The next Aegis of the Gods book is almost ready. There’s something to be said about good covers, and I have worked to try come up with covers that will draw my reader in. I hope my fans appreciate the effort. Covers have always been a drawing point for me, even now when I read primarily on my tablet. When browsing, I always go cover first before I read the blurb and a sample. I just feel the cover is important. Not as important as the contents of the book, as you truly can’t judge a book by it’s cover (sorry, I had to), but a good cover might tell you that the author or publisher cared about what his book looked like to his potential reader.
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So after resisting for a while and being told by some that they understood most things about my world, I gave in to some who didn’t. I want each reader to grasp the majority of how my world works, and though I’ve worked hard to not info dump and to show my world and how the magic works, some might find certain things hard to grasp. I am partially to blame for this because I do drop quite a bit of the world’s names early in the story and more often than not, the explanation comes in the subsequent chapters. Does every book need a glossary? No. But I have now agreed with some of my readers, that some parts of my world is so involving, and that I use much of that within my world early enough in the book, that a glossary would only help rather than hinder. With no further ado, and thank you again, readers and fans. Here’s the glossary so far for the Aegis of the Gods series. It has been included in the newest edition of the book as of last night.
If there’s something you would like to see added. Please drop a comment. I’ll see what I can do.
Alzari – Matii who wield mostly the Forms, strongest in earth essences and metal. Ancestors of the Setian.
Amuni – One of the gods of Streams, specifically, shade. Brother of Ilumni.
Ashishin – Matii who serve the Tribunal and often represent the god Ilumni and the Streams, specifically light and heat. Most of the Granadian peoples are descendants of the Ashishin. They often bear the title of Shin or High Shin.
Astoca – A kingdom within south central Ostania. Their people, the Astocans, are cousins to the Cardians. (See Namazzi)
Bana – A kingdom in eastern Ostania. Their people are the Banai and worship Humelen and the Forms.
Bastions of Light – Towers along the Vallum of Light and located at strategic points within Granadia that can be used to send warning of an impending attack to the Tribunal.
Cardia – A kingdom far south in Ostania. Their people, the Cardians, are related to the Astocans. (See Namazzi)
construct – A sentient entity created from essences.
Dagodin – A Matus who cannot Forge but can wield items imbued with Mater called divya.
Darkwraith – A type of shadeling created by merging the sela essences, spirit, and shade of a Matus.
dartan – A massive beast of burden, bigger than any horse. It has 6 legs, hardened skin, and a shell into which it can withdraw its legs. It also has a long snake-like neck and is a meat eater. Originally created during the Luminance Wars.
Deathbringer – A type of Matii used by the Felani and others, said to be already crazed Matii. Only the Felani know how they’re controlled.
Denestia – The world where this story takes place, said to have been the crowning achievement of the god Ilumni who defeated his brother Amuni for its possession.
Devout – A priest who serves Ilumni and goes on pilgrimages to do the Tribunal’s bidding, often preaching the word of Streamean worship and its virtues.
divya – An item imbued with Mater.
Dosteri – A race originating in Everland who later inhabited Granadia.
Elements of Mater – The completed essences that make up the Flows, the Forms, and the Streams. (See Mater)
Erastonia – A kingdom in Everland.
Erastonian – Powerful warriors from Everland, specifically from a place called Erastonia. They possess some of the strongest Matii within the known world. Their main task is defending the Great Divide and killing any shadelings that happen to escape from the prisons contained with the Divide.
Essences – The individual strands of power that make up the elements of Mater.
Everland – The northernmost continent in Denestia.
Exalted – Mythical leaders of the Tribunal.
Eztezian – The Eztezians were the descendants of the gods. Great warriors and the most powerful Matii to grace Denestia. They were tasked with protecting Denestia from the shade and from itself. Driven mad by their overuse of Mater however, they almost destroyed the world. They created the Great Divide, which brought about the shade’s defeat. Then they turned on the gods, sealing them in the Nether to prevent future wars and the creation of more creatures like the shadelings.
Felan – A kingdom is western Ostania. Their people are known as the Felani.
Flowic – The religions named after the elements of Flows and its gods.
Flows – The combination of two essences—primarily water and air that make up liquids known as the Flows. There are other variations that involve other essences. E.g Water and cold to form ice. Heat, air, and something flammable to create fire.
Forger – A Matus who can Forge essences of Mater
Forging – See Materforging
Formist – The religion named after the elements of Forms and its gods.
Forms – The combination of three essences—earth, metal, and wood, that make up solids known as the Forms. There are other variations of solids that can be enhanced by using other essences, as well as other essences not in this umbrella that can be used to form solids. (See example in Streams.)
Gerde – Stoneform beasts with eight-legs that bear similarities to crabs, but were the size of ponies.
Granadia – The Western continent of Denestia. Have been at conflict with most of Ostania for millenia.
Harna – A kingdom in northern Ostania. Followers of Formist religion. Descendants of the Sven.
Humelen – One of the Gods of Forms, specifically earth.
Hydae – A world formed by Amuni when he lost to his brother Ilumni.
Ilumni – One of the gods of Streams, specifically, light. Brother of Amuni.
Imbuer – A Matus who can imbue properties of essences into an item to create divya.
kinai – A special plant that draws on essences, used in many healing formulas and potent drinks. Said to enhance the user’s strength, stamina, and agility.
Luminance War – An ancient war when shadelings escaped the Great Divide and swept across Ostania.
Mater – Mater is the core elemental power which exists within everything. It makes up the three elements the gods represent and their individual essences. Mater drives all worlds. The three elements are the solids of the Forms, the liquids of the Flows, and the energy of the Streams. Those are further broken down into separate essences. For instance, earth, wood and metal are a part of the Forms. Heat, cold, light and shade are a part of the Streams. Water and air are a part of the Flows. Finally, there’s sela essence, a combination of life and death which sits outside the three elements and is required for anything to live or die. (See Streams, Flows, Forms.)
Materialize – Ability to Forge a portal between two places for travel.
Materforging – The act of wielding the essences or elements of Mater.
Matersense – The ability to open up one’s mind to be able to sense or see nearby essences within the elements of Mater.
Matus – One who can sense Mater (Plural – Matii) Not every Matus can manipulate or Forge Mater. What essence a Matus is strongest in is often determined by bloodline. However, one can train to become adept in other essences. It is difficult and takes powerful Matii to wield essences from two separate elements simultaneously. It is considered to only be an ability of the netherlings or gods to wield all essences within all three elements at the same time.
Mystera – Schools built throughout Granadia for the purpose of teaching and recruiting Matii.
Namazzi – Matii who wield mostly the Flows, ancestors of the Cardians and Astocans.
Netherling – Primordial beings from the Nether, said to have been the ones to bestow their power on the Eztezians in order to save the world. This act was part of their revenge against the gods for their experiments.
Ostania – The Eastern continent of Denestia. Have been at conflict with most of Ostania for millenia.
Pathfinder – Powerful Matii, trained by the Tribunal, who have passed the ultimate tests of control over their emotions, which ensure they will not succumb to the temptations of the power the essences promise. They are used to hunt Matii who break the laws governing the use of Forging or those who go insane. They often accompany Ashishin to protect the Ashishin from attackers and from themselves.
Raijin – An elite assassin corps within the Tribunal.
Sanctums of Shelter – Similar to the Bastions of Light but more powerful and arrayed along the mountains in Northern Granadia to protect from any direct incursion by the shade through the Great Divide.
Scorpio – A massive crossbow–type weapon that fires large metal projectiles.
Senjin – A sport played with a leather ball, featuring 14 combatants, 7 per side, on a field spilt into 6 parts, with two halves. The team to score three times first, wins.
Seti – A kingdom in north western Ostania. Their people the Setian are descendants of the Alzari. (See Alzari)
Shadelings – Creatures created in the God Wars, primarily by the god Amuni, and his followers by experimenting with netherlings and the essence of shade. The effects of the couplings can be seen within some of the strange beasts within Denestia.
Shin – The respectful title given to Ashishin Matii.
Shunyata – A place within each person where they can separate and control their emotions. Also the place where sela essence is stored within any living being. Also known as the Eye.
Streamean – The religion named after the elements of Streams and its gods.
Streams – The combination of four essences—light, heat, cold, and shade that make up energy. The energy can be used in the forming of the other elements e.g cold is needed to form ice which is part of the Forms and part of the Flows.
Sven – The earth elemental peoples that inhabit the Nevermore Mountains in north eastern Ostania. Descendants of the Svenzar.
Svenzar – Form elementals that reside in mountainous areas. Their power resides in earth, metal, and wood.
The Aegis – Said to be a power or a person who would help either protect the gods or defend against their resurgence.
The Chronicles – Said to be sacred tomes written by the Eztezians themselves and their descendants, dictating the past and the future of the world.
The Disciplines – A set of rules and pointers on how to govern and lead soldiers.
The Eye – See Shunyata.
The Great Divide – A massive rift in the land created by the Eztezians to defeat the shadelings. It runs from north to south across central Everland, and is guarded by the Erastonians.
The Iluminus – Named after the god Ilumni, it is the central city, learning hub and home of the Tribunal and its Matii.
The Nether – A realm between the worlds thought to be the origination of Mater, the gods, and netherlings.
The Stone – The great hidden city where the Svenzar and Sven live in northern Ostania.
The Unvanquished – Stefan Dorn’s elite troops in Ostania.
Travelshaft – Tunnels developed by the Svenzar using the Forms, where time is slowed and speed increased to allow travel between large distances in a small amount of time. Said to somehow be constructed between the Planes of Existence.
Tribunal – The founding society of Ashishin among the Matii. They determined what was needed for the Matii as a whole to function in their proper roles as protectors and mediators. Eventually, the different Matii split apart due to conflicts in ideals, philosophies and religions. The Tribunal rules in Granadia. They left Ostania where most of the other Matii fled, to fend for themselves.
Vallum of Light – A massive wall imbued with Mater and erected by Eztezians within the Tribunal to separate Ostania from Granadia.
Warping – A Forging by powerful Matii, using the sela essences of something recently killed, to twist the essences in a specific area, thus rendering them unusable for a period of time.
Wraithwolf – A type of shadeling using a combination of wolf or other canine type beast, as well as the sela of a person, and essences of shade.
Zar – The respectful title given to Alzari Matii.
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Knight Commander Stefan Dorn, leader of the Unvanquished, has known only war, death and, victory. All in the name of his loyalty to King Nerian the Lightbearer, a man he idolized.
Everything he thought he knew about the King, his people, and his world is coming to an end. At a time when there should be peace, he’s once again called to war.
Torn between shocking changes at home, his family, loyalty to his men and his King, Stefan wishes only to enjoy life away from the battlefield. But with the new campaign comes a rabid, unforgiving enemy and a potential cataclysm.
Follow him as he fights to save his family, his people and his birthright from the grips of the shade. When failure is not an option, which will he sacrifice for a chance at victory?
The Shadowbearer is a rousing and engaging prequel to Etchings of Power and a worthy addition to the Aegis of the Gods series.
What follows are some of the basics around the magic I created for Denestia.
And for the curious, I chose the name Mater for its Latin meaning of mother because that is in essence what it represents, the mother of all things in my world.
Mater is the core elemental power which exists within everything. It makes up the three elements the gods represent and their individual essences. Mater is more than just the elements driving one world. It drives all worlds.
The three elements are the solids of the Forms, the liquids of the Flows, and the energy of the Streams. Those are further broken down into separate essences e.g Earth, wood and metal are a part of the Forms. Fire, heat, cold, light and shade are a part of the Streams. Water, wind, air are a part of the Flows. Then there’s sela essence, a combination of life and death which sits outside the three elements and is required for anything to live or die.
This also provides a connection and backdrop to the three main religions: Streamean, Formist and Flowic. And they all have connections to their gods and to Mater.
Mater is more than just magic, it’s compromised of living entities. These entities range from malevolent to good. One constant remains for them is that in order to live, they like us, must feed. They feed on sela essence. In order to gain sela something must die. These entities inhabit people, plants, or creatures strong enough to use the actual forces given off by the essences in physical or mental acts in what’s called Forging.
However, once one has Forged, it affects your psyche and slowly begins to drive you insane and causes your own sela to begin leaking from you. To stem the tide of this effect and stabilize the mind and body, one is forced to kill to feed Mater itself. This cycle continues until you go completely insane, unleash all your power and die. In turn the entities of Mater get what they want. To feed.
There is a way to nullify this process on a whole by being strong enough to force the entities into what’s called your Shunyata, your core. It is the place where your sela is held. There, the entities can feed off you and you can use their power without the bad aftereffects.
Mater is also linked to the Matus, (one who can use Mater), emotionally. Strong emotions can trigger its use and the entities then use that in a form of bloodlust to encourage the Matus to kill. The main extremes of emotions like rage, love, intense fear, grief and being overjoyed reflect the state of the entities and what they represent from malevolent for the darker emotions to benevolence for the lighter ones. This is also another function of the Shunyata or the Eye as it”s called in some places. To gain emotional control of oneself, you attain the Shunyata. However, the Matus cannot always remain in the Shunyata because the entities will deplete their sela to such an extent, the Matus will either go insane and die or both. Using too much Mater or doing a Forging that’s beyond the Matus’ means can tear the aura that surrounds his body and cause his sela to begin leaking. An aura is a type of container that surrounds anything containing sela and shows the attributes of Mater they can touch, and furthermore can reflect their intentions and emotional states for those with such an ability to read the aura. The only way to heal that process is to enter a special place called an Entosis that holds primordial elements of Mater. There are very few of these places in the world, and only the strongest Matii can enter them.
Mater can be imbued into items called divya that those who weren’t strong enough to actually Forge, can wield. Divya serve many different purposes and come in many different forms. From helping with mundane tasks such as blacksmithing to use as weapons against certain enemies. Mater can also be imbued into living creatures and men. This is a special type of imbuing called Etching and only a creature from the Nether can use this power. The Nether is where the gods are currently banished to, and is where the world and Mater originated.
There are other rules governing Mater called the Principles. And there are Tenets applied to each essence. These are supposed to be followed, but very few know their full meaning.
The first Principle of Mater is: The elements must exist in harmony.
Examples of Tenets:
The Tenet of Light reads: “Light to balance shade. Light to show honor. Honor to show mercy,”
The Tenet of Shade reads: “Shade to balance light. Mercy to gift death. Death to those found wanting.”