The Otherworldly Realms of Faeries: Exploring Faerie Dimensions

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Faeries and magical creatures have been a part of folklore and mythology across cultures for centuries. These ethereal beings are often depicted as small, winged creatures with magical powers and a mischievous personality. In Celtic folklore, faeries are known as the Good Folk or the Sidhe. They are believed to live in ancient mounds or fairy rings and have the ability to shape-shift and control the elements. It is said that encounters with faeries can bring both blessings and curses, so it is best to treat them with respect. Similarly, in Norse mythology, there are creatures like trolls, elves, and dwarves, who possess magical abilities and live in hidden realms.

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Similarly, in Norse mythology, there are creatures like trolls, elves, and dwarves, who possess magical abilities and live in hidden realms. Trolls are often depicted as large, ugly creatures, while elves are portrayed as more elegant and beautiful. Dwarves, on the other hand, are known for their exceptional craftsmanship.

How to Write a Successful Magic System, Part 1

Magic systems can make or break a fictional world, undoing the rest of your hard work in the world-building department.

In this post, I discuss what you need to know when creating your magic system and provide examples of solid systems. This is a vast topic, so my list is short, and I'll try to be as brief as possible in my explanations.

STARTING OUT

There are certain things you must know to give your magic system credibility. Questions you should ask yourself are:

  • What kind of magic(s) are used in the story?
  • How does it work?
  • Where does it originate?
  • Who can access it?
  • What is needed to use magic?
  • What are the consequences and limits?
  • How is magic impacting and/or impacted by the characters/setting?
  • Are abilities even magic, or something similar yet different (we'll go over this in a later post)?

Without addressing these questions, magic systems fall flat, ruining a story. The best way to answer these questions is RESEARCH.

Start with the type of magic(s) featured in your work and the characters using it. Is your story about witches and warlocks with gifts of sight or healing, fey with elemental abilities, necromancers working with the dead, or something else? Once you know this, the real work—I mean fun—begins.

Now it's time to hammer out the details by answering the remaining questions. Luckily, there's a virtually endless supply of resources to help you: historical accounts, channels and podcasts, websites, movies and TV, games . . . and my personal favorite, fiction. By analyzing magic systems in successful books and series, you can get a clearer picture of how to make yours work.

Below are some of my favorites; pay attention and you'll see how the authors have answered the above questions in their magic systems.

While each of Maas's series seem to have their own magic system, we know they're connected somehow thanks to confirmation of a connected universe. At current, we’re unsure of the original source; magic is claimed to come from the Mother and Cauldron, the land, first-light and second-light, gods and goddesses, or a character's inhuman nature.

What we do know is:

  • In Throne of Glass, magic disappeared from Erilea when the kingdom of Adarlan slaughtered users and ritually suppressed magic in fae and humans alike. Many magics are nature-based, yet some characters possess raw magic that can take many forms. Others can shapeshift, heal, teleport, or sense death's presence. The Ironteeth witches are deadly, yet their only power is an explosive burst of light called the Yielding, which destroys her enemy and the witch—a life for a life. Wyrdmarks, strange symbols of a forgotten language/religion, can be used for some magics, including summoning, warding, sealing, and unlocking.
  • In A Court of Thorns and Roses, magic is inherent to the fae. Their magic is part of a give-and-take with the land, and Rites are performed on annual holidays like Calanmai to regenerate it. Most powers are nature-based and tied to Prythian's Courts: water in the Summer Court, fire in the Autumn Court, wind and ice in the Winter Court, and so on. Characters can also winnow (teleport), heal, shape-shift, and have various gifts of sight, death, nullifying magic, shadow manipulation, reading and speaking into minds, and more. Glamours, wards, magical bargains, and enchanted objects can be made, and magic can be repressed with spells, cursed shackles, and poisons.
  • In Crescent City, all Vanir (non-humans) have varying degrees of innate power. Most Fae on the continent have fire magics, while Avallen Fae from the misty isles wield shadows. Their rivals, the shifters, are humanoids who take an animalistic form—wolves, mer, felines, equestrians, etc. There are witches and mystics with various powers, angelic and demonic beings, vamps, elemental sprites, fauns, sphinxes, and more.
  • While their abilities are inherent, immortality is not. To slow the aging process, strengthen their powers, and deepen their magic reserves, citizens must participate in the Drop: the process of falling into one's power, then Ascending back to life. Failing to Ascend means perishing with the mortal body; success means awakening to an immortal life. During this process, firstlight is emitted and siphoned by the government to be used for healing and to fuel the city's power grid. While one can choose not to make the Drop, it means sacrificing their full potential. Yet the Drop has not prevented the Fae from weakening with each generation, and the Autumn King is determined to find a solution.
  • Throughout each series, characters have a “well of power” that, when emptied, leaves them weak and exhausted. Their power reserves must be built back up, or they risk burnout. In some instances, not using their powers for long stretches can be harmful to the fey.

In this massive series, those claimed by Nyx, goddess of night, are Marked by a Tracker with a sapphire crescent moon outline on their forehead. They must then attend a House of Night (vampyre boarding school) before hopefully making the Change. If a fledgling's body rejects the Change, they become sick and succumb to a horrible death. Survivors' crescent moons are filled in, and the tattoo expands to an intricate, unique pattern reflecting the affinity granted to them by the goddess.

Many affinities are for one of the five elements: the four physical elements plus Spirit. Some have affinities for animals. Warriors are gifted battle skills, like Dragon's fencing prowess and Stark's perfect aim. Nyx also grants various gifts of sight: Aphrodite's visions, Kramisha's prophetic poetry, and Nicole's ability to see auras. These powers can be taken away or altered as the goddess sees fit, often as punishment for misusing their affinities or to teach a lesson.

One lesson they all must learn: coexistence with the new breed of feral undead vampyres that emerges, whose Marks are red rather than blue. They more closely resemble "traditional" vamps—they can mess with minds, are overwhelmed with the urge for blood (Blue vamps can live off human food), and are more susceptible to the sun.

Vamps aside, this world also hosts spirits from Cherokee and Celtic lore (land guardians and sprites) who lend a hand to balance the war between personified Darkness and Light. Characters can us magic by accessing their affinities, or in rituals where a circle is drawn and a spell is cast. Magical items such as seer stones (hagstones) are also used throughout the series.

Many affinities are for one of the five elements: the four physical elements plus Spirit. Some have affinities for animals. Warriors are gifted battle skills, like Dragon's fencing prowess and Stark's perfect aim. Nyx also grants various gifts of sight: Aphrodite's visions, Kramisha's prophetic poetry, and Nicole's ability to see auras. These powers can be taken away or altered as the goddess sees fit, often as punishment for misusing their affinities or to teach a lesson.
Faeries and mafical creatures

In many cultures, magical creatures are believed to have the power to grant wishes or bestow good fortune. These creatures can vary greatly in appearance and abilities. From unicorns with their healing powers to phoenixes that are reborn from their ashes, each creature has its own unique traits and symbolism. Apart from faeries and mythical creatures, there are also supernatural beings like werewolves, vampires, and witches, that have fascinated people for centuries. These creatures, although often portrayed in a negative light, have captivated our imagination and have been the subject of countless stories and legends. Faeries and magical creatures continue to capture our imagination in modern times through literature, films, and art. From J.R.R. Tolkien's elves in "The Lord of the Rings" to J.K. Rowling's whimsical creatures in the "Harry Potter" series, these beings continue to enchant and inspire us. In conclusion, faeries and magical creatures have been a part of human mythology and folklore since ancient times. These mystical beings embody our fascination with the unknown and our desire for magic and wonder in the world. Whether they bring blessings or mischief, these creatures continue to capture our imagination and remind us of the power of our own imagination..

Reviews for "The Power of Belief: How Humans Shape the Existence of Faeries"

1. John - 2/5 - I thought "Faeries and magical creatures" would be a captivating read, but I was sorely disappointed. The plot was predictable and lacked any real depth. The characters were underdeveloped and lacked relatability, making it difficult to become emotionally invested in their journey. Overall, the book fell short of my expectations, and I wouldn't recommend it to others looking for an engaging fantasy read.
2. Lisa - 3/5 - "Faeries and magical creatures" had its moments, but it failed to keep me fully entertained throughout. The world-building felt disjointed, and the author introduced too many different magical creatures without properly explaining their significance or roles in the story. The pacing was slow at times, making it difficult to stay engaged. While there were some interesting elements, I felt that the execution of the overall story could have been much better.
3. David - 2/5 - I had high hopes for "Faeries and magical creatures," but it didn't live up to its potential. The writing style was overly descriptive, to the point where it became tedious and repetitive. The story lacked a clear direction, jumping between different plot points without a coherent flow. The dialogue felt forced and unnatural, making it difficult to connect with the characters. Unfortunately, this book fell flat for me, and I wouldn't recommend it to fans of the fantasy genre.

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