Reality's Plaything 3: Eternal's Agenda

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Reality's Plaything 3: Eternal's Agenda Page 49

by Will Greenway


  Beyond her millennia of hardened hand-to-hand combat and weapons training, Luthice is noted for her stealth abilities, and her understanding of locks and traps. In addition, she is an extremely accomplished mage rivaling the likes of Elsbeth Crowninshield and Aarlen Frielos. Those skills coupled with her Baronian physiology makes her a harrowing opponent.

  At some point, Luthice came into the possession of Kriar master gate key. She has in some way managed to magically alter this technical tool and has used it on occasion to “hack” the Kriar time-gate network. Luthice is in possession of a kind of magic that allows transport between universal pockets. Something previously thought to only be possessed by the very oldest of the elder races the Jyril.

  In return for being freed from captivity on Karanganoi homeworld, Luthice agreed to work as an agent for the pantheon lord Isis. Her infiltration skills and knowledge of magical security have been put to abundant use since.

  As a diversion, Luthice joined up with a group of musicians headed by the infamous bard Arabella. With Luthice’s help, the red-haired bard persuaded the D’klace sisters Sindra and Drucilla to also participate in this odd musical endeavor. The group which they dubbed the “Rainbows in the Dark” is fast becoming renowned through the Ring Realms for their music. This is not surprising given that the skills and resources of three great elders are at the core of the group. Initially, this group started as a traditional bardic troop using common stringed and wind instruments. The three technically savvy elders eventually led the group to technical instruments like amplified guitars, keyboards, and rock-style band accoutrements. This band’s own unique style of “bardic rock” is an unmimickable mixture of vast elder life experience influenced lyrics, youthful creativity, and beautiful all-girl band novelty. This group became so profitable that even Aarlen Frielos wanted to manage for them.

  Later, Eviria Felspar is engaged to Luthice, and the two of them live together in the Felspar citadel.

  See Also: kriar

  — M —

  mada — Elvish. Informal usage for ‘mother’.

  mage — Simply a person who uses or is knowledgeable in the science of magic.

  magestrix — Title given to the ruler of the fourth alliance. Aarlen Frielos has held this title for more than ten thousand cycles. The title was developed for her and is derivative of the words ‘magesty’, ‘mage’, and ‘dominiatrix’. Aarlen’s rule over the technical worlds is largely because of her skills both as a technologist and mage, and her even rarer talent of being able to blend the two.

  magic — Magic in the Ring Realms is a science, but unlike a technical science it is an elitest pursuit. While anyone can study and understand biology, and put its principles to use, the same cannot be said for magic. It’s largely believed that all creatures have the ability to wield magic to a certain degree, however the spark which allows us to tap into that power is typically too small to do anything significant with. The evidence of this at work are those isolated moments in our lives when we experience déjá vu, briefly see another’s thoughts, or foretell the future.

  While magic itself can be learned, the powers that can be attained cover a vast range, from simple hand illusions to the altering of reality on a interdimensional level. In some cases, creatures can substitute personal and psionic (mind power) energies for the gift that allows most mages to cast spells and manipulate magical energies.

  Magic is not a specific energy or range of energies. It is more of metaphor that encapsulates a “principle” of action and reaction. In the Realms, the true magic is defined as:

  The persistent ability to manipulate the environment in ways otherwise impossible without the utilization of natural phenomena, the influence or cooperation of physical bodies, or the use external artifices.

  By this definition then, powers such as telepathy, and telekenesis, and other abilities of mind qualify as magic. However, they are not what is considered “traditional” or “ritual” magic.

  Ritual magic uses the wielder’s magical spark and aspects of “sympathetic bonding” to generate chains of forces that act in place of birth-granted abilities to mentally tap and manipulate energy. In another regard, these ritual formulas substitute for an actual working knowledge of the mechanics and physics that make a particular feat possible. Rituals are coded schemes that at the basic level simply unleash simple reactions while at the higher complexities are actually sonic mnemonics that generate sympathic reactions in dimensional space that can unleash whole chains of complex energetic interactions. As a mage increases in power and knowledge, his/her reliance on “ritual” totems for the performance of magical feats grows less.

  Magical sophistication falls into categories at follows:

  1st Order

  Raw Ritual

  The most basic level where all principles of magic are taken by rote and no underlying understanding of the physics or laws is assumed. Most shamanistic magic exists at this level

  2nd Order

  Reinforced Ritual

  Rituals are assisted by a rudimentary knowledge of natural laws and fundamental sciences. This is the level of most trained lower-order mages.

  3rd Order

  Academic Ritual

  Rituals are combined and enhanced with more sophisticated studies and

  scientific principles like chemistry and alchemy. Mages who have advanced to the point where they may expand their abilities without a mentor’s guidance have this level of magic.

  4th Order

  Elaborate Ritual

  Lower order rituals can be performed by force of will alone. The mage’s

  academic understanding of rituals and their interaction with nature and physics allows them to create simple rituals that can be followed by other mages. They can also alter rituals to create slightly different effects. At this level of skill, a mage can insinuate (“bind”) magical energies into an artifice. Magical staves, swords, wands, and the like are examples of this ability.

  5th Order

  Sophisticated Ritual

  The mage begins to develop pseudo-psionic capabilities. Many lower-level rituals can be performed with little or no concentration. The mage’s reliance on ritual is now a matter of following “templates” or “guidepaths” which tap the interactions of energy. The mage begins to manipulate the powers “manually”.

  6th Order

  Psionic / Pseudo-Ritual

  Pure psionics are considered to practice magic of the sixth order. However, a being who uses mental energies like telepathy or telekenesis do not have the broad scope of abilities a ritual mage typically possesses. On the other hand, a creature who can perform such feats without resorting to rituals tends to have more flexibly and control in their application. Generally, psionicists have greater capabilities in their narrow spectrum of power. Ritual mages at this level can work magical energies in abstract ways and can combine them into newer structures. Rituals become “source material” that can be treated as building blocks.

  7th Order

  Reinforced Psionic / Free ritual

  At this level the creature’s psionic potential affects a broader spectrum of the physical world and chains of interaction can be stimulated into motion. They can perform feats like cellular adjustment (healing). Mages of this order rely little on ritual. Their understanding of ritual is complete enough that they can “make it up as they go”. They are essentially still using rituals but are now only using them as anchoring or controlling points in their magic.

  8th Order

  Psi-Master / Ritual Independent

  Psionic creatures begin to exhibit broad powers that are in many ways like

  ritual magic only performed by force of will alone. They can develop skills like self teleportation, dimensional travel, and can in some instances control their psyche so completely that they are independent of their physical bodies. Mages at this skill level no longer rely on ritual except for reference and ideas. They freely combine energies and are limited only by endurance of their phy
sical bodies.

  9th Order

  Living Magic

  The highest order of psionics and magic is cosmic or “living” magic where the creature becomes in tune with the physical nature of the cosmos and can manipulate it directly. The 9th order of magic is the top of the scale but creatures that possess this level of ability have a tremendous range in scope of their capabilities. At one end of the range might be the ability to control storms or perform miracle healing—in the Ring Realms the other end of the scale is the strength to destroy stars and alter the flow of time.

  See Also: energy, telepathy, teleportation

  Malan — The kingdom of the elves north of Ivaneth ruled by King Jhaann T’Evagduran and Queen Kalindinai. Malan is one of the most powerful nations in Sharikaar.

  See Also: Sharikaar, T’Evagduran, Jhaann (King), T’Evagduran, Kalindinai (Queen)

  malanian — Of or hailing from Malan. See Malan.

  Malbraion — Malbraion is the name of the residence in which Sarai lives. The whole wing in which the quarters reside is called Green Run. Malbraion has facilities to house and prepare meals for 30 people in addition to the maid staff of 8, the 6 stewards, and 4 permanent guards.

  See Also: T’Evagduran, Sarai (3rd Princess)

  matayan — A Matayan is a follower of the Lore-Knight’s code of ethics. The Matayan’s maintain an ethic of peace through knowledge. Matayan’s maintain high standards of personal and moral conduct and maintain that life is sacred and that force is the measure of last resort.

  Matradomma — Elvish. A term of respect when addressing an Elven queen. Literally it means ‘mother of mothers’. Domma is the respectful form of address to older woman or a woman of higher station. It is the female gender equivalent of ‘sire’.

  Mercedes — Level 12 Kriar mecha healer or cybermed currently in the employ of Bronawyn Shadowstalker. Though Bronawyn actually owns Mercedes’ contract. The good-hearted healer tries to help everyone she can. Bronawyn is extremely stingy with the expensive cyber’s time. Mercedes is considered an “elite-class” healer, which means specifically that she can upgrade (or enhance) other healer type mecha. Mecha physicians are the most advanced of all mecha created by the Kriar and possibly the most quirky and eccentric.

  See Also: cyber-unit, kriar, Shadowstalker, Bronawyn

  mimi — Elvish. It is most often used as an affectionate term expressed to a loved one. It translates to the way the word ‘baby’ is used by a mother to a child. It can also be from wife to husband or vice versa.

  mindspeak — Another word for telepathy. See telepathy.

  mithril — A light strong metal that possesses magical properties even in its ‘raw’ state.

  Mon’istiaga — A horrendously powerful sword created by the first one Shiva. It has the ability, in Wren Kergatha’s words, to cleave a world in two. Wren uses this weapon on a few occasions to devastating effect. She slew hundreds of demons and the physical essence of Hecate with this weapon. This artifact is the embodiment of destruction, and its true capabilities are unknown.

  morgeer — A more evolved form of doppelgänger. They have greater stealth, speed, and magical ability. It is rumored these creatures can only be found in Silissia.

  See Also: doppelgänger

  Myrgul, Duke — Son of King Tradholme’s sister. Sarai is engaged to be married to Myrgul, whom she refers to a ‘pig boy’.

  See Also: T’Evagduran, Sarai (3rd Princess)

  Myrmigyne — Member of an all woman clan of warriors. The Myrmigynes typically have isolated communities in the deep forests and jungles.

  — N —

  needleleaf — Tall evergreen tree common to the highlands and mountain regions, with a thin cylindrical leaf and pungent sap. They have a striking similarity to pine trees on earth.

  Nethra — Eternal, tactical commander of the Protectorate and goddess of the Myrmigynes. Nethra’s shaladen surrogate is Talorin Falor.

  Nethra is probably one of the more outgoing and accessible of the Eternals. Her relationship with Tal Falor is extremely informal (he calls her ‘boss’) and they indulge in some very loose banter. Despite appearances, the two are extremely efficient and deadly serious in their actual conducting of Protectorate business. Tal is a stickler for chain-of-command but is ultimately a results-oriented person. Nethra is much the same, thus the two of them get along extremely well.

  Nethra is characterized by her flaming red hair which goes well with her passionate and expressive nature. She is physically the second strongest of the eternals behind Garn. Her skills in combat were legendary even before she became an eternal.

  See Also: Falor, Talorin {Tal}, shaladen

  Nifelheim — In the dimension of Gladshiem, the land of the dead ruled over by the pantheon lady Hella.

  nola — Used to refer to a savant’s magical power. In powerful savants the Nola can be a considered much like a living thing that inhabits his or her body.

  Nova — Shaladen sword spiritually bound the eternal Nethra Argos. Nova confers the ability to open rips in time and space primarily for purposes of travel but usable in a myriad of ways. Initially, Algernon D’Tarin wielded this weapon but conflicts with Eternal Nethra prompted him to switch weapons with Talorian Falor. Tal Falor is now the current wielder of the weapon and he and Nethra share an excellent working relationship considered one of the best in the Shael Dal.

  See Also: D’Tarin, Algernon, Falor, Talorin {Tal}, shaladen

  Numinor — Numinor is the world that was home to the Numinorian race.

  Numinorian — The Numinorians of old Numinor are one of the elder races lost in antiquity. Much of the pseudo sciences like magic, fighting, alchemy, and the development of chimerae can trace their roots to the lore left behind by this culture. The Numinorians were the ultimate magical “scientists” pushing the limits of the art and what it was capable of. At some point the core counsel of Numanor became obsessed with the discovery of the power of ultimate entropy. The ability to control life itself, to be able to harness the decay of all of living things. This pursuit ultimately ended in the destruction of their people. Loric Felspar is the only known living member of their race.

  See Also: Felspar, Loric

  — O —

  Odin — Pantheon lord, ruler of the Aesir. Odin is god of the atmosphere and warriors. Odin is the father of Thor with his discarded wife Jord.

  — P —

  praelor — Elvish. Praelor is a rank in the Elf military. A praelor commands two squads of four men. A field unit usually consists of (9 individuals) one praelor, two midachs, and six soldiers.

  — Q —

  quasar — Quasi-Stellar. Bodies in space which emit light and radio waves.

  — R —

  Rankorhaaz — Six armed greater fiend created by Hecate. Previous to Bannor’s enhancing of Wren’s powers, she had been unable to destroy this armored, regenerating, extremely powerful creature.

  Ratch, Boss —

  Thug leader hired to capture Sarai.

  See Also: T’Evagduran, Sarai (3rd Princess)

  rhinotaur — Rhinotaurs are uncommon (thank heavens!) creatures that live in various locations throughout the Ring Realms. They mostly have been spotted in Silissia, but have also been encountered in southern Corwin and in northern Coormeer. Rhinotaurs bare a rudimentary resemblance to centaurs, only they are far larger and covered with a hard gray exo-skeleton. When fully grown, the four footed aspect of the Rhinotaur can reach 3 paces high at the shoulder and can be as much as 2 paces across the chest. Specimens weighing more than 3000 stone have been brought down.

  The armored hide of the Rhinotaur is equal to twenty overlapping layers of leather and conventional weaponry is all but useless against this defense. The humanoid torso of this creature is proportional in length to the shoulder height of its four footed body and is covered with the same thick gray armor. The arms are thick and powerful and end in four-fingered hands that possess an opposable thumb. The humanoid head has broad flat features and thick
square teeth for pulverizing whatever food isn’t already pulverized. A single thick horn protrudes from the creature’s forehead. These creatures possess no language, but do make rudimentary use of tools. They commonly use huge clubs to bludgeon prey they run down. Rhinotaurs are vicious bad tempered and extremely territorial. Once enraged, they attack until slain. Because of this behavior they are sometimes used as extraordinarily powerful guard-dogs.

  In combat, Rhinotaurs are a easily a match for an elder dragon because of the toughness of their armor. Rhinotaurs are stupid and thus can be easily controlled by a mage with the proper preparation and materials. This is, of course, the only way these creatures can be used in any guarding capacity. Rhinotaurs have been known to be used in the death spectacles arena combat. Legend has it that Rhinotaurs were created by grand lore-mage Theln of the Dream Merchants.

  See Also: dragon

  Riverback — A small village east of Ivaneth. The village is destroyed in a conflict with Hecate’s avatars.

  — S —

  savant — savant is the common and generic term for creatures who possess the spark of Alpha. See ka’amok.

  Roster of Savant Powers & Known Savants

  Garmtur’shak Nola—savant of reality

  Latis Nola—savant of time

  Chakta Nola—savant of space

  Ta’arthak Nola—savant of matter

  Da’jhamack Nola—savant of attractions

  Kel’varan Nola—savant of forces

  Ishtar Nola—savant of magic

  Kul’vita Nola—savant of life forces

  Sil’kar Nola—savant of light

  Nomtar Nola—savant of fire/cold

  Lokar Nola—savant of elementals

 

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