Tag Archives: magician

Enchanter at the Pool of Light

Necronomicon Enchanter: Uslar Rings

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. Today we learn about deadly consequences for non-Enchanters.

A Grandmaster Talks with a Sentient School
A Grandmaster Talks with a Sentient School

Previously:

Uslar Rings

In the early days of the Enchanter Schools, the Magic and Merchant Guild workers had free access to the school’s grounds.  The schools’ early foundation spells did not differentiate between the Enchanters and the other school residents. The schools pulled essence from everyone on site and the non-Enchanters fell ill. The weakest died from magical deprivation.

Many non-Enchanters fled the schools to protect themselves. To stop the crisis, the Grandmasters talked with the sentient schools and devised  powerful charms that would identify the bearer as an Enchanter. The schools fashioned the charms into beautiful gems. The schools produced seven gem colors: Earthe (brown or deep green), Mer (aqua or blue), Aer (clear), and Fyre (scarlet or amber).

The Enchanter Schools Set the Gems From the Pool of Light Into Intricate Rings
The Enchanter Schools Set the Gems From the Pool of Light Into Intricate Rings

Pool of Light

The Old Forest School created a place called the Pool of Light and placed the stones at the bottom.

Magician Uslar was the first candidate to enter the pool and take a gem. Later Enchanters named the gems Uslar Stones. For convenience, the schools set the gems into intricate rings that Enchanters wear on the middle finger of the left hand. The Uslar Ring gives the Enchanter access to the school’s essence reservoir. The beautiful gems sparkle during spell casting, and they identify the wearer as an Enchanter.

All Enchanters Claimed a Gem from the Pool of Light
All Enchanters Claimed a Gem from the Pool of Light

The plan worked. All Enchanters claimed a gem from the Pool of Light and experienced a heightened connection to the schools. The essence drain on non-Enchanters stopped.

After the Uslar Stones emerged, the Old Forest School closed access to the essence-producing trees, making it exclusive to the Enchanters wearing Uslar Stones.

Shutting away the Enchanters had serious repercussions for those not living in the schools. Even those who were not essence mad now relied on magical essence for their wellbeing. Many people disliked the wanton affection and enthrallment that come from sharing essence kisses.

The Enchanters’ concentrated magic needed balancing. Sye itself righted matters, but with great pain to the Enchanters.

Next time: Church Magicians

Find out more about the books in the Enchanters of Sye world:

Enchanter in the Old Forest

Necronomicon Enchanter: Five Schools

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. Today we read how the early Enchanters used desperate measures to protect themselves.

Previously:

The Ten Enclave Enchanters Established the Five Schools
The Ten Enclave Enchanters Established the Five Schools

Sye Enchanter Schools

To shelter themselves from the frequent and savage attacks of the essence mad, the Enchanters journeyed to five far-flung areas of Sye and established five schools.

The ten enclave Enchanters saturated the foundation stones with protection spells. They designed self-sustaining protections. For all the school’s residents, the school drew off essence to power the spells. The excess essence went into a reservoir.

To fix the impersonal nature of a school’s essence collection, the Enchanters adjusted the foundation spells and gave the schools female personalities. To the Enchanters’ surprise, their efforts made the schools sentient creatures.

Grandmasters Divided the Enchanters’ Magical Discipline Among the Schools
Grandmasters Divided the Enchanters’ Magical Discipline Among the Schools

Also to protect themselves from exposure to the essence mad, the Enchanters used their most powerful combined magic and linked the five schools. They could travel between the schools using just five steps instead of taking days on horseback.

Enchanter Grandmaster

After establishing the five schools, two of the original Enchanters went to each school and took up permanent residence. They took the title of Grandmaster.

Much work remained locally at the schools. The Grandmasters divided the Enchanters’ Magical Discipline among the schools and established each site with two magical specialties. They contracted with the local Merchant Guild representatives and had them take over distributing the essence charms out of each school. This created a buffer between the delicate Enchanters and the forceful tactics of the essence mad.

Grandmaster Enchanters Distributed Their Mundane Magical Concerns Between the Guilds
Grandmaster Enchanters Distributed Their Mundane Magical Concerns Between the Guilds

Magic Worker Guild

After setting up a better essence charm distribution network with the Merchant Guild, the Grandmaster Enchanters next hired mages and trained them in the mundane aspects of magic craft. These mages cast dispensary spells and connected them to the schools’ foundation spells. The mages crafted charms with much lower essence levels, and then coordinated with the Merchant Guild to vend the amulets.

These early mages established the Magic Worker Guild to tend all but the essence-generating Enchanter spells. The Grandmasters selected willing candidates from the Magic Workers Guild and began training Enchanter candidates at the schools. While these developments stabilized the Enchanters’ work and made essence available for the rest of Sye’s people, the schools still had some fatal flaws.

Next time: Uslar Rings

Find out more about the books in the Enchanters of Sye world:

Magical Essence Transformed the Enchanters

Necronomicon Enchanter: Essence Kiss

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. Today we read about the pleasures and dangers of essence kisses.

Previously:

The Best Way for an Enchanter to Disperse Essence was with an Essence Kiss
The Best Way for an Enchanter to Disperse Essence was with an Essence Kiss

The original Enchanters used their bodies to transform unpalatable tree magic into essence that non-Enchanter magicians could use. They produced potent charms to distribute magical essence. But charms were not the Enchanters’ preference. The best way for an Enchanter to disperse essence was through direct contact, namely an essence kiss. Although kisses were a lovely way to share essence with intimates, the savagery of the essence mad made the kiss impractical.

In an effort to decrease the madness, the Enchanters produced new charms containing diluted essence. And they faced other problems with the Enchanters’ Magical Discipline.

An Especially Savage Attack From One of the Essence Mad Forced the Enchanters to Take Drastic Measures
An Especially Savage Attack From One of the Essence Mad Forced the Enchanters to Take Drastic Measures

The ten mages’ magical power increased many fold, but they grew weaker in other surprising areas. They also struggled to protect themselves from weather extremes and the aggressive actions of the essence mad.

Matters finally became a crisis. After an especially savage attack that maimed and nearly killed an Enchanter, the ten enclave magicians took drastic measures to protect themselves.

Next time: Five Schools

Find out more about the books in the Enchanters of Sye world:

Enchanters' Enclave at Old Forest

Necronomicon Enchanter: Magical Discipline

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. Today we read about essence madness.

Previously: Evolution of Sole-Source Magic

Enchanter-Beautiful Eyes
Enchanter-Beautiful Eyes

The Enchanters’ Magical Discipline

The ten enclave magicians learned from the sentient Old Forest how to prepare and consume the rich magical essence. According to the Old Forest’s instructions, they consumed tree essence five times a day for twenty-five days.

The essence glut irrevocably changed the mages’ bodies, their lives, and Sye. Their health became robust. Skin blemishes, stature, weight, and physical endurance improved significantly. The magical essence made them physically attractive, especially their eyes. Memory, the ability to learn complex spells, and the intuitiveness to construct elaborate magical mechanisms blossomed. Their intelligence and literacy also increased.

An Enchanter's Magical Essence Charm
An Enchanter’s Magical Essence Charm

The Enchanters’ bodies transformed the unpalatable tree magic into magical essence that non-Enchanter magicians could readily use. The ten magicians named their emerging craft the Enchanters’ Magical Discipline.

They created charms to store and deliver their essence. The ten Enchanters distributed hundreds of these charms to travelers who carried them to far-away towns. Some Enchanters left the enclave and established homes in the larger towns where they spread rich magical essence to anyone who wanted to taste its enchantment.

Essence Drove Some Mad With Magical Desire
Essence Drove Some Mad With Magical Desire

But there was a dangerous downside.

The onslaught of palatable essence was too much for some non-Enchanters to bear. These unfortunate ones lost their wits and developed an unquenchable lust for the magic. They coveted the essence charms. When the charms’ magic went dry, the mad sought the traveling Enchanters and attacked them to get magical essence from the source.

Next time: Essence Kiss

Find out more about the books in the Enchanters of Sye world:

Enchantment Begins in Sye

Necronomicon Enchanter: Evolution of Sole-Source Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. Today we read the first chapter and discover how Enchantment came to the Sye world.

Early Magicians Wanted to Improve Their Enchantments
Early Magicians Wanted to Improve Their Enchantments

Early Sye

Before Enchanters came, Sye’s plants and animals shared their world’s weak and scattered magic.

Early magicians with an interest in improving their spell craft formed a community. They cultivated the plants with the highest concentration of magic and ate the leaves. The magicians became ill from the plant’s raw magic. Many of them left the enclave, but the few that remained experimented with the flora.

Certain spells and physical preparation made the plants palatable for most, but the puny levels had little effect on the magicians’ magical abilities. More mages abandoned the effort until only five men and five women remained: Surat, Cha, Kesdin, Beel, Sahn, Ree, Narkin, Lika, Cinton, and Durme.

The Old Forest Taught the First Enchanters
The Old Forest Taught the First Enchanters

The Magical Chaos Theory

As Sye magicians have learned since then, the Magical Chaos Theory seeks order from the mess of random enchantment.

The turning point for the discouraged magicians came when the trees in the Old Forest in the eastern interior of Sye awoke because of the Magical Chaos Theory. What is now known as the Enchanter’s Ten originated from the ten enclave magicians. They also defined the Enchanter’s Two power number. Its enchantments manifest in the duality between male and female, plus the pairing of mind (causa) and body (soma).

Magical Essence Appears

These early magicians cultivated spells to communicate with the magically sentient trees. In a mutually beneficial exchange, the trees shed magic-rich bark and leaves. The ten mages then followed the trees’ instructions and transformed this enchanted tree detritus into chewy sticks sweetened with wood sap. They called it magical essence, and the ten could eat the concoction without falling ill.

Old Forest's Influence on the Enclave Magicians Forever Transformed Their Magical Abilities
Old Forest’s Influence on the Enclave Magicians Forever Transformed Their Magical Abilities

The Old Forest’s impact on the ten magicians’ magical abilities was profound. Sye’s magic would never again be scattered and weak.

After twenty and five days of eating tree essence, the ten enclave magicians became Sye’s first Enchanters. The Old Forest gave them vast magical power, but unexpected weaknesses threatened to destroy their hard-won enchantments.

Next Time: Enchanters’ Magical Discipline

Find out more about the books in the Enchanters of Sye world:

Pan's World

Review: Dark Mountain

Dark Mountain by C. B. Pratt is a fantasy about a hero for hire named Eno and his adventures to free the enthralled mine workers of a deranged magician.

Pan, the Goat-Footed Deity
Pan, the Goat-Footed Deity

Eno, recently home from a quest in Egypt, resumes his interrupted trip to his aging mother. The path takes him through Pan’s domain, and the woodland god has a deadly bone to pick with Eno.

On a previous adventure, Eno slayed Pan’s three daughters in self-defense. To make amends with the goat-footed deity, our hero must endure the woodland god’s curse plus do a good deed for Pan’s children.

Slavers ambush and capture Eno, along with a young man named Gwern. A clever ruse turns Eno into a shift captain of a most peculiar mining operation under a dark mountain. Gwern’s enslaved people have labored for generations in the thrall of an ancient mage who hears voices in the mountain’s rocks.

A Mage Hears Voices
A Mage Hears Voices

After the workers unearth the rock speaker, Eno then must use his superb strength, wits, and a touch of Pan’s curse to battle the darkest threat yet to Eno’s world.

Dark Mountain is a fun fantasy romp set in the time of Greek gods, ancient Egypt, and medieval villages. C. B. Pratt uses a skillful hand to create a vivid fantasy world where the reader smells the manure of the farmyards and feels the tickle of foaming ale on the lips. The conversations with the moody Pan are especially delightful. The Gentle Reader who likes heroic fantasy told through the eyes of a thoughtful strongman would enjoy Dark Mountain. This is the second of Eno’s enjoyable stories that Lita has read, and she looks forward to immersing herself in Eno’s next tale.

Dark Mountain on Amazon US

Dark Mountain on Amazon UK

Dark Mountain on Goodreads

C. B. Pratt on Goodreads

C. B. Pratt website and blog

Colors of Fairy Magic

Bestiarum Vocabulum: Fairy

The Bestiarum Vocabulum is the wizard’s encyclopedia of faerie beasties and mundane crossovers living in the lake and forest near Lita’s castle.

Fire Fairy
Fire Fairy

fairy [ˈfə rē] noun, c.1250; ME fairie < OF faerie, fae, fairy < L ftum < Vulgar L fta; also fey-folk fairy, faerie

  1. Denizen of the Clockpunk Wizard world.
  2. One member of the fey-folk class of diminutive magicians, distinguished for its multi-lobed gossamer wings. Their magic is flighty, fanciful, fragile, fantastical, fickle, and foolish compared to the other fey-folk. There are four types of fairies: highland fairies with wings the color of sunshine, water fairies with turquoise wings that sound like murmuring rills, woodland fairies with emerald and jade wings, and fire fairies with smoky orange and black wings the color of flames.
  3. Personages: Izlyesende (a boy-fey), Allura-ella and Tessa-marine (girl-fey) in Ephraim’s Curious Device, Old Bony Blue Eyes, and Glitter Ponies.
  4. See fey-folk, brownie, and boggart in the Bestiarum Vocabulum. Also see “Care of a Fey-Folk Fairy (Part 1)” and “Care of a Fey-Folk Fairy (Part 2)