The Edinian Main Elements
As
written by Hecx the second, Edinian Archmage of the Forestflame order.
The following races are adept
at using magic: *in no particular order* The Elves, the Hyena Clan, the
Humans, the Gnomes, the Unlit Ones, the Spurs, the Demons, the Dragons,
the Ukonians and the Elementals.
Magic is a very contovertial
subject among the Edinian tribes and races. Some, like the trolls, fear
and hate it, and all who use it. Some, like the elves, live and their religions
revolve around it. Others, like the elementals, are made purely of it.
Magic is neither evil nor
good. It is like a sword. If a person uses a sword in an evil way, that
does not make the sword evil; just the wielder. It is, and always will
be, a tool. Magic is prevented (by devine intervention, some say) from
ever evolving to anything more than that. The user, however, constantly
evolves. Not only in skill, but in life span, in some cases. Those who
master, say, purely healing spells tend to live a longer than usual life.
Those who master near to all
forms of magic --no simple, feat, I might add-- tend to gain immortality,
if not omniscience. None have mastered every form of magic. Ever. The Unlight
isn't submissive. Neither is solo magic. As far as any can tell,
only Cir and Blue Tree mastered all magics except for the Unlight. They
both died, and fortunately for the world, peacefully. I myself have learned
almost as much as they have, in my three thousand waking years since the
second coming of the races.
I apologize. I tend to ramble
on sometimes.
Here, in this tome, I shall
record all of the magics I have learned in my three thousand years. I will
also record, from prior wizardry tomes, information on other magics, like
solo, Unlight, and chaos. Please continue reading. If you are not destined
to read from the sacred tome, my words will slide from your memory like
a frog from your grasp. So, either way, you'll be killing some time. That's
what you're here for, right? Why else would you be reading the last words
of an old, hobbled mage!
Fire
Fire... who doesn't understand fire? Might as well move
on. What? You don't know much, do you, dribbles? Well, it may make my wrist
sore, but I'll tell you a thing or two about fire.
Fire is the heart of the universe. Don't ask me
to elaborate. You wouldn't understand, kiddo, so I won't bother. It is
one of the simpler forms of magic. It is easy to summon, and quite efficient.
All you must do to create fire is to bunch all the heat from the air, or
the earth, or even the water, into one little compact ball. It may make
things cold around you, but when you send that ball into whatever you want
to light --or incinerate-- then things will definitely heat up. My father,
Hecx the first, was a master of wizard's fire. He could cause volcanoes
to erupt beneath marching armies half a continent away. He never did
teach me that trick... I always wished he had. But I am a master or solo,
you see. I have little use of such magic...
Ah, but I do tend to ramble on sometimes. I always
hoped I'd never get this old. But time, lads, is something none of us have
mastered. Or have we? I'm getting forgetful in my old age. You'll just
have to bear with me, now.
Now, fire elementals... are one of the most beautiful
creatures you've ever seen. I once fell in love with a kindly flamelady...
ah, but that was over a dozen centuries ago. My, how the times have changed.
Where was I? Oh yes, fire elementals are the most deadly of all the Edinian-based
elementals. They create havoc wherever they go. The flamladies I've met
all were quite gentle, though. But that was in the nexus, and times have
changed. Well, might as well move on. You don't want to see an old
man cry.
Water
Ah, water. The soothing blood of the world. It is
what sustains all life on Edin. Come to think of it, I never could get
a drink in the nexus... strange, how things are different everywhere. But
that was then and this is now.
Water pummels relentlessly at its enemies, earth
and fire. It drives the winds of the planet, which in turn feed fires,
which scorches earth, which falls into ever more water. I, personally,
will never swim, ever. I had a bad encounter with a grynn at rainbow lake
when I was young, two, no, two and a half thousand years ago. Ah, but I
was a youth then. I defeated the grynn, with a little help, but I can tell
you right now not to ever swim. Those grynn may have died off a few centuries
back, but worse dangers have taken their place. Have you ever heard of
a giant squid? Hooboy, I do fear water. But you know, I also love it more
than any of the elements.
The good water elementals have been more than kind
to me on more than one occasion. Did I mention they helped me defeat a
grynn when I was young? Yes, at rainbow lake, in the central lands. But
do forgive my ramblings, you just must be patient with an old man like
me. I don't have many to talk to, with all the fuss about demons focusing
on the solo magic and all. And those new mages I am constantly tutoring
are a bit on the airy side. Speaking of air...
Wind
Ah, the wind. I have always loved the wind. It's one
of a young wizards favorite means of transportation, it is. I remember
riding on a tornado from Evergreen Manor all the way to an eastern isle
in less than 2 hours. My, but times have changed. What with this "global
cooling" and all. But I don't wish to deppress you lads, you've been so
kind in reading all this.
Wind can be a wizard's best friend. He can stop
an arrow from hitting himself with a simple shield of thickened air. That
is known as a... oh, I do forget what we used to call it. But anyway, a
trained wizard can sharpen air itself to the molecular level, allowing
himself to tear apart his enemies easily, armor and all, clean cut. A hurricane
in the midst of an enemy armada can also be quite effective. As can be
a tornado in the midst of a sleeping army. But all that's obvious. There
are other things, like silence spells. You can gag a person with a ball
of thickened air, not allowing them to speak. You can tear someone in two
with dual, oppositely-moving blasts of wind. You can blast away near-invulnerable
castles with flying debris, and you can create wind elementals for scouting
purposes.
Does all this sound simple to you? Well, it's not.
You don't know how tough it is to make every oxygen molecule do what you
want. It takes almost a century of practice to learn how to create the
living wind, the wind elemental, and the hurricane.
Because all of the Edinian elements are tied together,
you must have a fair understanding of each before you can cast a single
elemental spell. Learn, lads, while you can. Nobody lives forever.
Earth
Ah, earth. Why not just cut to the chase with this one.
Earth is the best element for use with physical attacks. Use earth magic
to pound down castles, create giants, form bridges over crevasses. Earth
elementals are of great use to an army.
For instance, a few millenia back, my father told
me he was leading a Ukonian army after a few orcish renegades who attacked
Kra the Chaotic's scouting party. Kra, of course, survived. Tough as nails,
those gnomes. He was badly injured, and taken hostage. Those orcs sure
aren't bright. All Hecx had to do was create a few earth elementals, resembling
orcish gods. They marched right into the orcish camp. Every orc, thousands
of them, bowed, as the "stone gods" passed, and walked into the makeshift
prison holding Kra. Kra, of course, injured though he was, couldn't keep
a straight face at how blind the orcs were being, and broke into hysterical
laughter. The earth elementals realized the orcs all had weapons aimed
at them, and promptly surrounded Kra's cage and turned into a solid wall.
Then the army moved in.
Ah, I love to tell that story to my grandchildren.
They've heard it a hundred times, but they listen, fearing to hurt my feelings.
I so hate being old. If those saulo warriors
ever return with my lifeforce this millenia I'll beat them to a pulp.
--To The Next Magic Page--
Which consists of: Nexus, Nether, Spur, and Healing Magic. Watch out for the glitch at the bottom.