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Topics - seekmore

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Author Craft / In the beginning - my world's creation myth
« on: April 27, 2009, 04:30:39 AM »
The Creator descended from His heavenly plane.

Before Him, there was Chaos.

He reached into the Chaos and withdrew the twelve Elder Gods.

First came Asael the Worldmaker. The Creator gave him the power of Creation and gifted him with the first piece of the Divine Pattern. With it, he would organize Chaos and create the World. During the Beginning he is the Leader of the Elder Gods and safeguards it through the Pattern.

Second, came twin gods Zia, Scion of Light, and Ossidyx the Shadow. All the Light in creation shines from Zia, and likewise all Darkness from Ossidyx. Zia's daughter, Selis, is the moon and her son, Laron, is the sun. Because of their natures, Ossidyx and Zia can never occupy the same place in the heavens at once.

Arina, the bringer of Peace, was the next of the Elder Gods brought forth. It was she who sang to Chaos and stilled it so that the Elder Gods could could take what they needed to begin the Pattern.

The Keeper of Lore was the fifth Elder God to be born. He is aware of all that goes on in the universe and keeps meticulous track of it. The Creator gave him the second portion of the Divine Pattern. During the Time In-Between, it is the Keeper who shall lead the Elder Gods and ensure the World follows the Pattern.

Asael fashioned a Wheel the moment Ageus the Watcher was born. Ageus oversees the passage of Time by turning the Wheel.  When Time began, he also had Asael fashion an unbreakable chain. Ageus bound himself to the Wheel using the chain, lest he be tempted to stop. It is said that on the last day, the chain will break of its own accord and Ageus will be free of his task.

Talmora the Lifegiver is the Elder God of Life. It was she who breathed life into the creations of her siblings, and it is she who presides over the distribution of souls.

Sorcerous Ossyra is the Elder God of Magic. She is the source of all magic, and her two sons, Hike and Veles, taught magic to mortals and the Younger Gods.

Yaar, the Wild One, became the ninth Elder God. He presides over all aspects of Nature. It was he who fashioned all the plants and animals in existence. From the smallest bird winging its way through the trees, to the largest fish in the sea.

Balest the Herald was the tenth Elder God spoken into existence. To him fall all aspects of War.

Entoma Darkwind is the Elder God of Death. Entoma knows the Fate of every mortal. It is she who ensures that souls make it to their final destination. When the End comes, she will be one of the last Gods to return to Chaos.

The youngest of the Elder Gods is Casimira. The Creator entrusted her with the final portion of the Pattern. She will lead the World to its End, for she is the Elder God of Destruction.

And so, his purpose accomplished, the Creator returned to His domain.

Working in concert, the Elder Gods took from the remaining Chaos. They sculpted mountains and valleys, flattened plains, and filled rivers and oceans. Yaar and Talmora populated the World with all manner of plants and beasts. After they had completed all this, Ageus took his place at the Wheel and Time began.

Note:This is kind of preliminary. I'd been thinking about it for a while, and this is the first time I have written it out.

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Author Craft / Magic in my world
« on: April 19, 2009, 03:35:31 PM »
In my novel, I have three types of magic sorcery, divine, and necromancy.

Sorcery


Sorcery is the most dangerous and the most powerful of magicks. A sorcerer utilizes the energy that binds the mind, soul and body together as a catalyst to reshape creation itself. A sorcerer is limited only by his imagination and his willingness to risk his very existence.

Using his blood, the sorcerer begins a ritual of his own devising. The ritual varies for each spell. A simple chant, a complex dance, perhaps some music, whatever the sorcerer deems appropriate. He focuses his mind and slowly begins to separate his mind or soul from his body. He tears apart the bands of energy holding him together. Once separated, the sorcerer uses the freed energy to bend creation to his will. Once the process has begun, a single distraction or misstep would prove disastrous.

The ritual prevents the sorcerer's mind and/or spirit from leaving his body. If distracted, the sorcerer's soul could dissipate, leaving behind nothing but a catatonic shell. There would also be the worry of some restless spirit or Demon taking up residence in the empty body. On the other hand, if the soul remains, but the mind is shattered, the sorcerer would become less than an animal. Lashing out in rage and pain until the body runs itself to death or it is put out of its misery. If neither mind nor soul survives, the body simply wastes away.

Once the spell is complete, the sorcerer directs the energy to bind his mind, body and soul back together.

Divine magic

Divine magic is power bequeathed upon mortals by the Younger Gods in return for their devotion. The limitations of this magic are dependent upon two factors. The first is the god in question. Some gods dislike the notion of giving mortals large amounts of the own power, while others have no problem with the idea. The second is the amount of dedication and the practitioner's willingness to sacrifice to their deity.

A divine magic user is typically limited by whatever domain their deity maintains. Followers of the sea goddess, for instance, cannot use their magic far from the a large body of water. On the ocean itself, they may be able to do anything from breathing underwater to calling up storms. Followers other gods, like the god of Law, are limited by their own interpretation of their teachings and by the god himself.

Divine magic can be a bit of a double-edged sword, as every spell cast is monitored by the deity it draws from. Failure to adhere to the teachings of a god, or by misusing the power they have been given is often dealt with quick and extreme prejudice.

Divine magic users can be people of all sorts, though they usually occupy some sort of religious role. Tribal shamans, druids, and clerics  all practice this magic. It is believed that the most powerful divine magic users are monks and nuns who occupy small hermitages that dot the landscape.

Necromancy

Necromancy is magic dealing with the forces of life and death. Many believe it to be a type of divine magic. That necromancers simply draw upon the power of the gods of life and death, but the reality is much different. Necromancers draw power from within, the life around them, and from the dead.

Necromancy falls into two distinct groups. There is White Necromancy and Black Necromancy. White Necromancy deals with the progress of the natural order. It can heal and preserve, but can also kill. It also can lay the dead to rest, and purify contaminated places and objects. White Necromancy acknowledges that death is a part of life. Black Necromancy is the opposite. It seeks to pervert the true nature of life and death by prolonging life in a futile effort to achieve immortality. It enslaves the spirits of the dead, or raising the bodies of the slain and makes them into weapons to be used against the living. It can cause rot, decay, and kill.

Necromancers enjoy a hallowed, if lonely place, in most societies. Necromancers are the only people allowed to touch the dead, once the family has completed their mourning rituals. Unfortunately, many people believe death shadows necromancers, and that they should not be approached them without need of their aid.

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