Malloriel
Creative Mastermind
Greetings all. This is my very first post after peeking around a bit, and I very much like the feedback I've seen, so I feel I'll definitely get real help with the questions I have.
Firstly, I've been developing a fantasy based realm, oh eight years now off and on. The atmosphere is that of several time periods, all pre-industrial revolution, giving each kingdom its own flavour, and magic is a fact of life.
Outside looking in, intricacies abound, beginning with 14 separate entities, seven sets of opposites, key in the creation of the world, and their lingering presence as elemental influences, and dragons. There is a Hold (or type) of dragon to correspond with each god, and were the first sentient beings created, to act as physical vessels for the essence of the gods, to maintain overall balance within the new world.
The gods then grouped up and combined their abilities to create the Amalayel, comprised of three races: The Varalaco, the Talimure, and the Inoci. Magic is a part of their genetic make up, so to use it would be as easy and natural to them as breathing to us. Things that they can do that would to us seem like impossible magic is as simple as walking to the fridge to them.
Humanoid races came next, and over several long draconic generations, evolved. Those that remained close with the dragons became known as the maiyenin, which maintained a sensitivity to the essences of Creation to allow some within each generation to wield particular magics. They also divided into four sub-groups, influenced by the terrain they claimed as eventual permanent residence: Glaiden of the forests, Shaelyn of the rivers, Aslain of the mountain snows, and Eth'en of the seas. It takes recognition to access the magic, which flows through the chosen maiyen (Soulain) as an outlet (much like a volcano, where a buildup of pressure can create a catastrophic explosion, or it can quietly release pressure throughout its lifetime). The recognition is like opening an inner door, or lifting a stop-gate to allow the flow to go through them unobstructed.
Those of the pre-maiyenin who did not remain close to the influence of the dragons became mortal, and for all intents and purposes, human, who have no inherent connectivity to magic, elemental essences, or divine influences. They are, however, (as in so many cases) one of the most versatile races, because of what they can learn to do. Magic is not natural to them, as humans have been far too long separated from, and eventually ignorant of the power and essences of the dragons. Dedication to an element, or several elements, unlocks the ability to learn certain magics, but intense study, spells, rituals, and physical items of power are required to grant access to using those magics. Refered to as magi, they use thaumaturgy, the physics of magic, rather than elemental essences of the natural universe itself.
And here is where we find my indecision. I thought, first, to go with the suffix of -mancy, thinking to create fields of study in things like pyromancy, aeromancy, scotomancy, and chronomancy, for example. One for each element. However, it's long been held that the suffix of -mancy refers to the process of divination, so that any word placed before it becomes the method of divination, rather than simply a class of magic. The suffix of -urgy at least means "work". I considered -logy as well, but decided it comes too close to the scientific study (as a connotation), rather than the dedicated study of a class of magic.
SO! I compiled two lists of -urgies to correspond with the 14 elemental classifications, one based on the old world names of the elements (used to name the draconic Holds), and the other based off of the names of the gods. My quandary is that not only can I not decide which set I prefer the sound of, but which naming origin is more appropriate.
I include a list of the elements and the god associated with it, followed by the potential -urgies. I really look forward to feedback, good and bad, opinions, choices, anything at all. Just be gentle. ^_^
Elements/Gods:
Darkness/Anthia (f)
Light/Jahriel (m)
Water/Rheianna (f)
Fire/Rhammyn (m)
Earth/Drianna (f)
Air/Tayle (m)
Life/Ciah (f)
Death/Rhune (m)
Time/Belithe (m)
Memory/Gairth (m)
Wisdom/Catrione (f)
Impetuosity/Mourathay (f)
Love/Reist (m)
Lust/Myla (f)
-urgies List 1: Elements:
Hanatalurgy
Sishaeurgy
Nalurgy
Kivenurgy
Hilurgy
Ghruilurgy
Eirullurgy
Hanavhelurgy
Rishullurgy
Csellurgy
Noranurgy
Iiluvalurgy
Vhealurgy
Urullurgy
-urgies List 2: Divine:
Anthurgy
Jahriurgy
Rheiurgy
Rhamurgy
Drianurgy
Taylurgy
Ciurgy
Rhunurgy
Beliurgy
Gairthurgy
Catriaturgy
Mourathurgy
Reisturgy
Mylurgy
So my post is very long, hopefully interesting and informative enough to aid anyone who'd like to help me decide, but not overwhelmed by unnecessary information. If you do have an opinion, but no time to reply, or no words of advice, or even if you HAVE words of advice and have given them, please stop and vote in the poll on your way out. Every little bit of help is so appreciated.
Thank you all who stop by to read or give critique.
-Malloriel
Firstly, I've been developing a fantasy based realm, oh eight years now off and on. The atmosphere is that of several time periods, all pre-industrial revolution, giving each kingdom its own flavour, and magic is a fact of life.
Outside looking in, intricacies abound, beginning with 14 separate entities, seven sets of opposites, key in the creation of the world, and their lingering presence as elemental influences, and dragons. There is a Hold (or type) of dragon to correspond with each god, and were the first sentient beings created, to act as physical vessels for the essence of the gods, to maintain overall balance within the new world.
The gods then grouped up and combined their abilities to create the Amalayel, comprised of three races: The Varalaco, the Talimure, and the Inoci. Magic is a part of their genetic make up, so to use it would be as easy and natural to them as breathing to us. Things that they can do that would to us seem like impossible magic is as simple as walking to the fridge to them.
Humanoid races came next, and over several long draconic generations, evolved. Those that remained close with the dragons became known as the maiyenin, which maintained a sensitivity to the essences of Creation to allow some within each generation to wield particular magics. They also divided into four sub-groups, influenced by the terrain they claimed as eventual permanent residence: Glaiden of the forests, Shaelyn of the rivers, Aslain of the mountain snows, and Eth'en of the seas. It takes recognition to access the magic, which flows through the chosen maiyen (Soulain) as an outlet (much like a volcano, where a buildup of pressure can create a catastrophic explosion, or it can quietly release pressure throughout its lifetime). The recognition is like opening an inner door, or lifting a stop-gate to allow the flow to go through them unobstructed.
Those of the pre-maiyenin who did not remain close to the influence of the dragons became mortal, and for all intents and purposes, human, who have no inherent connectivity to magic, elemental essences, or divine influences. They are, however, (as in so many cases) one of the most versatile races, because of what they can learn to do. Magic is not natural to them, as humans have been far too long separated from, and eventually ignorant of the power and essences of the dragons. Dedication to an element, or several elements, unlocks the ability to learn certain magics, but intense study, spells, rituals, and physical items of power are required to grant access to using those magics. Refered to as magi, they use thaumaturgy, the physics of magic, rather than elemental essences of the natural universe itself.
And here is where we find my indecision. I thought, first, to go with the suffix of -mancy, thinking to create fields of study in things like pyromancy, aeromancy, scotomancy, and chronomancy, for example. One for each element. However, it's long been held that the suffix of -mancy refers to the process of divination, so that any word placed before it becomes the method of divination, rather than simply a class of magic. The suffix of -urgy at least means "work". I considered -logy as well, but decided it comes too close to the scientific study (as a connotation), rather than the dedicated study of a class of magic.
SO! I compiled two lists of -urgies to correspond with the 14 elemental classifications, one based on the old world names of the elements (used to name the draconic Holds), and the other based off of the names of the gods. My quandary is that not only can I not decide which set I prefer the sound of, but which naming origin is more appropriate.
I include a list of the elements and the god associated with it, followed by the potential -urgies. I really look forward to feedback, good and bad, opinions, choices, anything at all. Just be gentle. ^_^
Elements/Gods:
Darkness/Anthia (f)
Light/Jahriel (m)
Water/Rheianna (f)
Fire/Rhammyn (m)
Earth/Drianna (f)
Air/Tayle (m)
Life/Ciah (f)
Death/Rhune (m)
Time/Belithe (m)
Memory/Gairth (m)
Wisdom/Catrione (f)
Impetuosity/Mourathay (f)
Love/Reist (m)
Lust/Myla (f)
-urgies List 1: Elements:
Hanatalurgy
Sishaeurgy
Nalurgy
Kivenurgy
Hilurgy
Ghruilurgy
Eirullurgy
Hanavhelurgy
Rishullurgy
Csellurgy
Noranurgy
Iiluvalurgy
Vhealurgy
Urullurgy
-urgies List 2: Divine:
Anthurgy
Jahriurgy
Rheiurgy
Rhamurgy
Drianurgy
Taylurgy
Ciurgy
Rhunurgy
Beliurgy
Gairthurgy
Catriaturgy
Mourathurgy
Reisturgy
Mylurgy
So my post is very long, hopefully interesting and informative enough to aid anyone who'd like to help me decide, but not overwhelmed by unnecessary information. If you do have an opinion, but no time to reply, or no words of advice, or even if you HAVE words of advice and have given them, please stop and vote in the poll on your way out. Every little bit of help is so appreciated.
Thank you all who stop by to read or give critique.
-Malloriel