by R. M Garino
Belg’s Continuum: A central Magi doctrine which holds that Lethen’al and humans are creatures of conscious thought and our thoughts rise above the Ri’en (the Harmony of Balance), above the dictates of our immediate environment. That ability to think leads to the ability to act. And as our thoughts are no longer of the Ri’en, so too are our actions not of the Ri’en. We sow disharmony and disruption with our every action. Belg’s Continuum is a spectrum which seeks to prove that our every thought that is outside of the Ri’en sows this disruption. The Continuum holds that it is the thought, as the basis for action, that drives our interaction with the world. There are two polarities: empathy and egotism. When these two polarities are in balance, our actions are in harmony with our self, and with the world around us, and our actions are effortless. We are suspended between our concern for ourselves and our concern for others. When there is an imbalance, however, our actions become muddled and our purpose lost. Empathy devolves into weakness. Egotism slides into aggression. The Vol helps keep these polarities balanced. The exercise indulges the avarice of our egoism, and by seeking the Ri’en, we indulge our empathy.
Blademaster: A senior Areth’kon member who has mastered all of the basic disciplines, and is specialized in one or more areas. Usually an Elc’atar Guard or Mala’kar.
Blades, the: An Areth’kon term for the soldiers and Elc’atar of the Areth’kon.
Breach: A tear in the fabric of reality, which separates the Quain (creation) from the Sur. When one occurs, the nightmare creatures of the Sur enter the Quain, sowing destruction and death. Breaches can only be sealed by Magi, Mala’kar, the royal family, and Aesari.
Casters: Round devices the Lethen’al use to travel great distances instantaneously.
Caul, the: The forceful draining of a Lethen’al’s sin’del. This is a very rare ability, and is considered to be a very high-level skill. It is also considered an exceptionally evil thing to do.
Clarusluna The larger of the two moons seen in the sky.
Commandant: The head of the Areth’kon. Traditionally, this is a member of the Rhen’val family, who can be distinguished by their silver hair.
Conclave: A meeting of the Lethen’al council, which includes the Mala’kar, Magi, Fiftanu, and the royal House Tu’renthien.
De’Veldrin, Raen (DEE-vel-drin, RAY-en): Eldest son and abdicated royal heir of the Great King Therebus De’Veldrin. Thought to be dead, he returned during the battle of Ompass and helped carry the day.
De’Veldrin, Rastef Rhom (DEE-vel-drin, RASS-stef ROM): The son of the Apostate. He was found by Thenaria Tu’renthien in the Sur, and raised in the Patresilen after the Apostate was banished. Also referred to as The Lost Child.
De’Veldrin, Rhom (DEE-vel-drin, TAH-wreck): The physical vessel for the Apostate of the Sur; the thirteenth son of the human King Therebus De’Veldrin.
De’Veldrin, Therebus (DEE-vel-drin, THER-ra-bus): The last crowned King of the Pala’dine, known as the Great King for his martial conquests and his exceptionally long, prosperous reign; Father of both Raen and Tarek.
Dispensation: Every Lethen’al must train at the Areth’kon, save the members of the royal family, who have a dispensation. Instead of training at the Areth’kon, they undergo intensive training with the Occanium. So far, the only individuals who have accepted the dispensation are Chrysies Tu’renthien and her daughter Melinah Tu’renthien.
Edict of Heaven: Command by the Creator that the Aesari would remain separate and removed from creation (the Quain).
Ehrlich: An Extipana village within the forest of Aklediem; to the west of Golan’s Pass.
E’ine (EE-eye-n): Lethen’al term meaning “first born,” used when referring to the parents of the Lethen’al. The remixed souls of Aesari who defied the Edict of Heaven and crossed the veil to take part in creation.
Elc’atar Guard (ELK-ah-tar): Rank above soldier in the Areth’kon; the elite fighting force within the Areth’kon. Named after El’Cain Tu’renthien, who held the mouth of the Golan’s Pass for two days along with his Guards in order to buy time for his people to flee. They all died. The training process is in the mountains. There, those who comport themselves well during the Gauntlet are allowed to test for the Guard. At the glade candidates face an informal testing; those who pass are accepted as apprentice Elc’atar, and spend the rest of their tour being individually trained by their mentor. The apprentices leave the valley of the Patresilen with their mentors on the Feast of Night, the longest night of the year. Those who return are allowed to continue their apprenticeship, raised to the status of Yearling; their loved ones mourn those who do not return. The Yearlings leave the Patresilen a second time after a year, entering the darkness of the Sur in their final test before rising to the Guard.
Extipana (X-tah-PAN-a): One of the first races of humanity, they hold a sacred charge from the Lethen’al to watch and guard the Gates to the Sur. They are matriarchal, and ruled by a royal family consisting of the Daughter of the Winds, the Mistress of the Path, and the Sister of the Moon. They are bound to the Lethen’al by the Covenant of Devenshire, which holds that the Extipana will aid a Lethen’al in any and all times of need.
Feast of Night: A feast that takes place on the winter solstice, noted as the longest night of the year, due to the fact that the night lasts a full forty-eight hours.
Fel’Mekrin, House: One of the Great Houses that comprise the Areth’kon. It is the largest and most influential. The family that the House was named after are considered the finest warriors the Areth’kon produced. Almost everyone who comes to the Areth’kon tries to pledge their allegiance to House Fel’Mekrin, although they accept only the very best and most promising. They are known far and wide for their skill and perfection, especially with edged weapons, most notably swords. Most of the high offices in the Areth’kon, and indeed in Reven Marthal itself, are allied to the House. The crest of House Fel’Mekrin is a pair of wings representing the Aesari they once were and sword representing their martial prowess.
Field Marshal: The top generals of the Areth’kon; they outrank all save the Commandant. Typically, these are the positions held by the members of House Rhen’val when they have attained the rank of Mala’kar.
Fiftanu (FIFF-tan-OO): The Lethen’al Seers who explore the definite plane to gaze into the future. Little is known of them by anyone outside their order.
Flux, the: The subtle flows of a Lethen’al’s sin’del that can only been seen by careful, trained observation.
Gauntlet, the: An Areth’kon contest that pits each squad against the others. The objective is for each group to make their way down a mountainside and retrieve the flag from the parade field without falling. The contest is a large event for the entire Patresilen, as it is broadcast live throughout by way of the communications channels.
Golan’s Pass (Go-lons): River-cut canyon that snakes through the Heleshon Mountains. There are three different levels, marked by three waterfalls. It is the only known pass from the lands of men into the Patresilen. The pass is said to be a place of desolation, loneliness, and despair.
Golden Vale: A human term for the Patresilen.
Golorath (GOLL-or-ATH): The hidden city of the Lethen’al, located in the southern end of Golan’s Pass.
Golorath, Gates of (GOLL-or-ATH): Fabled entrance to the Patresilen, the land of the Lethen’al, located in Golan’s Pass. The Gates have been closed and guarded since the Lethen’al sealed themselves away seven thousand years ago after the Apostate’s war.
Heleshon Mountains (HELL-ay-shon): The southernmost mountain chain, which separates the world of men from the lands of the Lethen’al.
Higher Mind: A practice employed by the Magi of Reven Marthal. The mind is consciously split by the practitioner into two halves, the lower, primal mind, and the higher, enlightened mind. By separating the mind, the Magi is able to ignore physical pain and discomfort, and bring the full weight of consciousness to bear on a problem.
Hurlin’: A popular sport among the Lethe
n’al, and a favorite pastime in the Areth’kon. There are seven players to each side, and the objective of the game is for players to get a small ball called a sli’otar into the opponent’s guarded goal net, using a curved wooden stick called a hurley. The players can move the sli’otar long distances by striking it with the hurley, kicking it with a foot, slapping it with a hand, or punching it with a fist. The sli’otar can also be moved by balancing it on the curve of the hurley. The rules of the game vary depending upon the teams playing. A game with no moves barred and no agreed upon fouls is a brutal, bloody affair that can result in serious bodily harm.
Kal’Parev, House: One of the Great Houses that comprise the Areth’kon. It is the smallest and least influential. They are known for their iron-willed and stubborn sense of honor, and their toughness in battle. As a smaller House, they are allied to House Le’Manon, and therefore at constant odds with House Fel’Mekrin. The House crest is a battle axe representing their commitment to the battle, and a pair of lo’el heads representing loyalty and steadfastness.
Keepers, of the Temple: Lethen’al who are attached to the Temples (Mourning, and Night); bound to the Guardian of the temple. Characterized by their incredibly long life, and the tremendous power and knowledge they possess.
Ledge, the: The guard platform above the Gates of Golorath. Because of the height and exposure to the elements, the Ledge is considered the worst assignment at the Gates. In addition, there is a backwash from the enchantments on the Gates that the guards can feel. The Golan Pass is a place of intense depression and sadness. Although projected out into the pass, an echo of it spills back over the gates themselves.
Le’Manon, House: One of the Great Houses that comprise the Areth’kon. It is the second largest and a very influential House. Le’Manon is considered House Fel’Mekrin’s only real competition, both in numbers and accolades. The joke, never whispered in Le’Manon’s presence of course, was that they absorbed Fel’Mekrin’s cast offs. They are well respected as tacticians and military strategists. The crest of House Le’Manon shows a single flame representing knowledge, embraced by a pair of wings representing the Aesari they once were.
Lethen’al: (LETH-n-AL) The Children of the E’ine, the remixed souls of Aesari who defied the Edict of Heaven and crossed the veil to take part in creation.
Levels of Causality: A Magi way of examining a situation or course of action. Each action has a reaction to which it is the cause. The Magi explore the different reactions born from a specific action, and analyze the ripple effects. There are endless levels that Causality can be taken to.
Little Bear: The smaller of the two moons in the night sky. Said to “chase” Claruslunas across the sky.
Lo’ademn (LOW-add-EM): Aesari who are opposed to the Lethen’al. They did not pass through the veil and were never scattered. They remained as they were before the fall. They fought with those that would become the Lethen’al in an attempt to prevent their departure, but their aggression was also against the will of Heaven, and for that they were cast out. They did not merge with matter. Rather, they entered the void, the space between spaces. They have learned how to encase themselves in matter by forcefully removing a human host, thereby gaining the ability to walk the Quain.
Lo’el (LOW-el): The legendary mounts of the Elc’atar Guard. Larger than the largest wolf in both leg and chest, a lo’el is telepathically bonded to a single Elc’atar for life. There is a belief that the lo’el are created for specific Lethen’al. Being accepted by the lo’el is considered a sign that an individual has the ability to become an Elc’atar Guard.
Lower mind: A practice employed by the Magi of Reven Marthal. The mind is consciously split by the practitioner into two halves, the lower, primal mind, and the higher, enlightened mind. By separating the mind, the Magi is able to ignore physical pain and discomfort, and bring the full weight of consciousness to bear on a problem.
Lustig: A Magi who postulated the “Original Soul.” The Magi Sigrid used this as the theoretical groundwork for his prediction of a True Soul.
Magi (MAH-g-eye): Lethen’al that are able to manipulate and utilize the life energy around them. They are more suited to hold and direct the energies, and are far more powerful and skilled than the Suixander.
Mala’kar (MAL-A-car): Rank above Elc’atar Guard in the Areth’kon; the Bladeless Masters of the Areth’kon. Named after Malachite, who was the first to merge the training of the Areth’kon and the Magi, and discovered the lost city of Raqui. The selection for Mala’kar begins during the candidate’s time as a graduate. Those who comport themselves well during the Gauntlet are allowed to test for the Guard, and are marked for advancement afterward. As Yearlings, they enter the Sur to become Elc’atar. Afterward, they are stationed at Reven Marthal, where they study with the Magi of the Occanium. They undergo all the Magi trials, each denoting another level of mastery: the trial of the sin’del, trial of memory, trial of self, trial of combat, trial of trepidation, trial of agony, and the trial of the Lo’ademn.
Master of the A’gist: An Elc’atar in residence at the Gates of Golorath who oversees the A’gist, and all things related to the lo’el: Not in the formal hierarchy at the Gates, but considered the Sixth in Command: Thesius.
Master of Cadets: Mala’kar in residence at the Gates of Golorath who oversees all the Yearling and graduate training: Third in Command: Hammer.
Master of the Gates: The Mala’kar in residence who is in supreme command at the Gates of Golorath: Trenton.
Master of the Ledge: Mala’kar in residence at the Gates of Golorath who is charged with manning the Ledge, and making sure that the guard is properly attentive: Fifth in Command: Kolsch.
Master of Quarters: The Mala’kar in residence at the Gates of Golorath who oversees the living quarters, duty rosters, infirmary, and items needed for daily life: Forth in Command: Theta.
Master of Operations: The Mala’kar in residence at the Gates of Golorath who oversees the execution and daily functions of the complex, from armed readiness to adherence to protocol: second in command: Cyril Rhen’val.
Matriarch of the Lethen’al: The female head of royal House Tu’renthien, the leader of the Lethen’al: Thenaria.
Menace, the: A captive breach connecting the Quain to the Sur. Used to test and rank the graduates before they pledge to a particular House or petition for training by the Elc’atar. The testing at the Menace happens once a cohort of Yearlings enters the Sur, as the opening of the breach pulls shrulks away from the cohort, allowing them a chance to acclimate to their new surroundings.
Mer’Chien, House: One of the Great Houses that comprise the Areth’kon. It is a small and relatively uninfluential House. They are known for their weaponless styles of fighting, including the use of hands and feet. As a smaller House, they are allied to House Fel’Mekrin, and therefore at constant odds with House Le’Manon. The crest of House Mer’Chien features a golden hawk representing the birds that roost on the face of their barracks.
Mushroom hunt: A disciplinary practice at the Gates. A squad whose performance is less than exemplary is given a list of wild growing mushrooms to collect from around the complex. It is a time consuming task, especially when the amounts required for each category of mushroom is high. It is meant to teach teamwork, attention to detail, and attention to surroundings.
Obdurate: The metal used to form the swords of the Areth’kon Blademasters. An obdurate blade is crafted by the sin’del from numerous different metals, and has never seen the fires of a forge. As such, it is considered alive. An obdurate blade is unbreakable.
Occanum: The Lethen’al council and school of the Magi.
Occanium: The Great Tree of Reven Marthal, where the Magi are housed.
Orotund structure: A mathematical construct in three dimensions that are formed by nine chains. Each chain is interconnected by various equations, forming a braided helix. It is believed that this is the primordial structure of creation, or at least as close as the Aesari mind can come to unders
tanding it. There are, however, four holes, or voids, within the structure that no one can account for. The Over Soul Postulate, created by the Magi Annii was able to fill one of the mathematical holes, and so the two ideas are often connected in the literature.
Pala’dine (Pa-leh-deye-n): The legendary human kingdom to the north of the Agerian Mountains, once ruled by Therebus De’Veldrin the Great King, and the seat of power for Tarek the Apostate.
Patheran (Pa-thur-AN): One of the nine major human kingdoms.
Patresilen (Pa-trass-SEYE-len): The great Lethen’al valley located behind the Heleshon Mountains. The Extipana call this the “Golden Vale.”
Perdition of Perception: Poetry created by the fabled E’ine poet Ts’an. The Perdition consists of 1,000 verses of fourteen-line sonnets. Each sonnet is a “closed verse,” as its obvious surface meaning is not what the true meaning is. While no one has ever “opened” all 1,000 verses of the poem, it is believed that the verses hold the keys to absolute peace and wisdom, freeing the reader from the “perdition of perception.” This is a meditational practice enjoyed by Magi and Mala’kar alike.
Phaedrus: One of the two legendary strategy Masters in Areth’kon. His text Account of Strategy and Patience is considered mandatory reading for every cadet at the Vaults. Phaedrus felt that emotion was all powerful, to which we all are slaves, and it is only through the cultivation of patience and careful application of attention that emotion can be overcome and victory achieved.
Phren Al’Gatta (FREN all-GOT-ta): Considered one of the seminal works on the topic of the Ta’shin and Ri’en. It created a controversy among the Magi, because it introduced the concept of how thought affects the world. The author, Sigrid, created the meditational exercises called the Vol, and then left the Occanium for a life of solitude and communion.