Wednesday, March 18, 2015

Babylon of Sheridan's World: a map commission

This post is Part 1 of a series to augment the Fictional Cartography by D.N.Frost available for free download.

This and other map commissions are gathered in my Portfolio Directory for you to explore.

This post is also Part 1 of a series about Stephen Everett.



I first met Stephen Everett in a Facebook group for world-builders. Though the group was for science-fiction, I shared a few maps of the Known World. Steve liked my maps so much, he contacted me to ask about commissioned work.

I was fairly familiar with commissions for my craft hobbies like knitting and rug-making, so I drew up a map commission process and shared it with Steve. The basic outline was simple - a free preliminary render by me, a 60% deposit by Steve, and a bunch of collaboration guiding an estimate of Photoshop hours.

A detailed log of my Photoshop time would keep us on track, and a final invoice would cover the time beyond his initial deposit. I'd create and deliver a digital package of images for Steve's use in publishing and on the web. Easy.


Check out this Fictional Cartography by D.N.Frost for more maps!


However, Steve had some rather unique challenges for his map.

He needed latitude and longitude lines, with his towns and islands plotted at exact coordinates.

As a science-fiction writer, he also needed some stylistic adjustments for his map to suit his world.

Before I started the actual imaging, we collaborated on the necessary innovations to my mapping style.

After making all my Maps of the Known World, I felt confident in all the pieces of Steve's puzzle and gave him a detailed estimate of the commission's time and cost. He decided his map would be totally worth it, and we agreed to move forward with the project.


Here's what he had to say about the finished map:


Babylon of Sheridan's World, a map commission by D.N.Frost for Stephen Everett www.DNFrost.com/portfolio Part 1 of a series.
It looks better than good, it looks excellent!

Once we started on the geography, it started to develop a life of its own.

Picturing the mountains, the lakes, thier placements made it come alive.

I highly doubt that most projects are done in such a reverse order, where the co-ordinates are provided first and then having to reverse engineer the continent to conform.

It's much easier to picture and write the journeys with a map I can use.

I love the look of Babylon, very impressive. An excellent job.

– Stephen Everett, science-fiction writer


That's it for this post! Up Next: The continents and important latitudes...


Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






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Sunday, March 15, 2015

The Plains of Rishi: a map for Awakening

The Plains of Rishi: farmland of elves and gryphon riders www.DNFrost.com/maps A map for Awakening by D.N.Frost @DNFrost13 Part 8 of a series.
This post is Part 8 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 Plains of Rishi
The Plains of Rishi: farmland of elves and gryphon riders www.DNFrost.com/maps A map for Awakening by D.N.Frost @DNFrost13 Part 8 of a series.
Farmland of elves and gryphon riders.


Geography and Climate


In Part 2 of Awakening, the Plains of Rishi stretch from the western Great Sea to the eastern Katei Ocean. These flat windswept lands are sunny and temperate, with mild winters that make for long growing seasons. Two large river deltas split the Rishi, providing fertile silt to its great tracts of farmland.

The Front Rishi lies in the west, south of the black pine Forests of Kalrein and north of the cursed badlands of Old Ryerin. The Back Rishi lies in the east, forming the escarpments that border the arid Sutek Desert.

This region also borders the D'jed Mountains, the Gulf of Lohki, and the Great Sea.


Flora and Fauna


Many wild grasses grow across the Rishi Plains, but most of the land is devoted to agriculture. Wheat, oats, and barley are farmed in the drier soils, and the soggy land nearer the deltas is home to many successful rice paddies. A healthy ecosystem of insects thrives across the Rishi, supporting an array of larger animals, including both wild and domestic wvyern herds that roam vast acres of untilled ranchland. The top predator of the Rishi Plains is the gryphon, nearly extinct in the wild but domesticated by a dwindling population of gryphon riders.


People and Dress


While the bustling cities of the Rishi are home to many races, the predominant people are the plains elves. The darkest of the elf races, the plains elves are well-tanned by the constant sun and sport dark hair and eyes. Like most elves, their ears are long and backswept, and though they are strongly allied with the mountain elves to the north, they do not perpetuate the mountain feud with the faeries of Kalrein. However, plains elves do typically harbor disdain for the blond tree elves who dwell in townships along the borders of the badlands. A fairly destitute race, tree elves find little opportunity for advancement and usually live humble lives of meager subsistence in the unclaimed borderlands, unless they've signed into indentured servitude upon a wealthy Rishin farm.


Native Magic


The plains elves access a potent cocktail of sensory and special magics, but are very weak elemental mages. They usually display decent abilities with Animal magic, and are renowned for their Metal magic and smithing prowess. Their Sound and Touch magics are usually quite good, and plains elves manifest a relatively high percentage of rare Music mages, whose skill with melody and rhythm can literally enchant listeners into an obedient thrall. Though still rare, the prevalence of Music mages has led to a strong madrigal tradition across the Rishi, and within the wandering minstrel groups that roam from town to town, it is not uncommon for one or more bard to display the rare ability.

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


Cultural Values and Traditions


Rishins tend to take a rather practical outlook on life, and value traits such as hard work, rationality, and thriftiness. While education is readily available at no cost, the expectation is for students to increase their earning potential and ability to manage wealth in a practical manner. Magic is also seen as a practical means to an end, and is usually viewed as an ordinary part of everyday life, with very little symbolism or meaning attached to it. As one of the regions of the Allanic Empire, the Plains of Rishi fall under imperial law, but each town or farm issues additional local ordinances that are usually enforced by those in the employ of the area's wealthiest family. Families are aristocratic and tightly knit, and land is usually passed down to the first-born son or daughter while family wealth is divided amongst siblings. Despite their elevated social status, plains elves have a fairly laid-back etiquette and are unlikely to take offense at crudeness or breach of social norms. The most effective insult is likening someone to a lowly tree elf, but even this is usually brushed off with a scoff and a roll of the eyes.

Plains elves use a version of the ancient merfolk calendar, which begins the new year on the winter solstice. They measure age in years, and birthdays are typically celebrated in grand fashion. The grandest galas are held when young ladies reach the age of sixteen, and their families throw extravagant parties to debut their daughters to the eligible suitors of the Rishi. While guests of all ages are invited to these debuts, men are not considered eligible suitors unless they've reached the age of twenty and have established some means of long-term wealth acquisition. For the firstborn, their promised inheritance of family land is enough. For others, a successful forge, trade route, or lofty employment under a firstborn sibling is required for a man to reach adulthood. Marriage is a common benchmark of adulthood for women, but owning a successful ranch or business is a well-respected and not-uncommon alternative.


Warriors and Guardians


Gryphon riders are the guardians of the Rishi Plains. They live in rookeries, secluded towns devoted to the rearing and training of gryphons for mounted flight. While anyone is welcome to join the rookery, individuals are not considered gryphon riders until they receive their own gryphon hatchling to raise. Within the rookery, riders learn to care for their gryphons as well as ride in a number of strategic formations. Some riders practice in-flight archery, but most riders use magic as their mode of offense. Because gryphons live up to two centuries, gryphon riders never officially retire, though elderly riders abstain from participating in mounted formations and typically take up a position of mentorship within their rookery. Gryphon riders of all ages are revered by the rest of the Rishi, and plains elves are especially eager to offer deference and aid to any rider they encounter.


Languages


Though the plains elves of the Rishi have spoken the lingua franca of Allanic for centuries, their local dialects and traditional names harken back to the elvish tongue of Ka'e, which originated in the mountains to the north. The plains dialect is easygoing and lilting, rife with casual grammar and phonetic elisions that sound almost lazy to a northern speaker. They still write using their ancestral alphabet of angular runes, which has become the most common written form of Allanic, and the plains elves tend to gesture during speech more than their mountain cousins do. Gryphon riders also use a language of hand signals to communicate across winds during flight, and some of the most common signs have worked their way into the gesticulations of the layfolk.

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, Sharis and Fal'on are gryphon riders hailing from the plague-stricken rookery of Vedosr'f'n.

As nomadic barterers with no home to return to, this sister-brother duo traveled the plains until they encounter an ethereal pair of wraiths hailing from the distant land of Kholl.

Overhearing their plot to mindwarp the empress and overtake the imperial capital for their own, Sharis and Fal'on embark on a reckless journey to find help for the empire.

Instead, they pitch headlong into a perilous quest three centuries in the making.

That's it for this post! Up Next: Fertile river deltas in the elf heartland...

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






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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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