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Kings of Sorcery

Page 39

by Robert Ryan

“We of the Callenor have as much honor as the Duthenor. You are free to go.”

  Brand nodded in acknowledgement. But he made no move to step away.

  “There’s much that the Callenor and Duthenor share in common. Not just honor, nor our distant ancestors.”

  The lord looked at him curiously. “So it is said, and it is said with truth.”

  “For instance,” Brand continued, “our laws are mostly the same, especially those that govern the rights of the people, and succession to the chieftainship. So much alike, that I believe in challenging Gormengil to a duel and then defeating him … Perhaps I have a claim to the chieftainship of the Callenor tribe. Is it so?”

  There was a long silence, and the rain fell about them almost unnoticed.

  “There are some who would say so,” the lord answered carefully.

  “Let me be clear,” Brand said. “I may have a claim to the chieftainship, but I would never try to enforce it. In truth, I cannot. But I have heard that Gormengil was the only true heir. And he is gone, leaving your tribe leaderless. So, I propose this. Take me as your chieftain, if even only temporarily. In that way we can avoid war and bloodshed amongst ourselves. But what happens between us is only a part of what is afoot.” He paused then, thinking his next words through carefully. About them, the rain began to diminish.

  “You have seen the goddess. She took Gormengil, but she is not alone. Horta, whom you know, serves her and her like. And there is now, even as we speak, an army marching toward us. You have only my word for this, but I give it with honor. I speak the truth. Enemies gather. Not just of the Duthenor but of the Callenor. And of the world as we know it. Lands and realms will fall before them. Ours will just be the first. But, perhaps, we can stop it. If we cease our own battle and unite. What do you say?”

  If the silence had been long before, it was longer now. The lords regarded him with troubled eyes. But the gray-bearded warrior paid them no attention. His gaze on Brand only, he eventually shrugged and then knelt.

  “I believe you. You are a man of courage and strength. If I am a judge of men, you are worthy. And the truth of your warning is in your eyes. I will serve you.”

  This swayed the others. They too knelt and offered their service.

  Brand raised the raven-axe in salute. But as he did so, his gaze fell to his own broken sword. The sight of it weighed heavily upon him, and he remembered the prophecy of the witch in the swamp. If she was right, there was more yet to come.

  Epilogue

  This was no desert land. It was green, and bird and tree and animal were all different. But no matter the changes to the landscape as they marched, one thing would remain unalterable. Warfare. The stronger, the better trained, the smarter led would prevail over the weaker.

  Wena turned his head from side to side and surveyed the army he led. Footmen were the greater part, but there were charioteers too. Swords hung at the sides of men. Spears were in their hands. And the bright look of battle-lust shone eagerly in their eyes. They marched to war, and a cloud of dust rose behind them. Soon, fear would press ahead of them, and the enemy would tremble.

  The long days of marching were good. It brought them closer to battle and victory. But night was better, for in his dreams the long-foretold god came to him and urged him forward with promises of glory.

  And of late, Wena had begun to hear Char-harash in his waking moments. Even now, he heard the god’s voice whisper in his mind. Come to me, my children. Hasten! A new day is dawning. The old gods will rule again, and the Kar-ahn-hetep will conquer the world!

  Wena strode ahead, and his army followed after him.

  Thus ends The Crimson Lord. The Dark God Rises trilogy continues in book three, The Dark God, where Brand must face his greatest enemies ever: not just men, nor sorcerers … but gods.

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  Dedication

  There’s a growing movement in fantasy literature. Its name is noblebright, and it’s the opposite of grimdark.

  Noblebright celebrates the virtues of heroism. It’s an old-fashioned thing, as old as the first story ever told around a smoky campfire beneath ancient stars. It’s storytelling that highlights courage and loyalty and hope for the spirit of humanity. It recognizes the dark – the dark in us all, and the dark in the villains of its stories. It recognizes death, and treachery and betrayal. But it dwells on none of these things.

  I dedicate this book, such as it is, to that which is noblebright. And I thank the authors before me who held the torch high so that I could see the path: J.R.R. Tolkien, C.S. Lewis, Terry Brooks, David Eddings, Susan Cooper, Roger Taylor and many others. I salute you.

  And, for a time, I too will hold the torch as high as I can.

  Appendix: Encyclopedic Glossary

  Note: the glossary of each book in this series is individualized for that book alone. Additionally, there is often historical material provided in its entries for people, artifacts and events that are not included in the main text.

  Many races dwell in Alithoras. All have their own language, and though sometimes related to one another the changes sparked by migration, isolation and various influences often render these tongues unintelligible to each other.

  The ascendancy of Halathrin culture, combined with their widespread efforts to secure and maintain allies against elug incursions, has made their language the primary means of communication between diverse peoples.

  For instance, a merchant of Cardoroth addressing a Duthenor warrior would speak Halathrin, or a simplified version of it, even though their native speeches stem from the same ancestral language.

  This glossary contains a range of names and terms. Many are of Halathrin origin, and their meaning is provided. The remainder derive from native tongues and are obscure, so meanings are only given intermittently.

  Often, Duthenor names and Halathrin elements are combined. This is especially so for the aristocracy. Few other tribes of men had such long-term friendship with the immortal Halathrin as the Duthenor, and though in this relationship they lost some of their natural culture, they gained nobility and knowledge in return.

  List of abbreviations:

  Cam. Camar

  Comb. Combined

  Cor. Corrupted form

  Duth. Duthenor

  Hal. Halathrin

  Kir. Kirsch

  Prn. Pronounced

  Alithoras: Hal. “Silver land.” The Halathrin name for the continent they settled after leaving their own homeland. Refers to the extensive river and lake systems they found and their wonder at the beauty of the land.

  Anast Dennath: Hal. “Stone mountains.” Mountain range in northern Alithoras. Source of the river known as the Careth Nien that forms a natural barrier between the lands of the Camar people and the Duthenor and related tribes. Also the location of the Dweorhrealm, the underground stronghold of the dwarven nation.

  Aranloth: Hal. “Noble might.” A lòhren of ancient heritage and friend to Brand.

  Arnhaten: Kir. “Disciples.” Servants of a magician. One magician usually has many disciples, but only some of these are referred to as “inner door.” Inner door disciples receive a full transmission of the master’s knowledge. The remainder do not, but they continue to strive to earn the favor of their master. Until they do, they are dispensable.

  Black Talon: The sign of Unferth’s house. Appears on his banner and is his personal emblem. Legend claims the founder of the house in ancient days had the power to transform into a raven. Disguised in this form, and trusted as a magical being, he gave misinformation and ill-advice to the enemies of his people.

  Brand: Duth. “Torch.” An exiled Duthenor tribesman and adventurer. Appointed by the former king of Cardoroth to serve a
s regent for Prince Gilcarist. By birth, he is the rightful chieftain of the Duthenor people. However, Unferth the Usurper overthrew his father, killing both him and his wife. Brand, only a youth at the time, swore an oath of vengeance. That oath has long slept, but it is not forgotten, either by Brand or the usurper.

  Breath of the dragon: An ancient saying of Letharn origin. They believed the magic of dragons was the preeminent magic in the world because dragons were creatures able to travel through time. Dragon’s breath is known to mean fire, the destructive face of their nature. But the Letharn also believed dragons could breathe mist. This was the healing face of their nature. And the mist-breath of a dragon was held to be able to change destinies and bring good luck. To “ride the dragon’s breath” meant that for a period a person was a focal point of time and destiny. The Kar-ahn-hetep peoples hold similar beliefs.

  Brodruin: Duth. “Dark river.” A lord of the Duthgar.

  Bruidiger: Duth. “Blessed blade.” A Norvinor warrior. Brand’s father once saved his father’s life during a hunting expedition.

  Brunhal: Duth. “Hallowed woman.” Former chieftainess of the Duthenor. Wife to Drunn, former chieftain of the Duthenor. Mother to Brand. According to Duthenor custom, a chieftain and chieftainess co-ruled.

  Callenor: Duth. One of several tribes closely related to the Duthenor. This one inhabits lands immediately west of the Duthgar.

  Camar: Cam. Prn. Kay-mar. A race of interrelated tribes that migrated in two main stages. The first brought them to the vicinity of Halathar, homeland of the immortal Halathrin; in the second, they separated and established cities along a broad stretch of eastern Alithoras. Related to the Duthenor, though far more distantly than the Callenor.

  Cardoroth: Cor. Hal. Comb. Cam. A Camar city, often called Red Cardoroth. Some say this alludes to the red granite commonly used in the construction of its buildings, others that it refers to a prophecy of destruction.

  Careth Nien: Hal. Prn. Kareth ny-en. “Great river.” Largest river in Alithoras. Has its source in the mountains of Anast Dennath and runs southeast across the land before emptying into the sea. It was over this river (which sometimes freezes along its northern stretches) that the Camar and other tribes migrated into the eastern lands. Much later, Brand came to the city of Cardoroth by one of these ancient migratory routes.

  Char-harash: Kir. “He who destroys by flame.” Most exalted of the emperors of the Kirsch, and a magician of great power.

  Dragon of the Duthgar: The banner of the chieftains of the Duthenor. Legend holds that an ancient forefather of the line slew a dragon and ate its heart. Dragons are seen by the Duthenor as creatures of ultimate evil, but the consuming of their heart is reputed to pass on wisdom and magic.

  Drunn: Duth. “Man of secrets.” Former chieftain of the Duthenor. Husband to Brunhal and father to Brand.

  Duthenor: Duth. Prn. Dooth-en-or. “The people.” A single tribe (or less commonly a group of closely related tribes melded into a larger people at times of war or disaster) who generally live a rustic and peaceful lifestyle. They are breeders of cattle and herders of sheep. However, when need demands they are bold warriors – men and women alike. Currently ruled by a usurper who murdered Brand’s parents. Brand has sworn an oath to overthrow the tyrant and avenge his parents.

  Duthgar: Duth. “People spear.” The name is taken to mean “the land of the warriors who wield spears.”

  Elù-haraken: Hal. “The shadowed wars.” Long ago battles in a time that is become myth to the Duthenor and Camar tribes. A great evil was defeated, though prophecy foretold it would return.

  Elùgai: Hal. Prn. Eloo-guy. “Shadowed force.” The sorcery of an elùgroth.

  Garvengil: Duth. “Warrior of the woods.” A lord of the Duthgar.

  God-king: See Char-harash.

  Gormengil: Duth. “Warrior of the storm.” Nephew of Unferth. Rightful heir to the Callenor chieftainship.

  Halathrin: Hal. “People of Halath.” A race named after an honored lord who led an exodus of his people to the land of Alithoras in pursuit of justice, having sworn to defeat a great evil. They are human, though of fairer form, greater skill and higher culture than ordinary men. They possess a unity of body, mind and spirit that enables insight and endurance beyond the native races of Alithoras. Said to be immortal, but killed in great numbers during their conflicts in ancient times with the evil they sought to destroy. Those conflicts are collectively known as the Shadowed Wars.

  Haldring: Duth. “White blade – a sword that flashes in the sun.” A shield-maiden. Killed in the first great battle between the forces of Brand and the usurper.

  High Way: An ancient road longer than the Duthgar, but well preserved in that land. Probably of Letharn origin and used to speed troops to battle.

  Horta: Kir. “Speech of the acacia tree.” It is believed among the Kar-ahn-hetep that the acacia tree possesses magical properties that aid discourse between the realms of men and gods. Horta is a name that recurs among families noted for producing elite magicians.

  Hralfling: Duth. “The shower of sparks off two sword blades striking.” An elderly lord of the Callenor.

  Hruidgar: Duth. “Ashwood spear.” A Duthenor hunter.

  Immortals: See Halathrin.

  Karak: The dwarven rune for victory. Famous in the Shadowed Wars, where also the dwarves came to prominence for the crafting of superb weapons and armor.

  Kar-ahn-hetep: Kir. “The children of the thousand stars.” A race of people that vied for supremacy in ancient times with the Letharn. Their power was ultimately broken, their empire destroyed. But a residual population survived and defied outright annihilation by their conquerors. They believe their empire will one day rise again to rule the world. The kar-ahn element of their name means the “thousand stars” but also “the lights that never die.”

  Kar-fallon: Kir. “Death city.” A great city of the Kar-ahn-hetep that served as their principal religious focus. Their magician-priests conducted the great rites of their nation in its sacred temples.

  Kar-karmun: Kir. “Death-life – the runes of life and death.” A means of divination that distills the wisdom and worldview of the Kar-ahn-hetep civilization.

  Kirsch: See Kar-ahn-hetep.

  Kurik: A wizard-priest of the Letharn. Cousin to the emperor, and ruler and protector of a large military district.

  Laigern: Cam. “Storm-tossed sea.” Head guard of a merchant caravan.

  Letharn: Hal. “Stone raisers. Builders.” A race of people that in antiquity conquered most of Alithoras. Now, only faint traces of their civilization endure.

  Light of Kar-fallon: See Char-harash.

  Lòhren: Hal. Prn. Ler-ren. “Knowledge giver – a counselor.” Other terms used by various nations include wizard, druid and sage.

  Lòhrengai: Hal. Prn. Ler-ren-guy. “Lòhren force.” Enchantment, spell or use of mystic power. A manipulation and transformation of the natural energy inherent in all things. Each use takes something from the user. Likewise, some part of the transformed energy infuses them. Lòhrens use it sparingly, elùgroths indiscriminately.

  Lord of the Ten Armies: See Char-harash.

  Magic: Mystic power. See lòhrengai and elùgai.

  Norhanu: Kir. “Serrated blade.” A psychoactive herb.

  Norvinor: Duth. One of several tribes closely related to the Duthenor. This one inhabits lands west of the Callenor.

  Olbata: Kir. “Silence of the desert at night.” An inner door disciple of Horta.

  Pennling Palace: A fortress in the Duthgar. Named after an ancient hero of the Duthenor. In truth, constructed by the Letharn and said to be haunted by the spirits of the dead. At certain nights, especially midwinter and midsummer, legend claims the spirits are visible manning the walls and fighting a great battle.

  Pennling Path: Etymology obscure. Pennling was an ancient hero of the Duthenor. Some say he built the road in the Duthgar known as the High Way. This is not true, but one legend holds that he traveled all its length in one
night on a milk-white steed to confront an attacking army by himself. It is said that his ghost may yet be seen racing along the road on his steed when the full moon hangs above the Duthgar.

  Ruler of the Thousand Stars: See Char-harash.

  Runes of Life and Death: See Kar-karmun.

  Shadowed wars: See Elù-haraken.

  Shemfal: Kir. “Cool shadows gliding over the hot waste – dusk.” One of the greater gods of the Kar-ahn-hetep. Often depicted as a mighty man, bat winged and bat headed. Ruler of the underworld. Given a wound in battle with other gods that does not heal and causes him to limp.

  Shenti: A type of kilt worn by the Kar-ahn-hetep.

  Shorty: A former Durlindrath (chief bodyguard of the king of Cardoroth). Friend to Brand. His proper name is Lornach.

  Sighern: Duth. “Battle leader.” A youth of the Duthgar.

  Su-sarat: Kir. “The serpent that lures.” One of the greater gods of the Kar-ahn-hetep. Her totem is the desert puff adder that lures prey by flicking either its tongue or tail. Called also the Trickster. It was she who gave the god Shemfal his limp.

  Tanata: Kir. “Stalker of the desert at night.” A disciple of Horta.

  Taingern: Cam. “Still sea,” or “calm waters.” A former Durlindrath (chief bodyguard of the king of Cardoroth). Friend to Brand.

  Tinwellen: Cam. “Sun of the earth – gold.” Daughter of a prosperous merchant of Cardoroth.

  Unferth: Duth. “Hiss of arrows.” The name is sometimes interpreted to mean “whispered counsels that lead to war.” Usurper of the chieftainship of the Duthenor. Rightful chieftain of the Callenor.

  Ùhrengai: Hal. Prn. Er-ren-guy. “Original force.” The primordial force that existed before substance or time.

  Vorbald: Duth. “Wolf warrior.” A great warrior among the Callenor.

  Wena: Kir. “The kestrel that hovers.” Leader of a Kar-ahn-hetep army.

  Wizard: See lòhren.

  Wizard-priest: The priests of the Letharn. Possessors of mighty powers of magic. Forerunners to the order of lòhrens.

 

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