Sunday, March 1, 2015

Portent VIII of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



When lost through sight of death untold
Works not to see the seen unfold
She riles the sea for sacrifice
Of homebound student stolen thrice

Who by the grace of lessons taught
Reminds the lost of truth forgot
And braves the wake of ocean churned
Her death delayed and future earned.


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


This short portent is key to a great scene in Chapter 7 of Awakening. It is especially foreboding to Larin, who was told this prophesy foretells her own destiny. You can read the scene in this free ebook.



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.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Jyakugi Ndendyn Regyoni XIX
3:2:4:2/7, 8:2:2 IX
V 2:1:1:2/5, III:IX
The portent attributed here has been interpreted, and it references a single event that occurs on an exact date. An additional verified dateline has been added to the attribution, noting the date when the portent comes to pass.


That's it for this post! Up Next: At last unfettered servants fledge...

For the Prophesy Appendix, enter your email above.






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Monday, February 23, 2015

Natural Magic: a mystic 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.



The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.

This post corresponds with Magic Codex Chapter 4 - Natural Magic.

The natural magic class is comprised of magics that can come naturally to an individual. These magics arise instinctively in children and are mastered by repetition. While natural magics can be developed infinitely, inception and study change when a person's limit point is reached. Individual limits vary per person and are more generally defined by race.


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


The three branches of natural magic are elemental, sensory, and special magic, each of which contains a number of purviews. An individual has natural access to certain purviews, but not to others. Purviews outside of these natural aptitudes can still be studied as foreign magics, described in Magic Codex Chapter 5.

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. The stronger power in a given pairing is known as the prime magic, while the weaker power is the called the latent magic.

In my Tales of the Known World saga, every race has a standard prime magic for each pairing, though individual deviations are not uncommon. Latent magics can range in strength, from as strong as the prime magic itself, down to barely present or even undetected.



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 elemental magic is located at (3.1.1) and is defined as:
elemental magic (N) A magic that grants powers over an element, and that creates effects upon or using that element.

The term elemental magic is the branch for magics that manipulate an element to create effects (as in, Faeries have strong elemental magic, or, One purview of elemental magic is water magic).

There are six known purviews of elemental magic, four of which fall into the natural magic class and two of which fall into the foreign magic class. The four natural magic purviews are air, water, earth, and dark magic, which form the following standard pairings for different races:
RACE PRIME LATENT
Faerie Air Water
Mer Water Air
Human Earth Dark
Elf Earth Air
Nymph Earth Water
Air magic involves controlling the air, healing through the respiratory system, and crafting leathers and other preserved goods through curing factors like air humidity and convection.

Water magic involves controlling water, healing through the circulatory system, and crafting glassware and other goods fashioned while molten or liquid.

Earth magic involves controlling the soil, healing through the musculoskeletal system, and crafting gems and other stones by manipulating subterranean pressure.

Dark magic involves creating and controlling flames and electricity, healing through the nervous system, and crafting flame or lightning into physical objects like swords or gates.

Unique among the known purviews, dark magic can also arise as an additional latent magic in any user who has turned, described in Magic Codex Chapter 9. Therefore, anyone known to wield dark magic is thought of as evil, regardless of his actual alignment and personality.

For more about these magics, see Chapter 4 of the Magic Codex available above.


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


Within the codex, the term sensory magic is located at (3.1.2) and is defined as:
sensory magic (N) A magic that grants powers over a sense, and that creates effects upon or using that sense. Also: sense magic

The term sensory magic is the branch for magics that manipulate a sense to create effects (as in, Light magic is a purview of sensory magic, or, Nymphs tend to have weak sensory magics). It is also called sense magic (as in, Humans have strong sense magics).

There are seven known purviews of sensory magic, five of which fall into the natural magic class and two of which fall into the foreign magic class. The five natural magic purviews are scent, flavor, light, sound, and touch magic, which form the following standard pairings for different races:
RACE PRIME LATENT
Faerie Scent Flavor
Mer Flavor Light
Human Light Sound
Elf Sound Touch
Nymph Touch Scent
Scent magic involves controlling scented particles released into the air or water, healing through the sense of smell, and crafting incense and oils through the manipulation of scent.

Flavor magic involves controlling the flavorful particles within solids and liquids, healing through the sense of taste, and crafting foods and drinks through the manipulation of flavor.

Light magic involves controlling the reflection and refraction of light as it travels, healing through the sense of sight, and crafting mirrors and prisms through the manipulation of light.

Sound magic involves controlling vibrations as they travel through matter, healing through the sense of hearing, and crafting resonance chambers for musical instruments or buildings through the manipulation of sound.

Touch magic involves controlling the texture and consistency of objects, healing through the sense of touch, and crafting textiles and furniture though the manipulation of texture and consistency.

For more about these magics, see Chapter 4 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 special magic is located at (3.1.3) and is defined as:
special magic (N) A magic that grants powers over a special metaphorical sense, and that creates effects upon or using that metaphorical sense.

The term special magic is the branch for magics that manipulate a special metaphorical sense to create effects (as in, Special magic runs strong in the elves, or, Plant magic is a purview of special magic).

There are five known purviews of special magic, all of which fall into the natural magic class. The five natural magic purviews are intent, the Gift, animal, metal, and plant magic, which form the following standard pairings for different races:
RACE PRIME LATENT
Faerie Intent Plant
Mer The Gift Animal / Intent *
Human Animal The Gift
Elf Metal Animal
Nymph Plant Metal

* Uniquely, the standard pairing for mers differs by phenotype. Blue mers have animal magic as their latent talent, and green mers have intent magic as their latent talent.
Intent magic is metaphorically the nose for trouble regarding the intentions of others. It involves discerning and influencing people's motivations and intentions, whether hidden or overt.

The Gift is metaphorically the sight into the future that lets a user scry for visions or enter a trance for prophesy. For more information about the role and inner workings of prophesy, see the Prophesy Appendix.

Animal magic is metaphorically the tongue of the beasts allowing communication between people and animals. It involves discerning and influencing the hearts of nearby animals.

Metal magic is metaphorically the ringing of the sword that emanates from a blacksmith's anvil. It involves discerning and influencing the metals within objects, ores, and open veins in the earth. Users can also craft alloys with desired properties, and craft objects using a forge or a furnace.

Plant magic is metaphorically the touch of the earth that graces those who commune with nature. It involves discerning and influencing the surrounding plant life and the various uses of those plants. Users can also craft potions with desired properties, and craft threads textiles using a spindle or loom.

For more about these magics, see Chapter 4 of the Magic Codex available above.


That's it for this post! Up Next: The four branches of foreign magic...

For the complete Magic Codex, enter your email above.






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Monday, February 16, 2015

Classes of Magic: 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.



The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.

This post corresponds with Magic Codex Chapter 3 - Classes of Magic.

The inception, study, and limit properties determine the class of a given magic.


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


Within the codex, the term class is located at (3.0) and is defined as:
class (N) A classification that divides magics into one of three modes of expression in and by magic users.

In my Tales of the Known World saga, the word class refers to the primary classification of magic, which defines magics by their style of arising in users, their method of improvement, and their capacity to improve indefinitely (as in, A magic's class determines its user base, or, There is a whole class of magic that anyone can study).

All three of a magic's properties determine its class. Specifically, class depends on the facet of inception dealing with how a magic arises in new users, as well as the facet of study dealing with how a magic user improves his ability. The limit of a magic also influences its class.

The three major classes of magic are natural, foreign, and deep 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 natural magic is located at (3.1) and is defined as:
natural magic (N) A magic that arises instinctively in children and is mastered by repetition. Also: talent, inborn magic, beast magic

The term natural magic is the class for magics that can come naturally to an individual (as in, This natural magic is elemental, or, Different races have different natural magics). A natural magic is often called a talent (as in, She has a talent for air magic, or, Speaking with animals is an effortless talent).

As defined by its inception property, a natural magic arises instinctively in young children, wielded unconsciously as a reaction to circumstances. As defined by its study property, a natural magic is also developed by feel or intuition and mastered through simple practice and repetition.

As defined by its limit property, a natural magic's inception and study change when the limit point is reached. A magic user's intuitive repetition is no longer enough, and the user must shift into studying deliberate techniques to continue progress. Once past its limit point, however, a natural magic can be developed infinitely.

Note that the limit property of a natural magic does not actually define the limit points of a given person's magics. Individual limits vary per person and are more generally defined by race. For instance, faeries can usually delve far into their natural air magic, but merfolk tend to have very shallow limits on air magic.


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


Within the codex, the term foreign magic is located at (3.2) and is defined as:
foreign magic (N) A magic that arises intentionally in students of magic and is mastered through focused techniques. Also: skill

The term foreign magic is the class for magics that must be studied before they can be wielded (as in, Teleportation is a foreign magic, or, Anyone can study foreign magics). A foreign magic is sometimes called a skill (as in, He has a skill for healing, or, She has fire magic skills).

As defined by its inception property, a foreign magic arises intentionally in students of magic, better known as mages, who must deliberately cast their spells. As defined by its study property, a foreign magic is also developed by thought or analysis and mastered through rigorous focus and technique.

As defined by its limit property, a foreign magic's inception and study are halted when the limit point is reached. A magic user's studying and deliberate techniques will no longer drive the magic's development, and the user cannot make further progress. However, a magic user may die of old age before his limit point is reached, in which case his magic's progression is never halted.

As with natural magics, the limit property does not actually define the limit points of a given person's magics. However, with foreign magics, individual limits vary widely per person, and there are no general standards for a given race. For instance, a faerie studying earth magic has no idea where her limit point may fall, and she will only discover it when her earth magic plateaus and ceases to improve.



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 deep magic is located at (3.3) and is defined as:
deep magic (N) A magic that arises through the secret language Ryunic and is mastered both by repetition and through focused techniques.

The term deep magic is the class for magics that rely on a secret language for casting (as in, Only a rosen knows the Ryunic to cast deep magic). This class is typically conflated with the deep magic autonomy; all magics within the deep magic autonomy fall into the deep magic class, and no magics outside of the deep magic autonomy fall into the deep magic class.

As defined by its inception property, deep magic arises intuitively in those who have learned the Ryunic language, better known as rosen. As defined by its study property, deep magic is also developed through simple practice and repetition. In these ways, the deep magic class is akin to natural magic.

Unlike natural magic, however, deep magic is never wielded as an instinctive reaction to circumstances, and it cannot be mastered by instinct alone. Instead, much like foreign magic, the rosen must cast their spells deliberately, and deep magic can only be mastered through rigorous focus and analysis.

Uniquely, deep magic has no limit point, and therefore has truly infinite potential. Deep magic spells and effects are impossible to classify, and as such, they are omitted from the remainder of the traditional magic taxonomy. Instead, deep magics are considered arcana, described in Magic Codex Chapter 8.


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

For the complete Magic Codex, enter your email above.






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Sunday, February 15, 2015

The D'jed Mountains: a map for Awakening

The D'jed Mountains: roof of the world and home of the elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 7 of a series.
This post is Part 7 of a series to augment the Atlas of the Known World available for free download. Start with Part 1 here.

This and other TotKW maps are gathered in my Map Directory for you to explore.

Enjoy!



The D'jed Mountains
The D'jed Mountains: roof of the world and home of the elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 7 of a series.
Roof of the world and home of the elves.


Geography and Climate


In Chapter 5 of Awakening, the D'jed Mountains form the spine of Allana, dividing the Kalrein Forests of the west from the Sutek Desert of the east. The mountain range bends eastward from the Draconan Mountains to form The Guard, a minor range separating the Sutek from the Glavi Forest to the north.

The highest altitudes in the Known World are found within the D'jed, and its tallest peaks are snowy year-round. After the spring meltwater retreats down the River Tang, the valleys of the D'jed bloom with life.

This region also borders the Front Rishi and the Back Rishi, of the Plains of Rishi.


Flora and Fauna


The hardy meadows of the D'jed feed a number of animals specially adapted for the high mountain elevations. Insects swarm the valleys in spring and summer, and gray eagles soar in the thin air between mountain peaks, hunting smaller birds and blackfoot hares. Silver ibex wander the rocky slopes above the treeline, where the top predator is the great snow leopard, an elusive cat rarely seen by denizens. Wild dragons nest in the rocky reaches of the high mountains, but even these masters of flight avoid the tallest ridges.


People and Dress


Like most elves, the people of the D'jed are tall and willowy, with dark hair and eyes. However, their pale skin and short pointed ears distinguish them from other elf races. Due to a long-standing blood-feud with the faeries of Kalrein to the west, many towns along the western Blade and Cleft of the D'jed pay bounty for the severed right ear of a faerie. Mountain elves dress simply in warm furs and hide moccasins, though in summer the men wear lighter linen robes, and the women don thin woven dresses dyed bright colors.


Native Magic


Special magic is the most prominent elf ability, and mountain elves are renowned for their metal magic, with traces of latent animal magic as well. The elves of the D'jed are famous for their blades, which are mined, smelted, and forged with their metal magic. Though their elemental powers are fairly weak, the mountain elves are the strongest elemental mages of all the elf races. Their earth magic is decent, and their latent air magic is rather poor. With barely detectable sound and touch magics, mountain elves make the worst sensory mages of all the elves.

Check out the Magic Codex of the Known World to learn more.


Cultural Values and Traditions


The mountain elves of the D'jed value piety and loyalty as the highest virtues. Religious faith and magic are a huge part of daily life, especially for blacksmiths and other skilled trades. Silver and gray are the colors of magic, and the mountains are seen as holy gifts from the deity Mother, full of precious metals to be mined and smelted. Caves are viewed as sacred entrances into these mountains, and temples are often built at the mouths of caves. As the ancestral homeland of all elves, the D'jed is the oldest territory of the Allanic Empire, and the mountain elves make loyal citizens. Families are tight-knit and often live together in large dwellings that house adult siblings, their spouses and children, as well as grandparents and great-grandparents. Generally even-keeled, the mountain elves pay little mind to the behavior of others, but grow incensed at the mention of Kalreini faeries or the blood-feud between their clans.

Age is measured in years, with the new year falling on the winter solstice of the ancient merfolk calendar, which the empire adopted long ago. Adulthood is reached through expertise rather than age, and girls are considered women once they experience first blood. Boys come of age when they prove themselves in a skilled trade, usually as a blacksmith, though the more remote villages will find a successful hunt sufficient. Adults are expected to contribute to their family unit, which entails consistent use of their proven skills to generate income, as well as taking a spouse and producing children to assist with household tasks.


Warriors and Guardians


A warrior infantry patrols the western border of the D'jed against the Kalreini faeries with whom they feud. These warriors are outside the regular system of mountain life, and they have little contact with the rest of the mountain elves. Children with strong combat skills are encouraged to hone their abilities, and upon coming of age, they may choose to journey westward to join one of the border garrisons. There, they serve to guard and protect the D'jed from the bloodthirsty faeries until the day they die. Older warriors often refrain from active patrol, instead training the newest arrivals to prepare them for skirmishes.


Languages


The ancestral elvish tongue of Ka'e is only spoken in the most remote villages of the D'jed. Modern elves view it as archaic, and their language has been replaced by Allanic, the official tongue of the empire. However, the Allanic Empire retained the Ka'e alphabet as its official writing system. The angular runes of Ka'e have expanded to include symbols for Allanic sounds absent in the old elvish tongue. Mountain Allanic sounds a bit more formal than the dialect of the plains elves, with a stricter grammar and less gesticulation than their cousins to the south.

Check out the Language Codex of the Known World to learn more.


Characters from The Known World


Awakening is a potent tale of self-discovery. Experience this gripping fantasy adventure and discover yourself within. www.DNFrost.com/Awakening #TotKW
In the book Awakening, the plains elf Kingard resides in an ancient temple deep within the sacred mountains of the D'jed.

A legendary hero from centuries past, Kingard whiles away his immortality in a derelict cavern, awaiting the dark time when he will need to save Allana again.

His call to action launches a race to save a young shape-shifter from imperial forces.

Kingard guides the innocent fugitive through the heart of the empire to quest for a distant glade. Only there can he unleash the power of the magic city A'lara to save the land from evil.

That's it for this post! Up Next: Farmland of elves and gryphon riders...

Download the Atlas of the Known World here, or start your adventure below.






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Sunday, February 1, 2015

Portent VII of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



So came the girl to island warm
Where Dynde met her island form
And cast the net in gifted grace
For gifted girl with Mother's face

She wises slow by ocean's creed
The years she learns cannot succeed
The golden tongue is given sure
Though spoken out cannot endure (I)

For once she breathes the gifted word
Her death before due time ensured
The learned girl at ocean's shore
To Hells and back through deathly roar

When all has turned to dust and grief
The screaming death comes truly brief
By master's hand so banished there
To roam the master's master's fief

Yet Mother's grace protects her soul
While vessel lingers hurt but whole (II)
Made keeper grim of howling gate
The darkness comes to pay her toll. (III)


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


This is one of the first prophesies I ever wrote! It is quoted two places in Awakening - in the first scene of Part 3, and in the last scene of Part 4. The portent comes to pass in three stages, and doesn't culminate until Book 3.

Do you know who the gifted girl is? And what do you think is her destiny?



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.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Valyo Nkwnoh Dynde XV
2:2:1:3/10, 8:1:2 IX
V:I 3:2:4:7/10, 8:2:2 IX
V:II 2:2:2:2/5, III:IX
VA:III
The portent attributed here references multiple events that come to pass in sections called tatters. An additional tatter dateline has been added to the attribution for each tatter, noting the date when that segment of the portent will come to pass.


That's it for this post! Up Next: When lost through sight of death untold...

For the Prophesy Appendix, enter your email above.






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Wednesday, January 28, 2015

Autonomy of Magic: 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.



The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.

This post corresponds with Magic Codex Chapter 2 - Autonomy of Magic.

The inception and study properties determine the autonomy of a given magic.


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


Within the codex, the term autonomy is located at (2.0) and is defined as:
autonomy (N) A classification that divides magics into one of four modes of independence from other magics and skills.

In my Tales of the Known World saga, the word autonomy refers to a preliminary classification of magic, which defines magics by their capacity to be learned and developed without the need for other magics or skills (as in, This magic's autonomy is basic).

Autonomy is determined by the facet of inception dealing with how a magic is accessed or discovered, as well as the facet of study dealing with the related skills or magics required for a magic's development.

The four types of autonomy are basic, advanced, skillset, and deep 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 basic magic is located at (2.1) and is defined as:
basic magic (N) A magic that is both accessed and developed independently of other skills and magics.

The term basic magic is the autonomy for the most independent magics, which have no requirements for either discovery or improvement (as in, Everyone has some basic magic at his disposal, or, Children learn to wield their basic magics at a young age).

A basic magic can be accessed without prerequisites, as defined by its inception property. A basic magic also can be developed without relevant skills or magics, as defined by its study property. Only the basic magic itself matters as an individual discovers his ability and progresses towards mastery.

In the Magic Spell List, basic magics are denoted as Tier 1 spells.


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


Within the codex, the term advanced magic is located at (2.2) and is defined as:
advanced magic (N) A magic that is accessed independently of other skills and magics, but whose development depends on the improvement of related magics.

The term advanced magic is the autonomy for magics that have no requirements for discovery, but whose improvement is reliant on underlying magics (as in, A basic magic must be developed before the advanced magic can improve).

Just like with basic magic, an advanced magic can be accessed without prerequisites, as defined by its inception property. However, an advanced magic cannot progress without the improvement of one or more related magics, as defined by its study property.

Quite often, advanced magics arise in young magic users, but these magics remain weak and difficult to practice until the basic magics that support them are developed. Some advanced magics even rely on other, earlier advanced magics for improvement.

In the Magic Spell List, advanced magics are denoted as Tier 2 spells or higher.



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 skillset magic is located at (2.3) and is defined as:
skillset magic (N) A magic that is accessed within the practice of a related skill, and whose development depends on the improvement of that skill. Also: basic skillset, advanced skillset

The term skillset magic is the autonomy for magics that require a non-magic skill or knowledge before discovery, and whose improvement is reliant on the development of that skill or knowledge (as in, Healing is a skillset magic that requires learning about the body).

A skillset magic cannot be discovered until a relevant skill is practiced first, as defined by its inception property. Similar to advanced magic, a skillset magic also cannot progress without the improvement of one or more related skills, as defined by its study property.

Also like advanced magic, high-level skillset magics are often accessible as soon as a magic user learns the necessary knowledge or skill. However, these magics remain weak and difficult to practice until the underlying magics that support them are developed.

In the Magic Spell List, skillset magics are denoted with Requires [spell name] or Requires understanding of + the underlying knowledge or skill.


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


Within the codex, the term deep magic is located at (2.4) and is defined as:
deep magic (N) A magic that is accessed through the secret language Ryunic, and developed independently of other skills and magics.

The term deep magic is the autonomy for magics that require knowledge of a secret language before they can be discovered, but that have no requirements for improvement (as in, Only a rosen knows the Ryunic to cast deep magic). Magics with this autonomy are considered arcana, described in Magic Codex Chapter 8.

Similar to skillset magic, deep magic cannot be discovered until the Ryunic language is learned first, as defined by its inception property. However, just like basic magic, deep magic can be developed without relevant skills or magics, as defined by its study property.

Because of the special language required, the Magic Spell List does not detail any spells for deep magic.


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

For the complete Magic Codex, enter your email above.






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Thursday, January 15, 2015

What is a Wordsmith?

This post is Part 2 of a series to augment the Tips for Writing Fiction available for free download. Start with Part 1 here.

This and other writing workshops are gathered in my Workshops Directory for you to explore.

Find more website tag definitions in my Index Directory.



Why do so many good storytellers never become authors? Because a novel is not just spoken language in written form. All writing is the composite of two separate skillsets: the language skills that a wordsmith displays, and storycraft, the art of storytelling.

In Part 1 of this series, we discussed how storycraft produces worthwhile content for your tale, while the wordsmith hammers out an engaging manuscript. Neither will spin you a gripping novel alone, but in tandem they unlock your writing prowess.

A wordsmith takes a draft and strikes out anything unnecessary. Beyond proper grammar and syntax, a wordsmith knows how to choose the right words, and where to place those words for best effect. Punctuation and a thesaurus are tools the wordsmith uses to craft phrases into sentences and paragraphs. Though your wordsmith skills define the caliber of your writing, most writers don't even recognize it as a unique skill, because spoken language comes naturally to so many.


Check these Tips for Writing Fiction to see more workshops!


Wordsmith skills also shape your writing style. Many facets of style include both wordsmith and storycraft elements. The wordsmith manipulates words to control flow, while understanding how flow impacts the story is storycraft. Establishing your voice as a writer is storycraft, but manifesting your voice throughout a manuscript is the wordsmith's work.

Your wordsmith skills make the difference between a gripping campfire story and a best-selling novel. Writing isn't just "write like you talk," and without evoking the wordsmith, your manuscript will seem immature and unpolished. By exploiting the most effective syntax and plunging the perfect word into the right phrase of each carefully crafted sentence, the wordsmith is crucial to the successful delivery of your narrative. In my Tales of the Known World saga, you can see how I leverage various wordsmith principles to effect the desired delivery.

On this website, I use the wordsmith tag for posts about words as an artistic medium, an aspect of writing. Similarly, the storycraft tag marks posts regarding the art of storytelling. In these Workshops on Writing, you'll find workshops to hone your own craft. Most writers have either the knack for storycraft or as a wordsmith, but regardless of natural talent, one skill tends to outweigh the other. Fortunately, you can develop your writing skills individually, once you understand the nature of each component.


That's it for this series! Check out the latest writing workshops for more.

Download Tips for Writing Fiction here, or start your adventure below.






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The Draconan Mountains: a map for Awakening

The Draconan Mountains: northern reaches of dragons and men www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 6 of a series.
This post is Part 6 of a series to augment the Atlas of the Known World available for free download. Start with Part 1 here.

This and other TotKW maps are gathered in my Map Directory for you to explore.

Enjoy!



The Draconan Mountains
The Draconan Mountains: northern reaches of dragons and men www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 6 of a series.
Northern reaches of dragons and men.


Geography and Climate


In Chapter 4 of Awakening, the Draconan Mountains crown the northwest edge of Allana. Spanning north of the D'jed Mountains and out to the sea, the Draconan Mountains form the northern border of the Forests of Kalrein.

Its tallest peaks sit nearest the D'jed range, and they descend in elevation toward the coast. When the mild, breezy summer gives way to bitter winter cold, valleys are snowed into isolation, with the exception of a few mountain passes kept open year-round.

This region also borders the North Sea, Drake Bay, and the Forest of Glavi.


Flora and Fauna


Clinging to the windy slopes of the mountain peaks, stub pines mark the treeline with their gnarled branches, and packs of drake wolves meander the rocky climes in search of spectacled ibex. In the valleys, hardwoods and black pines proliferate in the wild spans between hardy orchards bearing apples, cherries, and pears. Vineyards of hops are a common sight, especially in the low-lying valleys near the edges of the Draconan Mountains, where barley cultivation replaces the orchards that thrive at higher altitudes. In the most remote reaches of the Draconans, wild dragons nest in large clans up to one hundred strong. Dragons never stop growing, and each dragon can live for over a millennium, subsisting mostly on fish and whales but also hunting black bear and wolf on occasion.


People and Dress


The humans of the Draconan Mountains are rather tall and broad, with fair skin and dark hair. Their villages populate the mountain valleys, and each is closely allied with its neighbors. The people of the Draconans are loosely allied with the elves of the northern D'jed, with whom they do some trade. However, the Draconan humans have very little contact with the faeries of Kalrein or Glavi, and while they do not engage in the blood feud between the faeries and the mountain elves, they tend to sympathize with the elf traders rather than the occasional vagrant faerie. Often isolated from neighboring valleys in winter months, the people of each valley have developed their own styles of dress, but they generally wear woolen undergarments and outerwear of sturdy canvas.


Native Magic


Draconan men are excellent sensory mages. Their Flavor magic is quite potent, and their latent Light magic is decent as well. While their special magic is not as powerful, it is not unusual for a Draconan human to display reasonable Animal magic. Most Draconan men with an aptitude for Animal magic venture into the remote reaches of the mountains in search of nesting dragons, in the hopes of connecting with a young dragonet. Though their elemental powers are slightly stronger than the men of other regions, the humans of the Draconans display Earth and latent Dark magic that are fair at best.

Check out the Magic Codex of the Known World to learn more.


Cultural Values and Traditions


The humans of the Draconan Mountains hold sustainable living and self-sacrifice as the highest virtues. Families are loosely patriarchal, with surnames derived from the father's father, and important decisions are usually made by the men of each clan. Family ties are all-important to the Draconi people, and each village is governed by a council of the valley's oldest patriarchs. It is most offensive to insult a person's lineage or family, particularly the family elders or circumstances of a person's birth. Due to the lack of elemental and special magics for the Draconan humans, magic plays a fairly minor role in mountain life. Still, magic is associated with reds and browns, likely due to the connection between food and the Flavor magic common to the area.

As with most of the Allanic Empire, the people of the Draconans measure age in years. They celebrate the new year on the winter solstice, as per the solunar tables of the ancient merfolk calendar, which is the empire's official calendar. In the Draconans, children come of age early. Girls are considered women at first blood, and boys ascend into manhood at the age of thirteen, provided they lead a hunting team into the mountains and return with meat for the family. Successful boys are celebrated with a large party, with friends and relatives trekking in from neighboring valleys to attend. As adults, men are expected to develop a homestead on the family's land, as well as marry and produce children to share in the work. Adult women are responsible for cleaning the home, cooking food for the family, and raising the children. Usually, all the wives and daughters of a clan come together each evening to cook, exchange advice, and mend clothing.


Warriors and Guardians


Since the hardy denizens of the Draconan Mountains can fend for themselves, there is little need for warriors or guardians amid its windswept peaks. However, a guild of dragon riders has traditionally patrolled the mountain ranges, protecting the dragon nesting grounds and serving as ambassadors to humanity from their dragon friends. While Animal magic is not uncommon, the ability to speak to a dragon is rare, and the privilege to hear the dragon's reply is rarer still. These gifted men and women are invited into the Rider's Guild, where their abilities are honed and the inductees are prepared to venture into the mountains to connect with a young dragonet. If an inductee's abilities are too weak, the dragons will kill the intruder to defend their children. If the dragons can hear the inductee's communications, he is allowed to meet the clan's adolescent dragons and leave unharmed. If a young dragonet feels a bond with the visitor, she may choose to follow him back to the guild, and it is this friendship that elevates the inductee to a full member of the Rider's Guild.


Languages


Trophek, the heritage language of mountain men, is long extinct in the Draconans, though it is still spoken further to the east. The Draconi now speak Allanic as their native language. Though Allanic is the lingua franca of the empire, the Draconan dialect is a bit more tuneful and relaxed than the Allanic spoken in the neighboring D'jed Mountains. Written in the elvish script adopted by the empire, the Allanic of the Draconans features some odd words and vowels with specific tones, considered by scholars to be the last vestiges of their dead ancestral language. Moreover, the Draconan peoples tend to write their Allanic phonetically, so their spelling differs from official Allanic and can be difficult for non-locals to read.

Check out the Language Codex of the Known World to learn more.


Characters from The Known World


Awakening is a potent tale of self-discovery. Experience this gripping fantasy adventure and discover yourself within. www.DNFrost.com/Awakening #TotKW
In the book Awakening, Darek is a nine-year-old boy who lives on his uncle's homestead.

A shape-shifter by birth, Darek faces persecution. Imperial mages track him down, invading his cabin in the night and killing his family when they refuse to give him up.

After Darek escapes with little hope and no plan, he bumps into a vagrant faerie named Vithril and a surly elf named Kingard.

Darek's new friends protect him on a perilous journey through imperial lands, guiding him along their quest to reach the mythic city A'lara before they're discovered.

Scribe Ascribed and Tribe Untied: First Bookend of the TotKW saga www.DNFrost.com/Bookend1
In the prologue Tribe Untied, Darek is a four-year-old boy who lives on his mother's valley farm.

An ominous visit leaves Darek helpless and alone, until his grandfather arrives to relocate him to safety.

Too young to understand the persecution he faces, Darek grapples with the dangers that force him onto his uncle Galen's remote homestead.

That's it for this post! Up Next: Roof of the world and home of the elves...

Download the Atlas of the Known World here, or start your adventure below.






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Thursday, January 1, 2015

Portent VI of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



The virgin nymph a builder born
Is from her destined studies torn
Delivered straight to distant land
And into this expectant hand

Her first true flight for freedom fails (I)
The second falters, third prevails
Then back into his grasp she sails
And on into his realm she wails (II)

When golem's work is long since done
And daemon war is long since won
The gateway master seeks to save
And plunges she into the grave. (III)


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


In Chapter 1 of Awakening, Larin spies this prophesy lying on the Baron's desk. She doesn't understand its meaning at the time, nor does she realize the portent is about her destiny.

By the end of Awakening, only the first two verses of the prophesy have come to fruition. Can you identify Larin's three flights for freedom from Book 1?



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.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Lovynge Njyae Dynde II
2:3:4:1/11, 7:3:2 IX
V:I 1:2:4:4/5, III:IX
V:II 2:2:2:2/5, III:IX
VA:III
The portent attributed here references multiple events that come to pass in sections called tatters. An additional tatter dateline has been added to the attribution for each tatter, noting the date when that segment of the portent will come to pass.


That's it for this post! Up Next: For once she breathes the gifted word...

For the Prophesy Appendix, enter your email above.






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Tuesday, December 23, 2014

Tara Swiger: an inspirational resource

This post is part of a series to augment the Guest Resources available for free download.

This and other guest-inspired content is gathered in my Guest Directory for you to explore.

Find my personal inspirations in the Spark Directory.



One of the most cohesive, customer-oriented brands I've encountered is that of Tara Swiger, a self-described "pink-haired author, maker and Starship Captain." Though she began entrepreneurship selling hand-dyed yarn, her small business experience led her to teach marketing insights adapted for the creative community.

Now, owners of handmade businesses across the globe find direction and camaraderie through her online courses, books, and in-person classes. Unabashedly herself, Tara Swiger built her niche as a genuine, compassionate guide into the intricacies of a profitable craft business. By pinpointing the common traits of creative personalities, Tara provides courses that meet the specific needs of her clientele.


Check out these Guest Resources for more inspirational content!


The mainstay of her teaching underscores how pervasively emotions impact creative output. While the typical business mindset "powers through," Tara's methodology encourages her clients to integrate emotional feedback into their goals and business operations.

To further serve the needs of her clients, Tara runs an online community of entrepreneurs called The Starship Adventure, and dubs each member the "captain" of a unique enterprise. This playful Star Trek metaphor seats each of her clients at the helm, empowering them to exchange ideas and define goals unclouded by disparate business advice.

As a self-published author, I've found solace and reprieve in Tara's community and ideas of emotional relevance. I discovered her as I was working to publish my Tales of the Known World saga, and her singular approach to business was a voice of inner stability amidst an unfeeling tide of marketing schemes hungry for the bottom line.


You can connect with Tara
at TaraSwiger.com here.

And be sure to subscribe to Tara's awesome newsletter, if you haven't already!


That's it for this post! Check out the latest guest-inspired content for more.

Download the Guest Resources here, or start your adventure below.






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Monday, December 15, 2014

The Forests of Kalrein: a map for Awakening

The Forests of Kalrein: towering black pines of the faeries www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 5 of a series.
This post is Part 5 of a series to augment the Atlas of the Known World available for free download. Start with Part 1 here.

This and other TotKW maps are gathered in my Map Directory for you to explore.

Enjoy!



The Forests of Kalrein
The Forests of Kalrein: towering black pines of the faeries www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 5 of a series.
Towering black pines of the faeries.


Geography and Climate


In Chapter 3 of Awakening, the Forests of Kalrein lie north of the Front Rishi, filling the western reaches of Allana. The black pine forests are deep and dark, stretching west of the D'jed Mountains and forming the southern border of the Draconans. Springs are rainy and summers warm, but autumn brings cold downpours and snow crusts the winter pines.

This region also borders the Plains of Rishi, the Great Sea, and the North Sea.


Flora and Fauna


The black pines of Kalrein support a flourishing food chain. Insects, birds, and small woodland creatures thrive off the cones of the pines, as well as berries and other underbrush. Larger animals like the speckled wyvern and heart-tail deer meander through the dappled shade, avoiding predators like the black-tipped fox and the stark wolf, which hunts in packs up to twelve strong.


People and Dress


The faeries of Kalrein are a small people, with adults standing about four feet high. Their skin ranges from green to violet, mostly in bright or pastel hues, and they sport two sets of gossamer wings that allow them to fly. They have short ears with backswept points that are often pierced, especially for women. Faeries are skilled tanners and tend to dress in all manner of leathers, usually in muted or natural colors. Both men and women tend to have open-backed garments allowing their wings freedom of movement, though women's clothes are typically laced up the front whereas men's clothes tend to button or hang open. Kalrein faeries have a long-standing blood feud with the neighboring mountain elves, and they can usually collect a bounty for turning in the severed right ear of a mountain elf.


Native Magic


Faeries have strong air magic, which is what ultimately allows them to fly. They tend to be somewhat adept at their latent water magic as well, and the combination of these two elemental magics gives them a profound mastery over the tanning process. In exchange for such powerful elemental magics, faeries tend to have average sensory and special magics. For Kalreini faeries, Intent magic tends to outweigh Scent magic, but both are weak enough to not allow for any real latent powers to arise.

Check out the Magic Codex of the Known World to learn more.


Cultural Values and Traditions


The Kalreini faeries value independence and tradition, and they tend to be a fairly isolated people who do not travel nor take kindly to outside visitors. Though generally even-keeled, faeries become rather hostile towards visitors, even faeries from other regions of Kalrein. Yellow and brown are viewed as the colors of magic, as faerie skywriting tends to be one of these colors. Families are matriarchal and trades, particularly hidecraft, are handed down from one generation to the next. Though part of the Allanic Empire, Kalrein is self-governing and pays its dues to the empire while enacting its own laws within the forest. Each village has its own chieftain and establishes its own council where members of influential families preside over legislation and the hearing of local grievances. The chieftain acts as tie-breaker and ultimate decision-maker.

Faeries measure their age in years, with the new year on the winter solstice as set down by the ancient merfolk calendar. However, the vernal equinox used to mark the new year, and spring celebrations are held throughout Kalrein, though they are no longer considered new-year festivities. Children come of age when they reach sixteen years old, and depending on a family's wealth and class, the coming-of-age may be celebrated with a small family feast or a large social gala. As adults, faeries are expected to take up the family trade or at least enter into an apprenticeship for some trade. Families with seats on the village council also expect their members to promptly wed and produce heirs to continue the governing line. Failure to do so is punishable by social ostracization rather than legal retribution, except in the case of some chieftain heirs, who are forced on a pilgrimage to find and wed a spouse before they can take up the chieftain position.


Warriors and Guardians


Though Kalrein has no mounted riders, all adults are expected to render services of guard duty, patrolling the mountain borders on the lookout for the elves with whom they feud. The eastern realms of Akveld and Klizveil, which border the elven D'jed, are home to the fiercest warriors, many of whom render guard duty services as their full-time profession. These warriors are viewed as the pride of Kalrein, and there is no honorable way to leave one's family trade except to take up the sword against the mountain elves. Normal life in Akveld revolves around ranching, and many full-time warriors retire to wyvern ranches to serve as private security once their days of border patrol are done.


Languages


Kalrei is the ancestral language of the faeries, though it has been replaced with Allanic in most Kalreini homes. It is written with a flat chisel in a series of alphabetic runes comprised of short lines and dots. Though Allanic is the spoken language of Kalrein, the faeries still use their ancestral alphabet for writing, and they have adapted several of their runes to represent Allanic sounds not found in Kalrei. Now only spoken during rituals and ceremonies, Kalrei sounds flighty and musical to an Allanic speaker, with three distinct tonal ranges and rhythmic oscillation of stressed and unstressed syllables.

Check out the Language Codex of the Known World to learn more.


Characters from The Known World


Awakening is a potent tale of self-discovery. Experience this gripping fantasy adventure and discover yourself within. www.DNFrost.com/Awakening #TotKW
In the book Awakening, Vithril is a faerie from the forests of Kalrein. While on a journey to visit the faeries on the other side of Allana, Vithril encounters a little boy named Darek and his guardian Kingard.

Bound by a faerie curse to follow Darek wherever he goes, Vithril abandons her planned pilgrimage and flees with her fugitive company into the dreaded D'jed Mountains.

With only Kingard's word as protection against the local mountain elves, Vithril must join their quest to reach the mythic city A'lara before it's too late.


That's it for this post! Up Next: Northern reaches of dragons and men...

Download the Atlas of the Known World here, or start your adventure below.






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Monday, December 1, 2014

Portent V of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



From darkness warped and witnessed hence
The builders rise beneath the fall
Of prince enthralled as fled he whence
The binder heard the master's call

Awakening astride the rift
Of knowledge gained and lessons learned
The builder freed would freely gift
Unbridled bride and suitor spurned

They flame and bound and binder met
Who begged forsaken their consent
When evil stole away his debt
By darkness came and darkness went.


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


This prophesy details the events that unfold in Part 2 of Awakening. Its three stanzas mirror the three chapters of Part 2, and it alludes to each of the characters as their journeys coalesce and the true nature of their quest is revealed.

Can you guess who the forsaken are? (Hint: if you haven't read Part 2 yet, let me send you this free ebook.)



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.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Valehyn Ryihdas Dynde VI
2:3:1:6/13, 2:1:2 IX
V 2:1:2:3/5, III:IX
The portent attributed here has been interpreted, and it references multiple events that culminate on an exact date. An additional verified dateline has been added to the attribution, noting the final date when the portent comes to pass.


That's it for this post! Up Next: The second falters, third prevails...

For the Prophesy Appendix, enter your email above.






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