied upon the city as a simple house cat, or, That animal magus can change into a wyvern). A shifter who has achieved one or more humanoid forms is sometimes called a face dancer (as in, The face dancer had at least six disguises).

A shifter gains purview over shape-shifting, and can create and control a single alternate animal form, usually a non-magical mammal like a cat or dog. He is also able to learn new forms through rigorous study and practice.

The more intelligent or magical a creature, the more rare it is as a natural first form, and the more difficult it is to master as an additional form. Sentient forms, such as those of mankind or dragons, have never been documented as a shifter's natural first form, and they are the most difficult to achieve as additional forms. In fact, no shifter has achieved a dragon form to date.

Almost every shifter throughout history has been a human, and the exceptions have almost all been elves with inverse primes. There have also been seven shifters known to history who were blue mers with inverse primes. The only other shifter known to history was a drow, a type of dark elf from the Land Across the Sea.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term sculptor is located at (6.3.4) and is defined as:
sculptor (N) A legendary person with powers of metallurgy. Also: metal magus, forge mage, coldsmith

The term sculptor or metal magus refers to a magus with legendary metal magic (as in, The sculptor created a massive gate of wrought iron, or, That metal magus can sculpt cold metal with his bare hands).

A sculptor gains purview over metallurgy, and can create and control alloys and metals without smelting, casting, or smithing them. He is also able to shape cold metal with his bare hands or simple tools, as does an artist with clay.

Almost every sculptor throughout history has been an elf, and the exceptions have almost all been nymphs with inverse primes. Modern taxonomists also acknowledge that all four types of dark elf from the Land Across the Sea have metal magic and therefore the potential to produce a sculptor.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term forester is located at (6.3.5) and is defined as:
forester (N) A legendary person with powers of collective consciousness. Also: plant magus, arborist, wood nymph, the Ordeal, triad

The term forester or plant magus refers to a magus with legendary plant magic (as in, The forester replaced acres of burned trees, or, That plant magus can commune with the jungle flora).

A forester gains purview over the collective consciousness of plants, and can create and control massive expanses of plant life as a whole. He is also able to infiltrate the collective consciousness of invertebrates, such as insect colonies, shoals of squid, or coral reefs, and even the consciousness of small vertebrates, such as a school of minnows or flock of sparrows.

Almost every forester throughout history has been a nymph, and the exceptions have almost all been faeries with inverse primes. Modern taxonomists also acknowledge that the elfin race, a type of dark elf from the Land Across the Sea, has latent plant magic and therefore the potential to produce a forester with inverse primes.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


That's it for this post! Check out the latest mystic resources for more.

For the complete Magic Codex, enter your email above.






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Sensate Rares: a magic resource

This post is Part 3 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in Part 1 of this series, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 6 - Rare Magics.

Within the codex, the term sensate is located at (6.2) and is defined as:
sensate (N) A legendary person with one of ten rare forms of sensory magic.

In my Tales of the Known World saga, the word sensate refers to a person with rare magic whose cardinal powers are from the sensory branch (as in, That man is a sensate, or, Some sensates are rarer than others).

Unlike the natural magics of a normal person, a sensate does not have access to elemental magic. The standard special magics for his race are present but middling, and his two sensory magics are cardinal.

The coupling of two specific purviews in this sensory pairing determines the type of rare magic a sensate wields, regardless of which is prime or latent. Each sensate falls into two of five categories, depending on the two purviews in his pairing.

The five types are scent sensate, flavor sensate, light sensate, sound sensate, and touch sensate.


Check out the Magic of the Known World for more resources!


Within the codex, the term scent sensate is located at (6.2.1) and is defined as:
scent sensate (N) A legendary person with one of four rare forms of scent magic.

The term scent sensate refers to a sensate with scent magic in his sensory pairing (as in, A famisher is a scent sensate, or, One type of scent sensate can control desire). The scent purview can be either prime or latent in the pairing.

The four types of scent sensates are famisher, fountain of youth, divergent, and beguiler.

A famisher combines scent and flavor magic to gain purview over hunger, and can manipulate a person's cravings at will. He is also able to create and control the appetites of large groups.

A fountain of youth combines scent and light magic to gain purview over aging, and can manipulate a person's physical age at will. He is also able to create and control the physical age of large groups.

A divergent combines scent and sound magic to gain purview over attention, and can manipulate a person's awareness at will. He is also able to create and control the focus of large groups.

A beguiler combines scent and touch magic to gain purview over temptation, and can manipulate a person's desires at will. He is also able to create and control the desire of large groups.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term flavor sensate is located at (6.2.2) and is defined as:
flavor sensate (N) A legendary person with one of four rare forms of flavor magic.

The term flavor sensate refers to a sensate with flavor magic in his sensory pairing (as in, A high chef is a flavor sensate, or, One type of flavor sensate can control lost souls). The flavor purview can be either prime or latent in the pairing.

The four types of flavor sensates are the famisher, the high chef, the summoner, and the sandman.

A famisher combines scent and flavor magic. See scent sensate above.

A high chef combines flavor and light magic to gain purview over nourishment, and can manipulate a person's digestion at will. He is also able to create and control the digestion of large groups.

A summoner combines flavor and sound magic to gain purview over living souls, described in Magic Codex Chapter 8, and can manipulate a person's disembodied soul, described in Chapter 9, at will. He is also able to create and control the disembodied souls of large groups.

A sandman combines flavor and touch magic to gain purview over sleep, and can manipulate a person's wakefulness at will. He is also able to create and control the slumber of large groups. It is unclear whether dreams also fall into this purview.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term light sensate is located at (6.2.3) and is defined as:
light sensate (N) A legendary person with one of four rare forms of light magic.

The term light sensate refers to a sensate with light magic in his sensory pairing (as in, An illusionist is a light sensate, or, One type of light sensate can control sanity). The light purview can be either prime or latent in the pairing.

The four types of light sensates are the fountain of youth, the high chef, the illusionist, and the delusionist.

A fountain of youth combines scent and light magic. See scent sensate above.

A high chef combines flavor and light magic. See flavor sensate above.

An illusionist combines light and sound magic to gain purview over visibility, and can manipulate a person's detectable presence at will. He is also able to create and control the detectable presence of large groups.

A delusionist combines light and touch magic to gain purview over sanity, and can manipulate a person's sense of reality at will. He is also able to create and control the delusions of large groups.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term sound sensate is located at (6.2.4) and is defined as:
sound sensate (N) A legendary person with one of four rare forms of sound magic.

The term sound sensate refers to a sensate with sound magic in his sensory pairing (as in, A high bard is a sound sensate, or, One type of sound sensate can control lost souls). The sound purview can be either prime or latent in the pairing.

The four types of sound sensates are the divergent, the summoner, the illusionist, and the high bard.

A divergent combines scent and sound magic. See scent sensate above.

A summoner combines flavor and sound magic. See flavor sensate above.

An illusionist combines light and sound magic. See light sensate above.

A high bard combines sound and touch magic to gain purview over entertainment, and can manipulate a person's ideas and temperament at will. He is also able to create and control the ideas and temperament of large groups.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term touch sensate is located at (6.2.5) and is defined as:
touch sensate (N) A legendary person with one of four rare forms of touch magic.

The term touch sensate refers to a sensate with touch magic in his sensory pairing (as in, A beguiler is a touch sensate, or, One type of touch sensate can control sanity). The touch purview can be either prime or latent in the pairing.

The four types of touch sensates are the beguiler, the sandman, the delusionist, and the high bard.

A beguiler combines scent and touch magic. See scent sensate above.

A sandman combines flavor and touch magic. See flavor sensate above.

A delusionist combines light and touch magic. See light sensate above.

A high bard combines sound and touch magic. See sound sensate above.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


That's it for this post! Up Next: The five types of magus rares...

For the complete Magic Codex, enter your email above.






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Elemental Rares: a magic resource

This post is Part 2 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in Part 1 of this series, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 6 - Rare Magics.

Within the codex, the term elemental is located at (6.1) and is defined as:
elemental (N) A legendary person with one of twelve rare forms of elemental magic.

In my Tales of the Known World saga, the word elemental refers to a person with rare magic whose cardinal powers are from the elemental branch (as in, That man is an elemental, or, Some elementals are rarer than others).

Unlike the natural magics of a normal person, an elemental does not have access to special magic. The standard sensory magics for his race are present but middling, and his two elemental magics are cardinal.

The specific combination of prime and latent purviews in this elemental pairing determines the type of rare magic an elemental wields. Each elemental falls into one of four categories, depending on the purview of his prime magic.

The four types are air elemental, water elemental, earth elemental, and dark elemental.


Check out the Magic of the Known World for more resources!


Within the codex, the term air elemental is located at (6.1.1) and is defined as:
air elemental (N) A legendary person with one of three rare forms of air magic.

The term air elemental refers to an elemental with air magic as his cardinal prime magic (as in, A weather witch is an air elemental, or, One air elemental could create droughts).

These individuals are profoundly powerful mages, able to take air magic far beyond the normal scope of mortals. Most air elementals are able to perform all the spells in the purview of air with legendary ability, and all the spells in their latent purview with excellent ability.

The three types of air elemental are the stormbringer, the dust devil, and the backfire.

A stormbringer combines air and water magic to gain purview over the weather, and can make the day rain or shine at will. He is also able to create and control massive hurricanes, tornadoes, and other storms.

A dust devil combines air and earth magic to gain purview over sand and dust, and can make the day hazy or clear at will. He is also able to create and control massive dust storms, sand storms, and sand dunes.

A backfire combines air and dark magic to gain purview over the climate, and can make the days hotter at will. He is also able to create and control massive droughts and wildfires.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term water elemental is located at (6.1.2) and is defined as:
water elemental (N) A legendary person with one of three rare forms of water magic.

The term water elemental refers to an elemental with water magic as his cardinal prime magic (as in, A sea witch is a water elemental, or, One water elemental could create deserts).

These individuals are profoundly powerful mages, able to take water magic far beyond the normal scope of mortals. Most water elementals are able to perform all the spells in the purview of water with legendary ability, and all the spells in their latent purview with excellent ability.

The three types of water elemental are the tidal wave, the sea witch, and the death mage.

A tidal wave combines water and air magic to gain purview over sea levels, and can make the tide high or low at will. He is also able to create and control massive tidal shifts and ocean currents.

A sea witch combines water and earth magic to gain purview over erosion, and can change the shape of coastlines at will. He is also able to create and control massive sandbars, shoals, and islands in shallow seas.

A death mage combines water and dark magic to gain purview over desiccation, and can remove the moisture from anything at will. He is also able to create and control massive deserts, salt flats, and dry lake beds.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


Check out the Magic of the Known World for more resources!


Within the codex, the term earth elemental is located at (6.1.3) and is defined as:
earth elemental (N) A legendary person with one of three rare forms of earth magic.

The term earth elemental refers to an elemental with earth magic as his cardinal prime magic (as in, A swamp witch is an earth elemental, or, Some earth elementals can create earthquakes).

These individuals are profoundly powerful mages, able to take earth magic far beyond the normal scope of mortals. Most earth elementals are able to perform all the spells in the purview of earth with legendary ability, and all the spells in their latent purview with excellent ability.

The three types of earth elemental are the tunneler, the swamp witch, and the tectonic.

A tunneler combines earth and air magic to gain purview over cave systems, and can make caverns expand or collapse at will. He is also able to create and control massive rifts, cliffs, and tunnels.

A swamp witch combines earth and water magic to gain purview over floodwaters, and can make the land flood or drain at will. He is also able to create and control massive landslides, swamps, and quicksands.

A tectonic combines earth and dark magic to gain purview over the earth's crust, and can make the ground tremble at will. He is also able to create and control massive earthquakes, upheavals, and faultline shifts.

For more about these magic users, see Chapter 6 of the Magic Codex available below.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term dark elemental is located at (6.1.4) and is defined as:
dark elemental (N) A legendary person with one of three rare forms of dark magic.

The term dark elemental refers to an elemental with dark magic as his cardinal prime magic (as in, A vulcan is a dark elemental, or, Some dark elementals can create explosions).

These individuals are profoundly powerful mages, able to take dark magic far beyond the normal scope of mortals. Most dark elementals are able to perform all the spells in the purview of dark with legendary ability, and all the spells in their latent purview with excellent ability.

The three types of dark elemental are the bomber, the geyser, and the vulcan.

A bomber combines dark and air magic to gain purview over shockwaves, and can make concussive forces at will. He is also able to create and control massive explosions, whether they involve fire, shrapnel, or both.

A geyser combines dark and water magic to gain purview over steam pressure, and can draw steam from the earth at will. He is also able to create and control massive geysers, hot springs, and vents in the earth.

A vulcan combines dark and earth magic to gain purview over magma and lava, and can melt terrain at will. He is also able to create and control massive volcanoes, eruptions, and lava flows.

For more about these magic users, see Chapter 6 of the Magic Codex available above.


That's it for this post! Up Next: The five types of sensate rares...

For the complete Magic Codex, enter your email above.






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Wednesday, May 4, 2022

Rare Magics: a mystic resource

This post is Part 1 of a series to augment the Magic of the Known World available for free download.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in this note on the widespread use of magic, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 6 - Rare Magics.

Rare magic is a heightened form of natural magic, a class comprised of magics that arise instinctively in children and are mastered by repetition. Every race has a standard pair of two purviews for each branch of natural magic, resulting in three total pairings and six total purviews for individuals of that race.


Check out the Magic of the Known World for more resources!


Individual aptitudes for a specific magic power vary per person and are more generally defined by race. Though minor deviations from the racial standard are not uncommon, most people's abilities will fall within a normal range from poor to excellent, and each magic for a specific race can be given a raking, often called a score, of 1-5 as follows:
SCORE APTITUDE PREVALENCE
1 Poor less than 10% of the population
2 Fair less than 30% of the population
3 Decent about 50% of the population
4 Good over 70% of the population
5 Excellent over 90% of the population
On rare occasion, an individual may be born with a magic aptitude even higher than the excellent score of 5. While this heightened ability can be exceptional or even legendary, the individual suffers a substantial weakening of his other two branches of magic power as a result.
SCORE APTITUDE OTHER MAGICS
6 Exceptional Decent/Poor or Fair/Fair
7 Legendary Decent/absent entirely
In my Tales of the Known World saga, only those exceedingly rare individuals born with a legendary score of 7 are capable of wielding rare magic.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term rare magic is located at (6.0) and is defined as:
rare magic (N) A highly uncommon deviation within an individual's array of magic powers. Also the extended purview said deviation affords the individual.

The term rare magic can refer to two different things.

First is a rare distribution of powers in a person's natural magic array, resulting in a drastically heightened ability and an extended purview over a related phenomenon (as in, That person has rare magic, or, People with rare magic lose an entire branch of other magics).

Second is the related phenomenon itself (as in, Shape-shifting is a rare magic, or, Her rare magic is controlling the weather).

Depending on the type of rare magic, this related phenomenon may be considered an extension of an existing purview, such plant magic extending to support a whole forest being created. Or, the related phenomenon may be considered a new purview all its own, such as control of nourishment being neither a flavor magic or a light magic.

Either way, the related phenomenon forms the foundation of a person's magic abilities, and all other magics depend on the prior development of this rare magic purview.


Check out the Magic of the Known World for more resources!


Often, individuals with rare magic display incredible power at a very young age. These powers typically manifest in obvious ways, drawing early attention from the local community. As a child with rare magic grows older and more powerful, his notoriety spreads to neighboring communities, and the local government takes notice.

Because of their grave potential for mass destruction, young people with rare magic are typically conscripted by their state or national government, which has the resources to devote to their mitigation, training, and education. Most rare magic users throughout history grew up in the service of a royal family or ruling power, and the exceptions were often hermits or outlaws.

There are three types of rare magic user, depending on the user's cardinal magic. A rare magic user is known as either an elemental, a sensate, or a magus. Note that rare magics are organized by their users, not by the magics they cast.

There is also a rough correlation between the frequency of rare magic users and population size. Surprisingly, smaller populations produce a greater proportion of rare magic users than larger populations with the same pairing scores. Scholars believe that it is the actual presence or absence of other rare magic users that influences frequency, as opposed to a percentage of the population.


That's it for this post! Up Next: The four types of elemental rares...

For the complete Magic Codex, enter your email above.






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Tuesday, May 3, 2022

Magic Users: a mystic resource

This post is Part 3 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in Part 1 of this series, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 0 - Magic Basics.

With few exceptions, everyone has some sort of magic at their disposal. As such, there is no basic word for a person with magic powers. Since every individual has some natural ability to wield magic, being a person is synonymous with being a magic user. Individuals without any magic are so rare that there is no word for them, either.

In my Tales of the Known World saga, strong magic users also tend to live longer than others, aging more slowly and remaining at their peak age for longer. But beyond the everyday magic users who populate the Known World, there are three key types of magic users with access to additional powers.

These three types of magic user are the mage, the rosen, and the Master.


Check out the Magic of the Known World for more resources!


Within the codex, the term mage is located at (0.1) and is defined as:
mage (N) A student of magic, specifically a person who has studied foreign magic. Also: sage

Here, the word mage technically applies to a person who studies to learn extra magics (as in, That mage knows how to heal, or, She asked a mage for help). But people often use the word mage to describe any individual able to wield high-level magics, whether or not those magics were learned through study or just came naturally (as in, That mage casts ice spells, or, Most nymphs are plant mages).

Through this broader context, a visibly old mage is considered particularly wise and is often called a sage, especially if the mage is affiliated with a sacred place or duty (as in, A sage lives alone in that forest, or, He is the sage of this temple). By extension, a mage with sacred duty is often called a sage even if he does not appear old, as he is assumed to be similarly wise.



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Within the codex, the term rosen is located at (0.1.2) and is defined as:
rosen (N) A rare person capable of wielding deep magic. Also: Ryunic, awakening, rosen-touch, the touch

The word rosen applies to the rare individuals with the ability to wield deep magic, which goes beyond the normal realms of magery (as in, A rosen's limits are unknown, or, There hasn't been a rosen in centuries, or, The rosen are the chosen ones). Deep magic is considered a type of arcana, described in Magic Codex Chapter 8.

When a rosen casts a spell using deep magic, a hidden rune glows red upon his forehead and lasts for the duration of the spell's casting. The rune is triangular and shaped somewhat like a three-petaled rose, giving rise to the moniker rosen.

The rosen utilize deep magic through a secret language called Ryunic, which is said to be the language of the deity Mother the Infinite (as in, Some scholars believe the Ryunic language is magical unto itself).

Deep magic is so rare, in part, because Ryunic is not spoken or taught. Instead, the rosen are born unaware of the language, which lies dormant inside them. At some point, the rosen will remember the Ryunic language suddenly, as if he'd always known it.


Check out the Magic of the Known World for more resources!


Within the codex, the term Master is located at (0.2) and is defined as:
Master (N) A singular rosen with ultimate power stemming from one of two opposing deities.

The word Master is a title given to the two strongest rosen in the world, who have received increased powers from their predecessors (as in, This is Master Lorvelle, or, The last Master bestowed Lorvelle with his powers). The title is capitalized, but only in this exact context. All other uses of the word master are not capitalized, as they do not refer to this singular rosen's title.

The powers of the Masters are said to stem from the opposing deities Mother and Father, who each have one Master at all times. The two sets of powers are mutually exclusive. One individual cannot hold both powers at once, and these two Masters are construed as rivals in the timeless battle between good and evil.

Both Masters are undying but not immortal; they do not age, but they can be killed. A Master's aging process halts the instant he receives his powers, except in rare cases when the Master has not yet reached adulthood. In these cases, the Master continues to age at a normal rate until adulthood, at which point his aging process halts.

Power can transfer from an old Master to a new Master in one of three different ways, each of which makes a unique impact on the new Master's strength and ability to wield his power.


That's it for this series! Up Next: Digging into the taxonomy of magic...

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Monday, May 2, 2022

Realms of Magery: a mystic resource

This post is Part 2 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As explained in Part 1 of this series, magic is prevalent in the Known World, and generations of magic scholars have compiled their observations to create the Magic Codex, a functioning taxonomy of magic.

This post series corresponds with Magic Codex Chapter 0 - Magic Basics.

Within the codex, the term magery is located at (0.1.1) and is defined as:
magery (N) The fields of studying magic, ranging from the history and taxonomy of magic to the practice of wielding magic. Also: realm, annalist, taxonomy, taxonomist, empiricist, arcanist

In my Tales of the Known World saga, the word magery refers to the array of academic pursuits involving magic (as in, This is a school of magery, or, The realms of magery encompass most magics). The branches of magery are known as realms (as in, He studies the historical realm of magery).

The four main realms of magery are historical, taxonomic, practical, and divine.


Check out the Magic of the Known World for more resources!


Historical magery focuses on the development of magic through the ages, the predominant innovations of magics in different eras, and the impact of magic upon various geopolitical climates and conflicts. A scholar of this realm is known as an annalist (as in, An annalist studies the history of magic).


Taxonomic magery focuses on the orderly classification of magic into assorted categories, known as the taxonomy of magic (as in, The taxonomy of magic divides all known magical effects into groups). Developed by observation over time, magic taxonomy is an organizational system that groups known magics by their ascribed similarities.

As a science, magic taxonomy is subject to change, and magics are sometimes reclassified as new discoveries are made and new connections become clear. A scholar of this realm is known as a taxonomist (as in, The taxonomists revise the magic taxonomy when new evidence arises).



Download the complete Magic Codex:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.



Practical magery focuses on perfecting the art of wielding magic, advancing the magical talents of individuals, and the innovation of new magical skills and techniques. A scholar of this realm is known as an empiricist (as in, Many empiricists conduct magical experiments).


Divine magery focuses on magics considered beyond the normal realms outlined above. These include arcana, described in Magic Codex Chapter 8, which are unclassified instances of magic that fall outside the standard taxonomy, as well as the magics of deities and other planes of existence, which are typically beyond the reach of mortals.

A scholar of this realm is known as an arcanist (as in, Most arcanists hope to create a major breakthrough in our understanding of magic as a whole).


That's it for this post! Up Next: The three types of magic users...

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Sunday, May 1, 2022

A Note on the Codex Number and Cross-Reference: a mystic resource

This post is Part 2 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



As outlined in Part 1 of this series, the Magic Codex is a comprehensive explanation of the magic system of the Known World. Within, the myriad magics are organized and explored in logical groupings, each with its own numerical tag.

These tags index each chapter and sub-section, so that external documents can cross-reference the information expressed in the codex.


Check out the Magic of the Known World for more resources!


Within the novels of my Tales of the Known World saga, magic is often relevant to the story. A glossary appears at the back of each book to provide a quick alphabetical reference for the specific terms used in that novel.

Each magic term in such a glossary is followed by a codex number, which specifies the numerical tag in the codex where that term is expanded upon and contextualized. Within a glossary, the codex number will appear in this format:

(0.1) or (9.2.42) etc.


For each codex number, the first digit refers to the chapter of the codex where the term's expanded information can be found. Each chapter is a logical unit of the magic system, and reading the whole chapter will provide the best context for the specific term in question.

(0.1) refers to Chapter 0 – Magic Basics
(9.2.42) refers to Chapter 9 – Turned Magic


The second digit refers to a chapter's section, and the final digit (if any) provides the exact entry where a magic concept is introduced.

(0.1) refers to Section 0.1 – Magic Users

(9.2.42) refers to Section 9.2 – Unnatural Creatures
and Entry 9.2.42 – Blood Golem




Download the Magic Appendix:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the Magic Appendix above.



Much like the glossary at the back of each novel, the Magic Appendix above provides brief explanations of the specific magical terms used within the Known World. Each term, however, is expanded upon within the Magic Codex available for free download.

In this appendix, each term is ordered by codex number, which gives the exact chapter and sub-section of the codex where further information can be found. Within the codex, these magics are explored in detail, as opposed to this appendix of terms provided for quick reference.


That's it for this series! Up Next: An introduction to the saga's magic...

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Saturday, April 30, 2022

A Note on the Widespread Use of Magic: a mystic resource

This post is Part 1 of a series to augment the Magic of the Known World available for free download.

This and other mystic resources are gathered in my Magic Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



Magic is prevalent in my Tales of the Known World saga. With few exceptions, everyone has some sort of magic at their disposal. The humans of this world have their own kinds of magic, as do the elves, faeries, merfolk, and nymphs.

In fact, magic is so common in the Known World that individuals without magic are rather rare and considered something of an oddity.

Each person is born with access to six different magic abilities, and an individual with no discernible magic typically suffers from a weakness in numerous well-known magics coupled with an ignorance of lesser-known magics in which they have a hidden aptitude.

Beyond these natural talents, there are magics that anyone can learn to wield if they study. While study obviously requires free time and access to education, the magics themselves are equally attainable by anyone willing and able to put in the effort.


Check out the Magic of the Known World for more resources!


As a result, magic plays a heavy role in everyday life for denizens of the Known World. Many technologies and modern amenities rely on magic to function, such as indoor plumbing through water magic, or refrigeration through ice magic.

In this Magic Directory, you can browse the many kinds of magic possible in the Known World. See what a world full of magic could be like!

For millennia, scholars have observed the nature of magic, documenting and classifying its myriad effects. Countless scholars have contributed to the Magic Codex, a complete taxonomy of magic from the saga.

Due to the diversity and versatility of magic in the Known World, the magic system these scholars developed must not be considered an expression of hard and fast rules.

Rather, consider this an academic taxonomy, in which magic phenomena have been studied and codified by scholars through the ages. Check out the mystic companion to the saga, the Magic Codex of the Known World, for more.

Within this free ebook, the myriad magics are organized and explored in logical groupings, from the basic properties of magic to the arcane unknown and the evils beyond.

The Magic Codex is also cross-referenced by magical terms in the Glossary at the end of each published novel. While each Glossary provides brief explanations of the specific terms used within that book, every magical term is expanded upon and contextualized within the codex.



Download the Magic Appendix:

The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the Magic Appendix above.



The full Magic Codex is a scholarly tome describing the nuances and mysteries of every known magic, and a shorter reference is often useful. For a distilled version of the comprehensive taxonomy detailed in the codex, see the Magic Appendix available above.

This free download outlines the same taxonomy concepts in the same order, but contains just the defining taglines for each entry. The detailed explanations from the codex have been omitted, allowing for brief overviews and quick reference.

It also provides a complete spell list, with a defining tagline for each magic spell, as well as a number of alternate terms and regional labels for the various spells and their effects.


That's it for this post! Up Next: How to cross-reference the full codex...

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Thursday, February 10, 2022

Recap in Sequels: inspiration & spark

This post is part of a series to augment the Author's Manifesto available for free download.

This and other inspirations of mine are gathered in the Spark Directory for you to explore.

Find my published stories and guides in the Books Directory.



As I moved deeper into my Tales of the Known World saga, I ran into some troubling issues regarding recap in my sequels. As you may know from my Workshops on Writing, I'm not a big fan of exposition. I feel like it's the death of a story, and over-explaining stuff is where readers lose interest and put a book down.

For a long time, I was mired in revising the very first chapters of my second novel, Broken, though I'd finished drafting it months earlier. I just didn't seem able to get much revision done. At last, I realized the issue was that I still wasn't sure exactly what I should be doing, in terms of explaining what happened in Book 1.

Here's the rub: I hate it when a series over-explains what happened in the last book. But how much exposition is necessary for a sequel? Should I re-describe the characters in Book 2, or trust that you remember what they look like from Book 1? Should I re-set the scene by painting the picture of each place as it's visited, or leave it up to you to remember what the areas look like?

As a serial reader, I tend to read a whole series back to back. When I have to wait for the next book to come out, I often read the previous book in the weeks before the book launch to refresh myself. That or I just rely on my reading retention, coupled with most authors' tendencies to recap a lot of their earlier story in each new release.


Check out this Author's Manifesto for more of my inspirations!


This extensive recap in sequels has always pissed me off. I swore never to include such tedium in my own works, and yet... I was trying to find a balance between necessary exposition and boring rehash. As I started exploring this balance, a few insights became clear.

Even with a sequel, a new reader should be able to pick up the book, start reading the first chapter, and get hooked on the story. This can't happen if the new reader is too confused to follow what's going on. Ideally, the new reader decides to get Book 1 and read the story in order, but in the real world, if they're stuck on a plane and need a good read, there should at least be enough exposition to follow along.

I also realised there's no reason to retell the story of Book 1 in a sequel. When you're rafting down a river, you aren't expected to go all the way to the very first stream that feeds the river. You just enter where you are and end up further downstream of where you started.

Stories are the same way - they never end, and they never start. Authors just pick the most interesting place to begin, and leave off when plot resolution is achieved. By that metric, even the story of Book 1 started mid-stream, and it was easy to include enough explanation there to let readers plunge in and follow the stream.

In Book 1, I explained the plot elements and character motivations that occurred before the story took place. I didn't require you to read an encyclopedia of information about the world and its history before joining the adventure. So, I thought, in Book 2, I should be able to do the same thing.

I decided to approach the story as its own unit of a much-larger story, including the explanations required to follow along, but without over-explaining things, which I tend to avoid anyway. And by approaching my sequel like a standalone book, I could easily apply my revising philosophy from Book 1.

Overall, ironing out my approach to a sequel has been really helpful. I feel more clarity about the direction of my revisions, and I am more confident about producing a great story. Serial readers should be undeterred by the sprinkling of exposition to orient new readers, and I can strike a balance between not recapping anything and retelling the whole story.


That's it for this post! Check out my latest inspirations for more.

Download the Author's Manifesto here, or start your adventure below.






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Monday, February 7, 2022

A Note on Unpassed Prophesy: a prophetic resource

This post is Part 3 of a series to augment the Codex of the Known World available for free download. Start with Part 1 here.

This and other worldbuilding resources are gathered in my Codex Directory for you to explore.

Find more prophetic poetry in my Portents Directory.



In Part 1 of this series, I discuss the cultural reasons why I always use an /s/ to spell the word prophesy. The elusive merfolk publish their prophetic verses into books of epic poetry, known as story books.

The story book Portents of Mother's Gate should be considered a contemporary publication of the merfolk, released after the events of Book 2 in the saga, but prior to the events of Book 3. Therefore, the portents sequenced early in the story book have already reached fruition, and their events have already occurred.

Conversely, the portents listed later in the story book have not yet come to pass, and foretold events coincide with novels that have not yet been published in the Tales of the Known World saga. While these portents are certainly riddles, they do by nature contain spoilers. You have been warned.


Check out the Codex of the Known World for more resources!


For the prophetic merfolk, portents that have not yet come to pass are considered unpassed prophesy. While they have been tattered and interpreted, the events they predict have not yet occurred.

However, unpassed prophesy is still fully understood, and in many cases, scholars have determined the precise dates these events will come to pass. But these future dates are traditionally withheld from the public, to protect the sanctity of the timeflow.

In prior eras, the merfolk discovered that sharing the precise dates of future events tempted certain people to try to change those events. All of these attempts have been unsuccessful, and ironically many of them were crucial to the actual fruition of the events they were trying to subvert.

Regardless, scholars now avoid the entire issue by simply withholding the exact dates of unpassed prophesy from their story books. Within a story book, these portents are still arranged in correct story order, using the precise dates that scholars have deduced after their intensive process of tattering and analysis.

But instead of providing an exact date for each tatter’s fruition, the annotation VA is used. This VA note is read Vyanni Ari, short for vyehvyannilu songyoari, which means Approximate Day of Seeing.

For a thorough explanation of prophesy dates and approximations, see Appendix IV in the Prophesy Appendix below.



Download the Prophesy Appendix:

The merfolk culture is built on the prophetic Gift. Nearly all men produce a portent every twenty days, and they devote their lives to interpretation. For more about the role and inner workings of prophesy, check out the Prophesy Appendix above.



The use of VA is very common when tattering prophesy, especially in the early stages when interpreters are focused on dividing their latest portents, called raw prophesy, into disparate tatters.

Once divided, these tatters are then sequenced relative to each other, and the open-ended VA annotations are assigned approximate dates, which are adjusted as interpretation ensues.

When interpretation is completed, the approximated fruition date is converted into a verified dateline, and the tatter’s position in correct story order is finalized.

Portents then graduate from raw prophesy to unpassed prophesy. They are considered ready to publish into a story book, though their official dates are withheld from publication.

For a thorough explanation of prophesy tattering and annotation, see Appendix V in the Prophesy Appendix above.


That's it for this post! Check out the latest prophesy resources for more.

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Sunday, February 6, 2022

A Note on Languages and Dialects: a linguistic resource

This post is Part 1 of a series to augment the Codex of the Known World available for free download.

This and other linguistic resources are gathered in my Language Directory for you to explore.

Find more worldbuilding content in my Codex Directory.



In the Known World of my Tales of the Known World saga, most people speak Allanic. But every region has its own dialect, influenced by the heritage language of that area.

Some cultures retain their native tongues, using them for a variety of purposes from traditional rituals to personal identity. Other cultures have lost their heritage language completely, and only the unique quirks of their Allanic dialect remain.


Check out the Codex of the Known World for more resources!


Regardless of what language they speak, each culture sculpts their language over generations, reflecting their unique ideologies in their usage of words. Each language in turn shapes the way its speakers parse the world into ideas, informing cultural perceptions for new generations.

In this Language Directory, you can browse the regional languages from each set of novels. Find out how your favorite characters speak!

Every culture has common phrases and slang terms, as well as sayings that make no literal sense. These sayings rely on stories, myths, and folktales for their meaning instead.

Along with the cultural impact of these unique sayings, each language makes further impact through subtleties in the grammar and words themselves. Check out the linguistic companion to the saga, the Language Codex of the Known World, for more.



Download the Language Appendix:

Most people of the Known World speak Allanic. But the world is rife with different dialects and the cultural heritage languages that influence them. For more about the role and inner workings of language, check out the Language Appendix above.



Many concepts intrinsic to a culture are captured by the way its words and names are built. The foreign dialogue in the novels can be broken down into its root words and syllables, revealing the hidden meaning behind them.

For a comprehensive list of names and terms, as well as a guide to the many titles and estates in the Known World, see the Language Appendix available above.

This free download translates all the foreign dialogue from the Chronicles of Mother's Gate set of novels, and it explains how special meanings combine to form words, names, and sentences.

It also explains the slang and unique sayings from the saga, introducing the traditions, myths, and folklore that each culture has enshrined into common turns of phrase.


That's it for this post! Up Next: The pronunciation guide for proper names...

For the Language Appendix, enter your email above.






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