From the Ashes
By Newt Waters
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About this ebook
Uraza has never left his hometown of Pyne. On the continent of Midland, which is in the fantastical world of Omniterh, a powerful mage is sent by the God of this world to change the course of the young Nymph's life. The Nymph, Uraza, is a highly intelligent inquisitive learner of magic with a genetic disadvantage. Through many emotional and physical challenges, the Nymph learns the true values of bravery, friendship, love, and magic.
Newt Waters
"Newt Waters", as he identifies across the internet, lives in Texas and is currently fourteen years old. His passions include crossfit, mountain biking, soccer, playing his guitar in his band, and as you probably could have guessed-writing. Newt has been a fantasy fanatic for a relatively long time and his ideas have constantly been evolving, until they took their final shape in the form of Omniterh, the fantastical, complex world that is the spawn of his strange mind.
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From the Ashes - Newt Waters
Prologue
It was at the beginning of time when the Golden Drake, most high created the world of Omniterh, consisting of three realms: Highland, Midland, and Lowland. The Realm in which the Golden Drake resided in was Highland, the heavenly planet of gold. The realm in which all other creatures were to live was Midland.
Midland was a large continent situated at the equator of a water-filled planet. In it he created the eight races. The high elves of Atherland, who had exquisite architecture and placed large emphasis on culture and the arts. The woodland nymphs of Aresia, who had a deep love for all things living. The Dwarves of Khad, who had unmatched skills at crafting objects of diamond, ruby, and sapphire deep underground. The fog trolls of Ki’Tok who created the discipline of Sen-Thai, and in whose veins flowed swordsmanship. The Merfolk of Aguasil, who busied themselves with politics and education in the deep waters of the gulf of Synf. The dragons and drakes of Melthor whose wisdom was unrivaled. The shade elves who were vagabonds and who were skilled at stealth and were obsessed with finding a definitive homeland. The Dryads who watched over the blue-crowned trees of Aresia.
After the creation of the eight races, the Golden Drake created a race who was not to have a lifespan of only five hundred years, like the other races, but was to be immortal. He was to be invulnerable and was to possess an instinctive arcane knowledge with power over all things created. There was only to be one true member of this race, and his purpose was to protect the magic of Midland and to enforce the laws of the Golden Drake. Thus, the Golden Drake took one
of his shimmering scales and melted it with the light of Canis majoris, Midland’s brightest star, and out of it, he fashioned the body of what was to be called The One Mage. Onto the lifeless form, the Golden Drake uttered the secret word of life, and the Mage’s lifeless eyes were filled with the deep purple color that the aura of his magic was, and he drew his first breath.
The One Mage, or Archmage, was given the task of selecting worthy members of other races, to mutate into Mages by means of spells and potions, thereby creating an order of Mages. The One Mage was to have power over all. He was gifted with unrivaled wisdom, strength, and power. The nameless Archmage was tasked with finding three residents of Aguasil, five residents of Aresia, and seven residents of Khad. They were intended to use distinct kinds of magic in accordance with where they were from. Aguasilians were to be mutated into blue mages, which was the aura of their magic, and Aresians were to be green mages, while Khadians where to be converted into brown mages. The auras, or different practices of magic, which were categorically organized by effectivity and power, seemed to be made visible in certain colors. The most powerful, purple, was to have the least members, and the least powerful, brown, was to have the most members. Only the One Mage, the purple mage possessed immortality and invulnerability.
Midland had existed nine hundred years since its creation and the Mage’s assignment. Since then, the Mage had found all worthy members but one missing from each category. There were only three representatives left for him to find. His quest took him to Aresia to find one last member of the green order.
1
A name
On the cobalt grass in the immense woodland that is the country of Aresia, A young nymph was working at his father’s potion shop situated in a small grove for a town called Pyne. There were six caswood trees aligned in a perfect row. The middling one was Merlin’s hollowed out potion shop: Arcane Ugly.
Behind its small doors the nymph boy stood behind a black wooden counter, and just finished selling a yellow, fizzing potion to a nymph-woman when a person of notable stature ducked to enter the intricately carved, black doors made from ironwood. He tilted his head as he walked toward the counter so as not to hit it against the high ceiling. The unusual guest