Magic in Noctuina (plus some Mythology)

The magic system I’m most entrenched in at the moment is that followed by Mora’s Suitors (and Confidantes) of Death. If I need specific examples here I’ll be using that.

But before we get to specifics let’s see how magic works in general in Noctuina. The first thing you need to know is that there is a lot of variations of magic. It is a world where magic is as core to the land as the types of animals  and plants in the different parts of the world, to the people and their cultures.

There are 256 distinct Realms in Noctuina. On a flat map they’ll come up as rectangles, 16 across by 16 down. Each realm is approximately 2080 miles across and 1040 miles from north to south. So, give or take, 2.1 million miles squared. This is somewhere between India and Australia in size.

(Ok, I may need to rethink this “Playing With” series as I’m wondering if I need another one for Geography now).

The magic is not the exact same throughout the entire realm. Similarly to how one would imagine the culture of Northern India being different than Southern India, and so on. But it has a certain consistency to it. A mage from the north will be able to perform his magic in the south, though it may need some adjusting, or have a different temperament.

In Clandestina, the realm where Pierre lives, there are a few different magics. Among humans there’s blancræft, white healing magic; noircræft, a darker more volatile magic that can be used to heal or harm; and necrocræft, magic that involves the dead, dying, murder and resurrection of human life. The fée, faeries, of Clandestina have their own versions of magic that are less categorized. It’s more inherit, they’re born with it and while they can shape it, they can not get rid of it. Eglė, for instance, is fay (related to the fée though not from Faery) and she can take the form of any serpent (from cobra to boa ). A human though could learn this magic if they found a way to study it, and it would probably later be labeled as under a different type of -cræft. He could in theory also lose his magic. Probably changing to different types of serpents would be possible, but more difficult than it is for Eglė.

This is where things get a little inconsistent between the ‘reality’ and what passes for vernacular in a realm. Pierre often mentions his cræft as being necrocræft alone, as if he didn’t know noir or blanc, and while that is how it’s seen currently among the population, it isn’t entirely true. This is something I got to thinking about while working on Delphinium. If we’re being technical, necrocræft alone shouldn’t allow for things like healing, though it does. So he does have more than just necrocræft.

Here’s where more terminology comes in and the previous name I used, Suitor of Death, comes into play. There’s also some mythology here.

There are beings in Noctuina that I call Kyrioi. Kyrioi as a word is the Greek for Lords. Kyrios being the male singular, and kyria the female singular. They are akin to gods, with their title meaning they can bestow certain powers and magics to people. Usually this is a careful mix of several cræfts that work together to form, essentially, a whole new magic. Those that are devoted to certain kyrioi are given titles to express their variation of magic. In other realms this might be Wizard, or Ringian, or Sorcerer, but in Clandestina for those that follow Mora is it Suitor of Death.

So Mora, as the last of the keres, has been given the title of Lady of Death; Kyria. Those that follow her are Suitors, if male, and Confidantes if female, and those that pass all of her tests are lords and ladies in their own right, though not kyrioi. This is not yet something explained deeply in the books, and what it means for the realm as a whole is still up in the air, but it sits in the background as a detail I plan to unwrap more.

This also relates to the post I made a few weeks ago about consistency and how people make up things that aren’t quite true, but get passed off as true. I continue to call Pierre’s magic just necrocræft for the moment, even if a scholar of magic in the realm would disagree, because that is just what it is called among the people.


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