Tag Archives: sye

Visit the fantasy worlds of Lita Burke

30,000 Curious Came to See the Show

What a mad, grand day for Lita Burke’s blog. 30,000 views. Smiles from Lita for all of you lovely and curious Gentle Readers who visited.

Suppose there is a most interesting street where the houses look like books. Inside these houses are places where fey-folk fairies play, wizards sing their magic, and Enchanters give  kisses. Anyone can walk down this street, and glimpse at these fantasy worlds through the windows. Lita’s blog is that street. 30,000 Gentle Readers have already walked its twisty cobblestone ways. Here are a few of the wonders in the windows.

Ride on a Wizard's Airship

Ride on a Wizard’s Airship

Ride on a Wizard’s Airship

All aboard now for a trip to a plate-shaped ocean world, where islands float far above the sea. Dragons fly the sky, and clockworks creations inhabited by minor demons join human and elf-kind magicians in absurd adventures.

A proper wizard uses an airship to visit these floating lands. Others of more modest means use Ornithopters designed by Leonardo’s Airborne Contraptions.

Join in the sometime fun, sometimes scary, but always delightful adventures of Wizard Kadmeion, his half-elf assistant Sir Bright, and their friends in the fantasy world of Clockpunk Wizard. Get your first ride on Kadmeion’s airship, and meet a special dog that digs deadly mandrake roots in Forever Boy.

Unicorn Herd

Unicorn Herd

Unicorn Island

There is a floating island in the royal elf-kind archipelago that has a herd of unicorns. They run in the steppe lands, and gather in the border forests.

The unicorns shed the husks of their alicorns, and the elf-kind collect these precious magical artifacts. An illness has stricken the herd. Lady Luck’s young daughter, with her favorite wizard in tow, visits the unicorns. She learns how to talk to the birds to get to the bottom of the unicorn illness in Glitter Ponies.

Enchanters' Luscious Magic

Enchanters’ Luscious Magic

Fire and a Hidden Spell Book

Lanith, a magical curios merchant, loses her shop and home to a mysterious fire. Her magician husband Tredan has gone missing.

The morally strict Church magicians, and the Enchanters with their luscious magic that they distribute with kisses, are in constant battle to do whatever is necessary to gain the upper hand in their world of Sye. She learns that her husband wrote a powerful spell book that will subjugate the Enchanters’ magic. His book sits in the middle of the decades-old conflict between the Church and the Enchanters.

With only her dragonette and the clothes on her back, she enlists the help of the Enchanters, and unravels her husband’s life-long secrets. His kidnapping tale starts in Wrath, and Lanith’s story continues in Tredan’s Bane.

Also see:

A Sye Catacomb

Book of the Dead: Catacombs

The Book of the Dead explains the nature of Church magic in the Enchanters of Sye world.

Sciomancers Perform Ritualistic Spells to Maintain the Ghosts in the Catacombs

Sciomancers Perform Ritualistic Spells to Maintain the Ghosts in the Catacombs

catacombs [kat uh kohmz] noun, c.800, ME catacomb < OE catacumbe < L catacumbās < G katakýmbās, hollow, cup; also Under Church or ghost hall.

  • Physical: Underground stone-lined enclosures
  • Magic Type: Church/Piety
  • Spell Group: Incorporeal Matters
  • Restrictions on Physical and Magical Construction: Priest only construction, Sciomancer only maintenance; all other secular, Magic Guild, and Enchanter magicians disallowed. Only Sciomancer magic may bind a ghost to the corporeal world using a relic.
  • Ghost Magic: Secular magicians, Magic Guild, and Enchanters may summon a catacomb ghost provided the magic does not confine the spirit.
Sciomancers Light Candles to Warm the Ghosts

Sciomancers Light Candles to Warm the Ghosts

Catacombs are underground hallways, alcoves, and tunnels beneath Church buildings that house receptacles for ghost relics.

To build a catacomb, three Priests combine their magical power and draw on the pooled enchantments of an above ground Church building. The town’s Priest tends the structure spells afterwards.

Sciomancers furnish the catacomb hallways and alcoves with candle niches, metal name markers, and locked drawers to hold ghost relics. They support a favorable ghost environment by tending the upkeep of the catacombs, performing ritualistic spells, and lighting candles to warm the spirits.

Visitors Leave Dishes of Magic-rippling Water For the Ghosts

Visitors Leave Dishes of Magic-rippling Water For the Ghosts

Church followers visit the catacombs, leave small remembrances in the niches, and recite spells to encourage the ghosts to stay in the corporeal realm instead of journeying to the Fields of Yalu.

The gifts are usually flowers or plants, dishes of magic-rippling water, or tiny wind chimes on a stand that have a small spell to make the bells sound.

Explore Sye ghost care and meet a valued catacomb ghost in these blog posts:

Read more about ghost amulets, the Book of the Dead, and how ghosts help a magical charms maker hide a dangerous spell book in these Enchanters of Sye stories:

A Magical Charm from Tredan's Magical Curios

Guild Matters Sye: Tredan’s Magical Curios

The Guild Matters Sye book whispers the arcane secrets of the Magic Workers and Merchant guilds.

Street Lamp Outside of Tredan's Magical Curios

Street Lamp Outside of Tredan’s Magical Curios

Tredan’s Magical Curios was a small magical charms shop in the town of Isor in the Enchanters of Sye world. It featured bulk supplies for amulet crafters, and offered ready-made charms for household and personal use.

Its proprietor, Tredan Vendbebelot (Guild Designation: Curios Merchant) was a retired Enchanter, and excelled in all aspects of custom charm making. His wife Lanith ran the business side of the shop, and was skilled with invoking the magic in charms, amulets, and fetishes. Tredan’s Magical Curios was centrally located in the merchant district of Isor, at the intersection of Byrtwold, Upton, and Goldwine streets. The two merchants lived upstairs from their store until it burnt down, and Tredan vanished during the fire.

After the loss of her husband, Lanith established a new store called Ghost Orchid Charms on Attewater Street in downtown Isor, across from the Magic Guild House and the Isor Enchanters School. Her new store sells Enchanter-made charms supplied by the local school.

Discover more about the Enchanters of Sye world:

Enchanters of Sye Rune School

He Bewitched It with Look Away

Lanith and Nyle Went to Rune School to Learn About Tredan's Days as an Enchanter

Lanith and Nyle Went to Rune School to Learn About Tredan’s Days as an Enchanter

Lita takes Gentle Reader to the Enchanters of Sye world today, with an excerpt from her story, Tredan’s Bane.

Magical charms vendor Lanith, and Enchanter Nyle, have joined forces to search for Lanith’s missing husband Tredan. The two sleuths journeyed to the Rune School, and are now examining the various materials that Tredan left behind from his days as an Enchanter.

They discover that Tredan suffered from a long-term compulsion spell cast by the Enchanters’ adversaries, the Church Magicians. He left behind a charm that the Enchanter Grandmasters have safeguarded until now. Because the charm will harm any Enchanter that touches it, Lanith will check it while Nyle stands a safe distance away.

Nyle produced the case containing the tool set he had used earlier. He handed her a pair of magnifying spectacles. She removed the silk ties from the charm bundle, unfolded the sumptuous black velvet cloth, and spread it on the table. Tredan had created this charm under the pressure of a Church spell. He knew its magic was forbidden by the Enchanters. It must have been a horrible contradiction for him. Her heart was breaking.

Nyle Handed Lanith a Pair of Magnifying Spectacles

Nyle Handed Lanith a Pair of Magnifying Spectacles

A glance confirmed it was Tredan’s artistry. Lanith selected a tool. She slipped on the spectacles and adjusted the magnification. Lanith paused.

“Nyle?”

“Yes, Lanith?”

“Does the exposed charm affect you?”

“No effect.”

“Then it will stay dormant until fed essence. It’s one of Tredan’s standard designs. I don’t want to wake the interior spells. Instead, I’ll draw out the charm’s remaining essence. It’ll tell me plenty.”

She’d have this chance to taste his Enchanter essence after all. Lanith touched the charm with a tool, cleared her mind, and took the dot of her husband’s Enchanter magic from the charm.

Lanith Took the Magic from the Charm

Lanith Took the Magic from the Charm

Oh, Tredan.

What are these nasty spells doing inside of your lovely charm?

Lanith removed the tool, tucked it away, and set aside the spectacles. She clasped her shaking hands on the tabletop. Her tears came as a silent and anguish-filled trickle. Nyle put his hand on Lanith’s shoulder, leaned down, and pressed his cheek against hers. His sweet Enchanter essence warmed her skin. It soothed her heartache.

“What did you find?” Nyle asked.

“Tredan’s charm kills an Enchanter. It senses the closest Uslar Ring, extracts the Enchanter’s spirit, and captures the ghost.”

“Not even Sciomancers hold unwilling ghosts.”

“There’s more. Once a ghost is inside, this charm will animate the Enchanter’s body and allow the charm’s holder to control it. The holder can then command the Enchanter’s magic.”

Animating a Dead Enchanter

Animating a Dead Enchanter

“That’s terrible,” Nyle said.

“I knew nothing about Tredan’s proclivity with this ugly magic. Murder? Animating a dead Enchanter? I should have felt it with my magical empathy.”

“His Divine’s spell was thorough. It was impossible for you to have known.”

“This charm denigrates Tredan’s magic career,” Lanith said. “My heart doesn’t believe it. But the evidence is here.”

“The bad news is he’s written more spells after this one. Have you seen him with a journal?”

“Never.”

“Then he bewitched it with Look Away.”

(Tredan’s Bane excerpt Copyright 2012 by Lita Burke. All rights reserved.)

Read more in Chapter 1

View the book trailer on YouTube

Tredan’s Bane on Amazon US

Tredan’s Bane on Amazon UK

Tredan’s Bane on Smashwords, Kobo and Goodreads

Sye Magical Abilities Have Five Categories

Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost 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. 

Previously:

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. The first four categories favor ambient Sye magic.

Enchanters Forbade Themselves From Weaving the Church Spells

Enchanters Forbade Themselves From Weaving the Church Spells

Today’s post covers the last category that represents all non-Enchanter magic. The Enchanters call the spells here the Fifth of Uslar, Whose Name Was Lost. It includes Church Magic, plus unclaimed and forbidden enchantments.

Origin of the Fifth of Uslar, Whose Name Was Lost

The roots of this rather odd name came when the original Enchanters and Church Magicians divided Sye’s magic for their respective camps. The Enchanters named the category ‘Fifth of Uslar’ as an alternate name for Church Magic, since the Enchanters did not wear Uslar stones from a fifth Sye element. By agreement with the Church, the Enchanters forbade themselves from weaving the Church spells.

The Church Magicians named the fifth category ‘His Divine’s Lost Name’ after the sixth high priest that oversees Church magic. Upon assuming the post of His Divine, the candidate abandons his Common and Secret Names, and answers to only his title.

Enchanters Shortened the Phrase

Enchanters Shortened the Phrase

The Enchanters shortened the phrase to ‘Whose Name Was Lost.’ The Church Magicians responded by lengthening the category name to the ‘Fifth of Uslar, Whose Name Was Lost.’

Allowed Practitioners

The Magic Guild and Enchanter Schools do not practice any magic from the Fifth of Uslar category because some spells counteract the Enchanter’s magical essence. The Enchanter Grandmasters have laced their School’s foundation spells to stop the Enchanters who weave a Fifth of Uslar spell. Because the Magic Guild is the business arm of the Enchanters, guild Maji’kers are also forbidden to weave these spells.

Freelance magic workers sometimes practice the Fifth of Uslar spells, but the ungoverned craft is risky because it has no formalized safeguards protect the spell casters.  Sciomancers, Priests, Enforcers, Clerics, and His Divine practice Church Magic.

Enchanter Harm Spells Disables an Enchanter's Ability to Produce Essence

Enchanter Harm Spells Disables an Enchanter’s Ability to Produce Essence

Inside the Lost Name Magic

Shunned spells encompass three areas: those that harm Enchanters, those that harm Church Magic, and rogue magic.

The Enchanter Harm spells either disables an Enchanter’s ability to produce magical essence, or harms Sye’s ability to keep magic balanced. Spells that destroy Sye’s natural essence production are also in this group.

Church Harm spells interfere with the Marriage Rings magic, and includes harassment enchantments for the dead. Necromancy with dead bodies and unwilling souls fall in this area, along with tampering with the buffer area separating the land of the living (Sye)and the home of the dead (The Fields of Yalu).

Church Harm Spells Include Harassment Enchantments for the Dead

Church Harm Spells Include Harassment Enchantments for the Dead

Rogue Magic are spells that spawn magical chaos. In Sye, their magical world naturally seeks the pooling and distribution of magical essence to all creatures that need it.

Enchanter and Church magical disciplines are in harmony with Sye’s natural magical flows. Rogue eddies sometimes form, and paired Church and Enchanter magicians can disperse the eddy back into natural flow channels. Fifth of Uslar magicians delight in causing magical unbalance, and create rogue eddies that sicken nearby magical creatures.

Also see:

Fyre Enchanter

Necronomicon Enchanter: Aer and Fyre 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.

Previously: Necronomicon Enchanter: Earthe and Mer Magic

Overhead View of an Aer Enchanter's Essence During Spell Weaving

Overhead View of an Aer Enchanter’s Essence During Spell Weaving

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories.

Four categories favor ambient Sye magic: Earthe, Mer, Aer, and Fyre.

The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic. Today, the discussion focuses on the ambient Sye enchantments of Aer (air) and Fyre (fire).

Aer

Aer Enchanters use their powerful magical essence to form spells that cleanse air for breathing, and to shape clouds into whimsical forms. These magicians hold friendly competitions during the Midsummer Festival, and create complex misty sculptures from a mere dish of water. The most talented Aer Enchanters can animate their foggy creations, and make their enchantments whisper words to onlookers.

An Entry in the Aer Novice Category at the Midsummer Festival Contest

An Entry in the Aer Novice Category at the Midsummer Festival Contest

The Aer Enchanters also bring rain for crops. For farmlands with excess rain, these magicians can also divert rain to produce more arid conditions.

To influence the weather over a large area, several Aer Enchanters must combine their efforts. They use the considerable essence from a nearby Enchanters’ School to fuel these large weather spells.

Aer magicians also influence the winds. They encase their most common spells inside of charms, which produce breezes to stir the stuffy air in a room. Aer magicians also delight in the antics of birds and other flying animals. Almost all Aer Enchanters keep dragonettes as pets.

Fyre

Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames

Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames

Enchanters that practice Fyre magic specialize in two aspects. The first specialty creates flames and light.

Fyre spells burn magical essence, so Fyre Enchanters constantly refine their spell craft to create ever-more-efficient light and flame enchantments. Fyre charms and spells are cool to the touch, and can be handheld. Fyre Enchanters put these charms  in wall brackets, lamps, and sconces.

The second Fyre specialty favors the production of heat, using traditional fire that consumes combustibles. These Fyre charms function as hand warmers. Talented Fyre Enchanters can create long-lasting consumable fires by interlacing the spell with burning magical essence

Next time: Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost Magic

Also see:

Enchanters Thrust the Very Rocks From the Ground

Necronomicon Enchanter: Earthe and Mer 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.  

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. Four categories favor ambient Sye magic. The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic.

Earthe Enchanter

Earthe Enchanter

Earthe

Enchanters that practice Earthe magic specialize in two aspects. The first specialty is the steady and abiding enchantments of rock and soil. These Enchanters use their powerful magical essence to sculpt stone into dwellings, and re-arrange the nature of fields to favor specific crops. Earthe mages can make the very rocks thrust up and out of the ground, and create rings of standing stones.

The second Earthe aspect favors the magic of plants, and the quick enchantments of land animals. These Enchanters delight in crop production, forest health, and cultivating flower beauty.

The Earthe mages in the Enchanter school at Halow oversee the essence creation process of the Old Forest trees. All Enchanters eat this tree essence, which causes profound thaumaturgical changes in their bodies. Enchanters generate human magical essence from the natural enchantments of the Old Forest trees.

Mer Enchanter

Mer Enchanter

Mer

The Mer Enchanters enjoy water spells. Mer magic also has two aspects. The first specialty is the quick effervescence of fresh water found on land, such as streams, lakes, and rain. These Enchanters can divert floods, change the course of a river, and construct dazzling fountains.

The second Mer aspect favors the deep power of saltwater seas. Mer specialists can summon marine life, turn the course of ocean currents, and influence storms over open water. These Enchanters can coax fish into fishermen’s nets, and divert destructive surf away from homes.

Next time: Necronomicon Enchanter: Aer and Fyre Magic

Also see: Necronomicon Enchanter: Evolution of Sole-Source Magic