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Kings of Sorcery

Page 55

by Robert Ryan


  Adventure they would have. Upon a spring morning, fine and sunny yet where it had rained during the night, they gathered to leave.

  Brand, Taingern and Shorty led them, and they headed northward, leaving their homeland behind. The mountains of the north had always called to Brand, and he never knew why. But he had learned.

  Auren Dennath the Halathrin called the mountains. Creatures of evil lurked in the valleys and stalked the high places. But Brand would forge it into a fair kingdom. Or die.

  The High Lady had said that he would be a king, and sire kings, and that from his line would spring the hope of the north.

  But Brand did not believe in destiny. Nor did the men who went with him. They trusted instead to the courage of their hearts and the true blades they bore.

  They would need both.

  Thus ends The Dark God. It brings the Dark God Rises trilogy to a conclusion. Yet elsewhere in Alithoras ancient evil stirs, and a hero rises to contend with it. Destiny touches him. Prophecy foretold him. But sorcerous forces seek his death.

  More will be told in The Seventh Knight.

  Meanwhile, learn Brand’s history in King’s Last Hope, the complete Durlindrath trilogy.

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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.

  Arlnoth: Duth. “White bear.” Chieftain of the Norvinor tribe. Cousin to Furthgil. Intermarriage between the five tribes is common among the nobility. However, the chieftains of the Duthenor avoided it.

  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.

  Attar: Duth. “Long-horned ram.” A Callenor lord. Related, distantly, to both Arlnoth and Furthgil.

  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 as 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.

  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 V, 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.

  Cartouche: A rectangle, inscribed or engraved, around a royal name. Often referred to by the Kar-ahn-hetep as a Shenna.

  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.

  Druimenor: One of several tribes closely related to the Duthenor. Named after their first chieftain, Druim. Legend holds he was a brother of Drunn I, first chieftain of the Duthenor.

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

  Durnheld: Duth. “Earth defender – someone who commands a hillfort.” A hunter of the Duthgar.

  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. Until recently, ruled by a usurper who murdered Brand’s parents. Brand swore an oath to overthrow the tyrant and avenge his parents. This he has now achieved.

  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.

  Erhanu: Kir. “The green wanderer.” A star. According to ancient stories of the Kar-ahn-hetep, this star was once a god. Other stories, even older, speak of it as the original home of the gods.

  Esgallien: Hal. “Es – rushing water, gal(en) – green, lien – to cross: place of the crossing onto the green plains.” A city established in the south of Alithoras. Named after the nearby ford.

  Ferstellenpund: Duth. “Fer – to bring, stellen – peace, pund – sacred enclosure.” A sacred tarn within the Duthgar and revered by the Duthenor. Each of the five tribes conducts rituals at such a place within their lands.

  Furthgil: Duth. “Head warrior – a commander of an armed troop.” The preeminent surviving lord of the Callenor tribe. Related to some houses of Duthenor nobility, though not to Brand.

  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, until Brand defeated him in single combat.

  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.

  Hathulf: Duth. “Honey hunter – generally interpreted to mean a bear, but can also refer to a brave warrior.” A lord of the Callenor.

  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.

  Jarch-elrah: Kir. “The hunter that laughs as it kills.” A god of the Kar-ahn-hetep. The form he chooses is human, but jackal headed. Reputed to be mad, but the minds and intentions of gods are not easily interpreted by humans. Some ancient magicians contend his madness is a ploy to assist him in remaining neutral in the disputes of the gods and enables him to avoid aligning himself with the various factions.

  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.

  Lady of the Land: The spirit of the land. It is she whom lòhrens serve, though her existence is seldom discussed. It is said she favored Drunn I, and came to him in his greatest hour of need during the elù-haraken, advising him how to defeat his enemies and lead the five tribes to the lands they now inhabit.

  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.

  Murlek: A star revered by the Kar-ahn-hetep. Also the sign of their healers. A star is engraved upon their doors and on their medical instruments.

  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.

  Ossar the Great: Sometimes called a star, but in reality a planet. Said to be a dead god. On occasion, claimed to be the deceased father of all the gods. At least, the more ancient stories invoke this status for him.

  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.

  Raithlin: Hal. “Range and report people.” A scouting and saboteur organization. They derive from ancient contact with the Halathrin.

  Rite of R
esurrection: The highest magic of the magicians of the Kar-ahn-hetep. According to legend, said only to have been successfully performed once. This was during the great wars against the Letharn empire.

  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.

  Thurlnoth: Duth. “Charging bear.” A lord of the Norvinor. Son of Arlnoth.

  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. Slain by Gormengil in single combat.

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

  Uzlakah: A tree of the southern deserts of Alithoras. Valued not just for its shade, but also the long and nutritious pods it provides.

 

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