Haakon young rider in Kivik’s army, briefly Winloki’s bodyguard.
Haestan Skyrran warrior, one of Kivik’s captains.
Haestfilke an eastern region of Skyrra.
Heldenhof (“the house of heroes”) King Ristil’s palace at Luckenbörg.
Herzenmark the most central province of Skyrra.
Hythe coastal principality. Part of the alliance headed by the High King Réodan. Ruled by Prince Bael.
Iobhar (“yew”; EYE-oh-vhar) furiádh, sent to Mirizandi with Prince Cuillioc to counsel and spy on him.
Jago (“younger son”) a common soldier under Prince Ruan’s command. After surviving most of the journey to Skyrra, he was killed during the crossing from Arkenfell.
Kerion one of the temple guards who accompanied the Furiádhin to Skyrra.
Kivik (KIV-ick) Prince of Skyrra; King Ristil’s middle son and a general in his armies.
Lasaire (“flames”) acolyte-servant to Dyonas.
Leal (leel) a smaller island off the east coast of Thäerie, the location of a great school of wizardry. For all intents and purposes, Leal was ruled by the Nine Master Wizards, but the island had long been so closely allied with Thäerie that there was a sense of shared national identity.
Lochdaen (“swarthy man”) a temple guard in Apharos, he was chosen to accompany the Furiádhin on their journey to Skyrra.
Lückenbörg a town in Skyrra, site of King Ristil’s palace.
Luenil (originally a diminutive of Meluine, “color of the sun”) young Thäerian widow who was chosen as Guenloie’s wet nurse after her own child was stillborn. Believed to be lost in the Cadmin Aernan with Éireamhóine.
Lünerion (LOO-nair-ee-ON) principality of Alluinn, formerly a rich and populous region; a hundred years after the Change it was an uninhabited wilderness.
Maël acolyte-servant to the furiádh Iobhar.
Maelor (MAY-lore) the Astromancer a befuddled old man reputed to have once been a great magician.
Malindor (“the wide realm”) kingdom at the very southern tip of the northern continent. By the time of Réodan’s council, so much territory had been lost to Phaôrax that Ouriána held more of Malindor than its own king.
Mallion (“clover”) Penn legendary wizard. The most powerful of his own era, and generally regarded as the most gifted wizard ever.
Marrec one of Ouriána’s temple guards, who accompanied the Furiádhin to Skyrra.
Meraz city-state in Mirizandi, between Xanthipei and Persit.
Mere coastal duchy just to the north of Rheithûn. The Duke of Mere’s sudden change of heart—his decision to foresake his former allies by declaring his neutrality—was widely regarded as an act of betrayal.
Meriasec a Prince of Phaôrax, the youngest and in every way the least of Ouriána’s sons.
Mirizandi (meer-ah-ZAHN-dee) a nation of city-states on the southern continent, ruled by “semidivine” nobles and princes. It was reputed to be a fabulously wealthy region because of legendary mines somewhere in the interior.
Mistlewald (MIST-el-vahld) a northern kingdom, originally of the same tribal stock as Skyrra and Arkenfell, with whom they continued to be loosely allied.
Morquant acolyte-servant to Camhóinhann.
Necke the channel between the subcontinent of Skyrra/ Eisenlonde and the northern continent.
Nephuar a kingdom on the southern continent, unfriendly to the city-states of Mirizandi.
Ni-Féa Prince Ruan’s mother’s people, a sub-race of the Faey. Little was known of them, though they were rumored to be glamourously beautiful and masters and mistresses of enchantment. Ruan himself, who had long been estranged from his Ni-Féa kin, painted a less pleasing picture. They were ruled by Queen Gäiä. See Faey.
Nimenöe (“bright mist, shining cloud”; nim-en-OH-ee) a Princess of Phaôrax, Ouriána’s twin sister, and Guenloie/Winloki’s mother. Trained in wizardry at the Scholia on Leal, her most notable talents were warding and healing.
Nimhelli (“place of great fogs”) a smaller island southwest of Thäerie, traditionally under Thäerian rule.
Noz the little hunchback with a battered face and seemingly everything else against him, who nevertheless managed, by virtue of a keen mind and unquestioned loyalty, to rise to the position of Ouriána’s Lord Chancellor. Most of her other servants, and particularly the Furiádhin, considered him a despicable upstart.
Old Fortress see Tirfang.
Omair (“amber”) acolyte-servant to the furiádh Iobhar.
Orri one of Kivik’s scouts.
Otöi (aht-OY ) empire ruling over much of the southern continent until it was destroyed in the same cataclysmic battle as Alluinn. Reputedly a realm of black magics and even blacker rites, since the Otöwan rulers and magicians were themselves enslaved to powers of Darkness and Unlife.
Ouriána (oh-ree-ON-ah) Queen of Phaôrax, self-declared Empress and Goddess, and mother to Guindeluc, Cuillioc, and Meriasec. A sorceress steeped in the black arts, she was also known as the Dark Lady of Phaôrax.
Pehlidor (“the far realm”) this is the name that appears on maps of the period indicating a land in the northeast. Believed to be Éireamhóine’s intended destination when he left Thäerie with the infant princess.
Penadamin (literally “the only high mountain”) a mountain in the Fenéille Galadan range. It was not, in fact, the highest mountain in the world, or even in the Fenéille Galadan, but its onetime inhabitants must have thought it was.
Pendawer (“land ruler”) family name of the imperial house of Alluinn. After the fall of the Empire, the last surviving heir found refuge on Thäerie, where his descendants ruled as High Kings.
Pentheirie (“high place of the eagles”) Réodan’s capital city on Thäerie.
Persit (per-SIT ) a city-state in Mirizandi, a short distance from Xanthipei. Ruled by Lord Vaz.
Phaôrax (FAY-oh-racks) island kingdom ruled (some might say enslaved) by Ouriána. Though the Pharaxions were once known as a proud, strong, honorable people, Ouriána’s rule and her endless wars eliminated too many of the best and promoted too many of the worst.
Regin Skyrran warrior, one of Kivik’s captains.
Reichünterwelt (rike-OON-ter-velt) one of the nine underground kingdoms of the dwarves. Ruled by King Yri.
Réodan (“ice man,” originally a nickname given to those with very fair skin and hair; RAY-oh-don) Pendawer High King, ruler of Thäerie, and leader of the alliance against Ouriána.
Rheithûn (“where the water comes down from the hills”) kingdom south of Mere and north of Rhuadllyn which put up a long resistance against Ouriána’s invading armies, but was finally overrun. When the last three fortresses fell to the Furiádhin, it was said that Goezenou gave the order to execute all the leaders of the “rebellion” against the Empress.
Rhuadllyn (“red rivers”) the first nation to be conquered by Phaôrax. Because of the two nations’ long-standing political ties, there is reason to believe the issue was already decided before Ouriána’s troops ever invaded, and that the very slight resistance the Pharaxions met was only a token effort meant by the Prince of Rhuadllyn to appease the populace. Within a decade, the people had come to identify themselves as, essentially, citizens of Phaôrax.
Ristil (RIZ-till) King of Skyrra, father of Kivik, adoptive uncle of Winloki, husband of Sigvith.
Rivanon acolyte-servant to Camhóinhann. One of the eldest acolytes at Ouriána’s temple, he was privy to many of the High Priest’s secrets.
Roric Skyrran warrior, one of Kivik’s captains.
Ruan (rune) see Anëruian Pendawer.
Saer hill fort in Mere. See Dreyde, Thaga.
Sea of Orania the waters between Thäerie, Phaôrax, and the continent.
Shionneth (“like a fox,” a name denoting either cleverness or red hair) Sindérian’s late mother. This elderly and reclusive wizard became Faolein’s second wife.
Sigvith Queen-Consort in Skyrra, King Ristil’s second wife and Kivik’s stepmother; her
past was a mystery to her.
Sindérian (“star maiden” or “bright daughter”; sin-DAY-reeon) daughter of Shionneth and Faolein, descended from seven generations of wizards on either side. An instinctive healer and seer.
Skerry (rhymes with ferry) as the great-grandson of a Skyrran king, he was accorded princely rank, but not the title. He and Winloki made a childhood pact to marry.
Skørnhäär a race of ice giants.
Skyrra (skee-RAH) northern realm, ruled by King Ristil. Once allied to the Empire of Alluinn, after the Change they threw off all southern influences and returned to an earlier way of life, only maintaining ties with the kindred nations of Mistlewald and Arkenfell. An essentially peaceful people, they could be the fiercest of fighters when threatened. Their only indigenous magic-workers were healers and runestonereaders.
Syvi a Skyrran healer, second only to Thyra in age and experience.
Thäerian Sea the waters north of Thäerie, west of Mere, Hythe, and Weye. The point where the Thäerian Sea ended and the great ocean began was a matter of some dispute.
Thäerie (roughly translated, “home of the eagle-hearted men”; THAY-ree) island kingdom ruled in former days by their own native princes, later by the Pendawers. The realm of the High King Réodan. As the sea formed a natural barrier, and because of strong ties with the wizards on Leal, Thäerie had never been invaded.
Thaga (“bat”) an Otöwan magus in service to Ouriána who attempted to kill Faolein. It was he who corrupted Lord Dreyde and played some part in the Duke of Mere’s decision to forsake the alliance.
Thyra a healer in Kivik’s army who had seen many campaigns.
Tirfang a valley in the Drakenskaller Mountains, site of an ancient, reputedly haunted city-fortress built by the legendary witch-lords. Sometimes synonymous with the Old Fortress itself.
Tuillo (“mistletoe”) a common soldier under Prince Ruan’s command. He was killed by a sea dragon on the voyage to Mere.
Tyr (teer) Prince of the dwarf kingdom of Reichünterwelt and son of King Yri.
Varjolükka (singular and plural) a type of skinchanger. Skinchangers were a race of humans capable of transforming themselves into bearlike creatures, although some sources claim the reverse: that they were bears who could take on the shape of humans.
Vaz ruler of Persit. One of the lords of Mirizandi, who considered themselves semidivine.
Weye coastal principality, the most northern nation in the alliance against Ouriána. Ruled by Prince Gwynnek.
Whathig Wood (“tangled wood” or “wood of dark sorceries”) forest in Alluinn, believed to be haunted by witches, ghosts, and dangerous wild animals.
Xanthipei (zahn-thip-EYE) a large city in Mirizandi, on the Bay of Mir. When Prince Cuillioc arrived with his fleet to invade the realm, the citizens of Xanthipei gave up without a fight.
Yri (eerie) King of Reichünterwelt. This dwarf of immense age (far in excess of two hundred years) was a powerful seer whose other gifts included the ability to talk with animals.
Ëanor—Time
Ëanoris—Times of the Year
lüenien—year, solar cycle
lüerin—month, lunar cycle
Oerinora* (“cold time”)
Néosora (“dark time”)
Réomiora (“ice time”)
Siôdora (“storm time”)
Weridanni (“roots”)
Syviri (“stems”)
Duilligor (“leaves”)
Ariénora (“bright month”)
Uenora (“heat month”)
Ffarwid (“fruit”)
Grianë (“grain”)
Séarnid (“withering”)
Wisigiri (“rains”)
illüerin half-month, fortnight
gäeä winter
cormath spring
samhrad summer
hafen autumn
Ëanoril—Times of the Day
elüi daytime
nëos night, darkness
elio a day and a night, the time between one sunrise and the next
noë brightening, dawn, morning
érien brilliant, noon
yffarian waning light, afternoon
anoë dimming, twilight, evening
anërui absence of light, midnight
malanëos utter darkness, the time between midnight and first light
lüenodi sunrise
ellüen sunset
lüerodi moonrise
ellüer moonset
MAGIC
Niadhélen
Niadhélen (“the language of the ancients”) was the first language; according to religious and magical texts, it was the language given by the Fates to all sentient creatures, so that all living things might live in harmony and perfect communication. As time went on, and the races and nations became more and more estranged, more and more distrustful, they began to create their own languages as a way of hiding their secrets and keeping their knowledge to themselves. Eventually, there were hundreds of different languages, some having their roots in Niadhélen, some having no relation at all to this most ancient of tongues.
By the latter days of the Empire, no one spoke Niadhélen in everyday speech, although an incomplete lexicon was still in use as the language of scholarship, diplomacy, magic, and prayer.
Its association with magic was this: In the animistic worldview held by most magicians, animals (béodani) had a sentience only a little below that of Men, dwarves, Faey, etc.; plants (pléanhir) were sentient to a lesser degree, and even some of the elements (the éolfani) and metals (ora) had the bare beginnings of sentience. As all these had an instinctive understanding of Niadhélen, the magician, in commanding or communicating with them, framed his or her spells in Niadhélen.
It was a belief widely held that the children of Men and other speaking races (the dhin, people) were born with an instinctive understanding of Niadhélen, but lost most or all of it by the time they were able to speak. For this reason, lullabies were often sung in Niadhélen; infants were supposed to understand the words even if their nursemaids did not. One indication of a gift for magic was a young child’s retention and understanding of a few words or phrases in the ancient tongue. Yet no one retained more than that, and young wizards and sorcerers were obliged to study Niadhélen in order to reacquire, by painstaking effort, a fragmentary version of the language they had understood (but were unable to use) perfectly and completely at birth.
Which leads to another, nonanimistic theory (held only by a few) about the use of Niadhélen in magic: that the words of the spell were used not to communicate or command, but to create a higher mental state in the magician, by opening up a part of the mind that still knew and understood the first language—and was therefore in communication with the higher powers, or Fates, by whom Niadhélen had been given in the beginning.
Magicians who practiced the black arts were the exception. They could hardly invoke powers of Darkness by using the language of the Servants of the Light; another language was therefore used to invoke the Dark and its creatures. However, while white magicians never resorted to the dark arts, black magicians were perfectly willing to use the elemental magics practiced by wizards, any time that it suited their purposes. Even Ouriána and the Furiádhin spoke most of their spells in Niadhélen.
The Elements
Magicians believed there were eight elements: four anelfani (inanimate elements) and a higher form of each of these, the éolfani (animate elements).
It should be noted that in the case of darkness and light, the elements by those names are not to be confused with the greater Darkness and the ultimate Light of religion, to which they bear only the faintest shadow of a resemblance.
Anelfani—Éolfani
nëos (darkness) daer (animate darkness, earth)
erüi (light) féal (animate light, fire)
ael (air) anad (animate air, wind)
nim (mist) uinn (animate mist, water)
Spells
aneirëo a destiny altered by ill-doing or
black magic.
aneirias a curse, a plea to higher powers to strike down an enemy or an oppressor. This was regarded as a deplorable act by truly pious people, though it was occasionally employed by the overzealous and self-righteous.
aniffath a doom, a curse, or an ill wishing against a person or a group of persons, or on some purpose or enterprise they might enter into together (for instance, a marriage or a treaty). It was, however, a very specific and complex kind of curse. Unlike an aneirëo, which could be spat out on the spur of the moment or on one’s deathbed, an aniffath took time, care, and considerable power to create. It was the very blackest kind of sorcery. In theory, it could be undone, but its complexity and its ability to mutate and to take a new (though equally malign) direction whenever steps were taken to block its effects made this almost impossible.
A Dark Sacrifice Page 34