Raven – See ‘Nabren de Sonbren’.
Reih – Councillor. (Note: See ‘Tides of Rythe’.)
Roge Rephan – A chance meeting with this fine smithy proved a great boon to our heroes.
Rondal Lohfi – Head of Mercenaries. Killed by Nabren.
Salisse – Wen’s love. A necessarily small cameo owning to our lady’s demise at the hands of…hmm? Tea, you say?
Serig – Renir’s cousin. Exuent. I don’t know, either.
Shall Kim – Mercenary.
Sverthan – Leader of the Builders. Built the Kuh’taenium. See ‘Tides of Rythe’.
Sybremreyen – Designed to remember. Magic of repetition. Over the ages the tiniest echo began and grew until eventually it took on a personality. The temple is the keeper of the record. The echo believes the truth as it has seen it. It has intellect. Doesn’t realise that the stone tablets in houses were not a direct promise from the Sun, but put there by...
Taye – The eldest son of the caravaner.
Thane of Naeth – A surly man by all accounts.
The Guryon – Exist in the same place across all worlds. They like things they can hold as they have no true form. They are always shifting. Hunts down and finds Tirielle. (Note: Also see ‘Socaetse’, Hirith Gorlan.)
The Red Wizard – The goal for the three. Hidden in Teryithyr. A being of immense power.
The Seer – Tirielle’s secret ally.
Thud – Renir's Stallion. Treat as a friend. Thud is nice to him. Lovely deamnor. Bloody typos.
Trangerth – Beastiality's best, boys. Smithy from Renir's home town.
Turentil – Anti-social girl.
Turpy – Main refugee from the wooden tower.
Turror – Scout with the Protectorate.
Tygrove – Trader/north.
Typraile Gar Manson - Sard member. Kindly. Enjoys a good rumble.
Tyrinne/Gyprainne – Leader of the Draymar.
Ulan – Old warrior.
Unthor Ren Un Gor - Sard.
Wenel – Salesman. Dead.
Wey – Tirielle's horse. When she is abducted, Wey (Mare) goes back to Tirielle's estate. When it is sold off, Gurt finds out and takes Wey to the North with him.
Yurin – Rahken healer. She who art thin of face.
Yuthran – The helmed warriors’ keeper. Sard.
The Island Archaev
(Much Covetde Arcadium ob Thowt)
Socaetse
Hirith Gorlan. Urn Era.
Archivists – Lived in an ancient library on an island, an extinct volcano. Travelled to find books, scrolls, maps; anything written, for their records. Sworn to protect against the dark. The texts were magical, a repository of all the secrets of magic and history. For good or ill – copies were given away freely to all who swore to keep back the dark. The Protectorate killed them all, but missed Shorn.
Rahkens – No sexes early in life. Have a council of elders, those over one thousand years of age. Can only reproduce when they reach their season. They do not serve humans once they have reached one hundred. The Red Wizard’s reasoning for not giving the rahkens the ability to read or write is that it is devisive, impersonal – if he had given them that ability they would have drifted apart.
Fourth continent – Strong, healthy and for the large part content, but ruled by an upper echelon of the magic aware. A mean, selfish people.
Lianthrians – More advanced than the Sturmen, ruled by the Hierarchy, law enforced by Protectorate, Lianthrians cover all of the continent, but will not venture into rahken lands.
Teryithyr – Sort of a cross between a yeti and a buffalo, communicates elaborate concepts with body language and facial expressions. Understand the ancient signs the Sard use.
The Draymar – Warrior tribe, came down to raid before the battle at Draymar steppes, when Gek Fathand took the Sturmen to Draymar land. From the steppes, killers, not nomadic. Live in huts and have few weapons (take whatever they can from their foes – make nothing themselves). Pragmatists. No fear of death. A violent society where warriors are reverred. Some have spread as far north as the Teryithyr lands. Draymar have no spiritual beliefs. Some wear their hair up, braided in the middle.
The Hierarchy – Characterised by high pale features, otherworldy. In reality they are deceivers.
The Naum – The underland people.
The Order of Sard – One is always left to train the new comers in the way and the lore. It is always the Caretaker, Sybremreyen. They live in the far south and their religion is that of the original race of Rythe. Their religion is the sun. The suns calls people to the Order, gives them yellow eyes and with it the power of the sun. They are drawn to Sybremreyen. Fight for good. They only worship Carious. The Protectorate have known of them, but cannot find them.
The Protectorate – The Protectorate enforce the Heirarchy’s law. Same race as the Hierarchy. Sado-masochists, their magic feeds off pain and suffering. The Protectorate uphold Oan’s Interdictum, banning magic among humans. The Speculate is their ruling body.
21 divisions (Speculate), inc>:
Anamnesors – Klan Mard (formerly March Division, under Lord Fridel)
Beastiars – Mun Wile
Incantors – Xanzor Lupril
Inquisitors
Ordanals – Mermi Fros
Particlates
Preceptors (Trainers)
Prognosticators – Paenth Dorn D’tha
Reliquars – Oriliothros Soth
Search Division – Tun
Speculate – Head of other twenty divisions – Jek Yrie
Tenthers – Elite – inc. Hirdinaers. Pernant – leader of a ten.
Trials and Appeals – Haran Irulius. Also Brother San.
Tours – Oril Poulgian
The Seafarers/Feewar – Live on immense boats that can sail for years without stopping. Seafarers use only wooden weapons. Wood cannot withstand metal but is hard enough to pierce flesh (they do not use metal as a/ they don’t have any, b/ it is too heavy for swimming). Are reasonable fighters, but avoid confrontation. Are nice to all nice people because they think their continent sank as punishment for their sins.
The Sisters of Illi’uit – The mission, healers. Lianthrians.
The Sturmen – A fairly loose society, once brought together by Gek to fight the Draymar, years ago. Pact with the Draymar after Gek brought all the people of Sturma together and took them to Draymar to end years of raiding and atrocities by the Draymar. Gek, a warleader, brought a sense of unity to the people of Sturma. Also instigated the rule of 'area' warlords, or Thanes, charged with enforcing law, and raising armies for defence.
Constellations
Field of Castles
The Gapusk,
The Wendril,
The urj’an-dril
Constellations aer maed ob light ad maek picachur…
“Go on! Get out of here! Bloody urchins…Oi! Me crayons!”
Places
Arram – Protectorate complex.
Beheth – Public seat of learning in Lianthre.
Calcorn Road – Runs alongside Lianthre.
City of Urlain – Blighted.
Culthorn Mountains – Between Sturma and Draymar.
Draymar/Draymar – Warrior tribe, came down to raid before the battle at Draymar, when Gek took the Sturmen to Draymar lands.
Fourth continent – Reasonable wealth, vast, lush lands, unexplored areas almost covering the rest of the world. Wen's old home.
Green Hall – Dead.
Guardian Post – Small post that guards against incursion from the hills.
Gurt's Place – Haven’t the foggiest, old bean.
Kolthad – Where Tirielle's father was killed.
Lianthre – (Lianthre/Lianthrian). Takes up the whole continent, apart from the rahken enclaves.
Morander – Small peninsula.
Morry’s Gransald – Mind, now. Mind yourself, you hear?
Naeth – Crumbling
relic of a not-so-distant past.
Pale Forest – East and south of Lianthre.
Pulhuth – Northern Town. Home to Rean’s Player Emporium.
Rean’s Player Emporium – Musical toots.
Renir's village – Also known as ‘the village’.
River Frana – In Sturma, from Culthorn mountains to the coast.
River Prume – Fed by the Frana.
River Tir – In Lianthre.
Seas – Plenty of them.
Sharma's Inn – Turnmarket Eatery, Inn, and Drinking House of Great Repute.
Sturma – Sturma bordered on the south and east by the sea, to the west and north by mountains.
Sybremreyen – The Caretaker. See Minor Characters.
Teryithyr – Cold. Big. Turn left at Thaxamalan’s Saw.
Thaxamalan’s Saw – Mountain cutting Sturma from Teryithyr.
The Bull Catcher – The first drinking establishment of Green Hall.
The Illi'uit Mission – The last ceonobetical order.
The Island Archive – A reasonable-sized island, the Archive sat in a depressed volcano.
Tirielle's Mansion – Big house. Pretty flowers.
Turnmarket – Near Renir's town and base of Culthorn pass.
Minor
Awar – Salt Plains
Burnon Munth – City of cutthroats
Cabran – Olm-ay in Draymar
Fresh wood – Region in Sturma
Gern’s Crest – Region in Sturma
Lare Bor – Region in Sturma
Mithprail Tors – Group of hill-islands – south coast of Lianthre
olm-ays – Regions in Draymar
The Spar – Region in Sturma
Yotman – Olm-ay in Draymar
Materials
Rubies – Oft of blooded hue.
Satmir grine – Thick leather, woven from plant fiber and animal skin. Makes nice handbags.
Magic and science
No whites of eyes show for innate magic users:
Draymar – Few magic users, brown or golden green
Drun – Yellow, as are the Sard.
Feewar – Mainly blue. Had bred with Sturmen, also variations.
Rahkens – Pure brown, earth magic
Hierarchy – Grey or mottled grey, depending on how evil.
Klan – Pure red, blooded eyes, diseased.
Protectorate – Mottled grey. Diseased magic. Red when ascendant.
Sturma – Few magic users, but the blue of the Fewar, also the Red of the fourth continent.
Teryithyr – White, pure white.
Rage (evil), pain etc, travels in circles. More confused and more difficult to control, but powerful. Harnessed by the Protectorate.
Ascended no longer need to chant for magic. The Sard do not chant.
Gramatical Point(s) of Interest
Leaders and Members are named for the body they serve. Therefore, the ruling body of the Protectorate, the head of the ruling body, and its members, are all referred to as ‘Speculate’. ‘Lianthrian’ is the only exception.
Further note: Carious and Dow are named differently on all continents, although for ease of translation Carious and Dow have been used throughout.
Tur: Honourific nomeclature for students.
Curses: Brindle’s Goat. Callous Groat. Dour Mud.
(Note: Brindle’s Horns is a military term, used solely by the Sturmen)
Mythology: Madal’s Gate.
Bean – Soldier.
Oriliothros Soth’s Aencaent ad Reliquary
Cruor Bract – A fascinating piece of architecture, the Cruor Bract is so named for the large red armrests it upon the sides where those seated place their arms for respite. Which resembles a leaf. No, wait..? Eh?
Myridium – An interesting study. One I shall have to look into. I am unsure. Can a person be a relic? Must they first be dead? Or in parts? Note to self. Warrants more research.
Faerblane – One of two. A relatively new discovery. A singing sword, apparently. A singing sword indeed. Whoever heard such nonsense?
Haertjuge – A mere baby. The Prognosticators do not lie, however. Already it makes waves on the aether. Actually, there was this one time Mermi Fros…
Mun Wile’s Carnivael ob Intreste an Beests
Come! Sea Beests Wilde ad Magicael! For Yer Delight!
Marvel at the headless hound! Howl in horror at the dastardly creature of the night! See the Orag’s lightning heart AND YE SHALL KNOW HORROR!
…
Come, Madam, tuppence for the little ones…
…
…I’m sorry? Madam? I don’t catch your drift. You don’t get them back.
Beastiary
People-shaped-beasts
Hierarchs
Humans
Naum
Protocrats
Slightly-bigger-not-necessarily-people-shaped-beasts
Curden – Huge burrowing creatures that use siren song to dull their prey’s senses.
Rahkens – None over a century serves in human lands. Their magic develops when they reach mating age. They do not kill each other. Ever.
Hath’ku’atch – Feeds on the lightning in all things. Sees by the lightning in all things.
Horse – Used for transport, rather bulky. Many variations. Draymar use 'D'augejk’.
Hran – Too like hrun? (North) Great arms, can run up land for a little way and survive, but most go bad. Vicious teeth but only around knee height, and not fast, but they swarm and are many. (Larger version of the hrun – distant relative.)
The Teryithyr – Giant hairy beasts, related distantly to the Rahken, who came down to Teryithyr across the land bridge. The Teryithyr talk with gestures.
Slightly-smaller-not-necessarily-people-shaped-beasts (that can swim)
Gransald – Large fish, spears prey with sharp snout, sucks blood. Largely transparent until full of blood. Slowly digests blood, following warm currents to east. Need warmth and aren't many left, becoming extinct becase the water is too cold. They hunt alone. (lucky, eh?).
Marsh Grouts – Not chatty.
Slightly-smaller-not-necessarily-people-shaped-beasts (that can not swim)
Bayers - War beasts, illegal in towns but acceptable for outlands where they were used, tied up, of course, to keep other beasts away from inanimate objects (they couldn't be left near anything living).
Beavers – Dirty blighters. Flat tails, webbed feet. Give birth to eggs.
Hrun – Like a bird.
Carmillon – Animal of the plant genus.
Cratyach seed – Grows in any terrain.
Crystal Golems – Large.
Ghuth – Woodland grouch.
Gurnin – Animal of the plant genus.
Helting Mirs – Birds which hang.
Ludfern – Tree guardian.
Mirs – Right-way-up birds.
Mrith worm – Juicy.
Mud-brags – No reason.
Sentinels – Yeah, now, the thing is…well, I had your money…no! Really…justthwupsplush…
Spineys – Creatures of pitiful magic made real by Klan Mard.
The (Arbalest…Arbitress…Arboraceous…) Arboretum
Pluan – Tree.
Oak – Tree.
Bugger.
Dedication
To Mum and Dad
For bringing me into this world and for keeping me in theirs.
Dear Reader,
Thank you for making it to the end. Please visit my Amazon page for more of my work, or consider leaving a review on this, hate it or love it or someplace in between.
Craig
About the Author:
Craig Saunders lives in Norfolk, England, with his wife and three children, who he pretends to listen to while making up stories in his head.
He has published more than two dozen short stories, and is the author of many novels including Rain (Twisted Library Press), Spiggot (Grand Mal Press), The Love of the Dead (Evil Jester Press)[Forthcoming] and A Stranger's Grave (Grand
Mal Press).
He blogs at www.petrifiedtank.blogspot.com.
For an exclusive preview of Book Two in the Rythe Trilogy...read on...
Tides of Rythe
Craig Saunders
Prologue
Foaming white spume flecked the air like the distant gulls. The craggy cliffs were white and grey where the gulls nested. They flew out to sea flapping madly against the harsh wind until they were caught in its snare and snatched high into the air, only to plummet into the surf below and struggle up with fish. The long grass – no tree was brave enough to grow here – was blown flat against the rocky earth from which it sprouted, the top of the cliff windswept and uninhabitable by man. Rocks gave in to the elements and crashed below, splashes obscured by the smashing waves and endless wind. The ocean vented its frustration at the land. Eventually, the sea would win.
Rythe Awakes (The Rythe Trilogy) Page 39