The Earthrin Stones 1 of 3: Inheritance of a Sword and a Path

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by Douglas Van Dyke


  Trestan put away the sword when Cat turned her attentions back to the tiara. At that moment though, a worry crept into the smith’s mind. He remembered the last time he had given such a fine gift to a lady, one who did not return his affections. Trestan nervously, but jokingly stated, “Just don’t let me ever catch you decorating your horse’s mane with that.”

  Cat’s look of shock was sincere, “Why would anyone treat such a wonderful gift that way? I love this, and will treasure it always.”

  With that, the beautiful half-elf set the tiara upon her brow. The gold complimented her wonderfully. Trestan had made the item just perfect, and it rewarded him to see how well she wore it. Katressa Bilil sat regally on her horse, tears in her eyes as she posed for Trestan with the crafted tiara on her head. The gift an elf gives to someone who owns his heart, and a precious gift indeed…and she accepted it with all her heart.

  Trestan and Cat bent closer together. Eyes locked, their bodies leaned in as their lips sought to join. They were very close when Cat’s finger came up and halted Trestan’s lips an inch from her own. Trestan listened as Cat whispered to him.

  “I will be here, waiting for you when you are done. For you have my heart as well.”

  Cat moved her finger away. They reached for each other as they kissed deeply.

  Appendix A – Notes on Magic, Miracles, and the Flow of the Supernatural

  The world of Dhea Loral is known for the presence of “magic”, as well as other phenomena not normally encountered in other mundane worlds. These phenomena all originate from a weave of supernatural energy that exists in the world, though differ in how they interact with it. It is believed that this scattered essence is derived from the creation of the world and the continuous release of power by the gods in maintaining the land. The magical essence of the world is thus a residual energy given off by the gods’ efforts. Different beings of the world can tap into this essence and control it in their own way. Several creatures were born spontaneously in this release of power, becoming a physical portion of the lattice of magic. It is important to learn the different expressions of this energy, as to how it relates to those who draw it from the world. “Magic” may be used as a general term for the powers and essence drawn from the sources listed below. It should be noted that there are types of magic that can not be so easily classified into any of these categories.

  Arcanum/Arcana

  Those who practice this type of magic call it “learned magic”, merely because it is the one most noted for being based on study. Through years of experimentation and discovery the races were able to tap into a refined and sometimes devastating variety of powers. The general name for people who work this type of magic is a mage. This covers a broad array of classes and specialists that focus on the study of the arcane, many of which go by more specific names depending on their chosen field. Wizards, sorcerers, necromancers, conjurors and others all research the arcane arts and create prepared items to tap into the magic of the world. This method is generally highly organized, intellectual and scientific in its approach. Some forms of arcana cross into the fringes of the other sources of magic.

  Miracles

  All supernatural energy that is directly granted by a deity is called a miracle. Clerics and paladins tap into the powers of their patrons and channel this energy into the real world. This form of energy saw only rare use before the Godswars from mortal hands. Since the time of the Covenant, miracles have become the sole way in which the gods manifest themselves in the world. The use of miracles is rarely referred to as “magic”. The clerics who hear that term used in reference to their god-granted powers consider it as blasphemy. Miracles can be used for good or evil, depending on the intentions of the deity granting them.

  Natura

  This is a type of magic drawn from sources that are on a more primal level than arcana. It is often referred to as a spiritual elixir that flows from forms of life. Plants, animals and spirits tend to give off their own energy, which is harnessed and controlled by those close to nature and the land. Some examples of the types of people who tap into natura are the deep woods druids, tribal mystics and spiritual shamans. There are also those called greenmen, also known as feral warriors, who tap into this source as they call upon the essences of the land and animals. Medicines are often derived from the earth, and the ways of those who harness natura are very in tune with the wild world around them. When arcane magi create beings to fight for them, or perform duties for them, they are tapping into this same power of the spirits. It should also be noted that there are many tribal shamans and mystics that are actually clerics tapping into divine miracles, so one should not get too hooked on the labels people apply to themselves. This type of magic is the oldest and simplest in the world.

  Harmonic Web/Chi

  Utilized in two different ways, this magic has earned two names for the same phenomenon. It is the belief that magic wraps about the world like a web, and can be tapped by feelings, voices, tunes or concentration. No books, scrolls, or mystical knowledge is needed; instead it is derived from mind focus, mental balance and mental discipline. Though arcana can be studied by many, and natura learned from mentors, the practice of this magic is hard to learn unless one is already a “prodigy”. Minstrels, bards and skalds are examples of those who use voices and tunes to bring forth this kind of magic, by way of the harmonic web. The term Chi derives from the chiaso and martial artists that focus on it more as a type of discipline. In this latter group it does not manifest as external magic, instead focusing on augmenting mental and physical capabilities. Again there are some magi, notably mentalists, which also use this magic by utilizing their voices and the feelings of others.

  Appendix B – Deities Commonly Worshipped in Dhea Loral

  This is not a complete list of all the beings that hold governance over the world of Dhea Loral. It is a glance at some of the major powers that exert their influence over the land, people and natural events. The gods make possible all the little things that keep the world from falling into disharmony. They each have agendas carried out by worshippers residing in the world, for the gods themselves are forbidden to tread the realms as they once did. It should be noted that many gods exist under different names across various cultures and languages.

  Abriana – Goddess of Love and Healing. She is the most loving goddess and a supporter of all that is good and wholesome in the world. She helps instill feelings in mortals of brotherly love, marital commitment, and care of the people. Many of her followers are pacifists and healers. There are others who do take up the call of arms, but only to fight for what they love and protect. Even those that become paladins are restricted from using weapons or incurring fighting on the first day of each month, as these days are sacred to Abriana.

  Boyal – God of Justice. It is said when the Goddess of Death collects the souls of agnostics, unbelievers, and those who turned traitor to their god, she must bring them before Boyal for sentencing. Once that is done, she is only too happy to carry out the sentence or deliver the wayward soul to its fate. The clerics of this faith often find themselves on city councils, in courtrooms, or even libraries of official records. Boyal proclaims order as a paramount quality of civilization. The concept of law and rights, and how they apply to different people, is carefully studied. Many clerics go on pilgrimages to explore how the cultures of other lands express their laws.

  The Codex – Book on the Philosophy of Good. Not a god by itself, it nevertheless has inspired a large following. This way of life is based on a literary work that champions a strong belief in the morals and principles that are known as “good”. The original Codex was brought into existence with the help of several deities devoted to good causes, and it took a life of its own. People who devote themselves to this following are able to tap into clerical miracles just as if they were praying to a genuine god. There are many that serve to fulfill the moral requirements set forth in the book.

  Daerkfyre – Dwarven god of Strength, Valor and Cou
rage. Worshipped as one of the dwarven “battle gods”, this deity favors strong warriors. Daerkfyre is often referred to with the extension “the Valorous”. Often worshippers of this god are as strong and stubborn in the mind as they are with their muscles. Physical strength is a domain honored by dwarven miners and certain craftsmen. Warriors often pray to this god before battle. Weapons blessed by his clerics are exceptionally strong and durable.

  Dalios – God of War, as well as the humans’ God of Strength and Courage. This deity can be wildly unpredictable. At times he sets forth destruction and strife, though sometimes for the benefit of oppressed people. Regardless, this god is a major influence on events that shape the course of the world. His clerics are often eager to go into battle on either side of the lines, and sometimes they do meet across opposing armies. To these clerics, life is met by facing trouble in a straightforward type of manner. The clergy often spends their short lives seeking out glory amidst fighting for a cause. Dalios is believed to look over the world from a huge feasting hall, toasting those who struggle and fight for their beliefs.

  Dawn – Goddess of Life and Rebirth. Closely related to Abriana, this goddess shares some of the same ideals. However, this deity views life as chaotic, with a bit of mystery. She creates and shapes new life, from babies to new species. Sometimes the new species can be deadly, but that is only to balance out and strengthen other forms of life. This goddess has a special abhorrence of the undead, and her clerics fight to rid the world of their existence. Due to her zeal for all kinds of life, many of her worshippers include people who feel more at home in nature than in civilized areas built upon stone.

  DeLaris – Goddess of Death. Death can never be anything but frightening. She resides in one of the many Lower Worlds, but travels between them often and freely to carry out her tasks. Her most ardent followers in life may pass into the afterworld to become Karet-Atriul, otherwise known as Death Angels. These souls become harbingers and servants of her will, assisting the goddess with the many aspects of her position. She ferries the dead across the other worlds and homes of the gods. Those souls who were unfaithful, traitorous to a god, and untrue in their worship may find an eternity of torture or simply a boring, never-ending imprisonment. Some of her most powerful clerics can raise the dead back to life, but only to prove her power over death. Her clerics are not very strong with social ties, for they serve as a constant reminder to others of the dark fates that might befall them in the next world.

  Foyul – God of Balance. Foyul works on the principal that too much influence by one side or force tends to imbalance the world. He walks a middle line between anarchy and order, good and evil. His followers come from all walks of life, all serving to sway the balance in their own way when needed. Foyul has few friends among the gods or men, as he tends to fight for all sides in order to not let any one force hold too much sway. His clerics may be evil or good, and may act for any number of good or bad intentions, striving to maintain the balance of the world.

  Ganden – God of Honor, Duty, Service. This god has followers in many races. Those that feel fulfilled by a calling of decency to their fellow man and sacrifice for the sake of others fit into his followers. Those who break promises, or serve only themselves, fall out of favor to this deity. Ganden serves the other gods in the same way, carrying out honorable edicts and being of service to those that require aid. Often symbols of this god can be found with militias, honor guards, healers, and others who perform even menial services to others.

  Juliustan – God of Storms and Cataclysms. Many races fear the name of this god, without a full understanding of his focus. On one hand, he strives to balance the natural forces of the world. This can only be done by allowing some of the pressure of the forces of nature to vent their wrath on occasion. He may hold back one storm, while allowing another to rage unchecked. On his other side, he also seeks to ease the suffering of the world’s people through such terrible events. This aspect is apparent in his clerics. His followers bring relief to those who have been displaced by storms or cataclysms, and assist in rebuilding. People do not fully understand and tend to fear his name. Many blame him for catastrophes in the first place, and fear that it is somehow anger or wrath. His clerics believe the world would suffer worse destruction than the Godswars if Juliustan relaxed his control.

  Kelor – God of Luck. Although the other gods maintain that followers must have faith, this god prefers blind chance more openly. He champions games of chance, gambling, and random fate. This god tilts the tables in the direction he prefers, so one never knows how chance will turn up. This god rivals Dalios in unexpectedly bringing down great warriors. Many adventurers worship him, or at least pray for his blessing. Clerics of this god often throw themselves at adventure, or raise funds for the church in gambling houses. This god excels in finding small ways to thwart big plans.

  Krakus – God of the Sea. The water is home to many creatures, and the oceans and seas have their own unique biology. This god provides a home for some, and can bring down wrath on others with the power of water currents. Sailors pay homage to this god in return for passage over his domain. In time, Krakus can reshape the land with his currents, or smash cities in great waves, (and would do so more often, if not for the interventions of Juliustan). The influence of his domain resulted in several of his churches being built to float out on the water. His clerics have much influence over the element of water and some can walk over its surface.

  Laedelious – Elven Goddess of Forests and Wildlands. Commonly referred to as the “Treemother”, or “Lady of the Green”, this goddess has worked through the elves to further the protection of nature. Due to her guidance, many elves build their cities within the trees and current topography, rather than cut down the woods. Many elves enjoy a certain harmony with the woodland creatures through their history with Laedelious. Though the race of man shapes the land around his needs, elves have learned to shape their civilizations and homes around the needs of nature. Although this goddess has many cleric followers, there are also a number of mystics that work in her name.

  Mothrok – Goddess of Earth and Stone. Born of the element of earth, this goddess has a strong connection to earth and stone. She believes in the superiority of everlasting stone, and the plant life that flourishes from the ground. She sees animal life as a type of vermin that infests the planet on which Dhea Loral can be found. Given her perspective, one would think that she would have few followers. In actuality, Mothrok has many worshippers among the underground-dwelling races, and others that work with the land. Even goodly farmers spare prayers to her out of fear for their crops. As part of her control over the land, she has been known to bring forth the corpses buried within the ground and use them as undead abominations.

  Nandorrin – God of Fire. Worshipped mostly by dwarven smiths, this god is also often seen as a smith. Whenever tales are heard of volcanoes running with lava, it is believed to be Nandorrin reforming part of the world. Many candle makers use his image or symbol on their work. Many wizards praise him for their destructive fire-based arcana. His clerics perform a lot of ceremonies around fire, and to an extent they can shape fire as well.

  Noyugon – God of Knowledge and Learning. Often know as the “Lorekeeper”, this god strives to preserve histories and knowledge, and is said to be a recorder of deeds for the gods themselves. He promotes academies and centers of learning. Needless to say, he does not have many followers outside of educated cultures.

  Scriptum Verash – A Book on the Philosophies of Evil. Made by several dark gods, and by Foyul for the sake of balance, this tome is the exact opposite of The Codex. It details greed and lust, power and glory, and encourages the strong and cunning to take what they will. It is in every way a document of “evil”, yet at the same time it also has a life of its own. These clerics practice in secret, with no room for honor or compassion. In the past they have lead armies filled with hate against enemies for no more reason than the cleric’s own selfish needs.

  Ta
ekbol – God of Underworld. This dwarvish and gnomish god favors those who dwell under the ground, away from the light of the sun. This god also spreads gems and metals under the surface of the world, sometimes in competition with Mothrok’s stone empire. Some human miners even claim worship to him.

  Westrealei – Elven Goddess of Wind and Air. This goddess communicates with her followers by means of various flying creatures. Her own image is painted in the shape of a pegasus, whose head and neck is replaced by the upper half of a beautiful elven female. This elven deity is of the sky, and a force of nature. Elven arrows need to ride her winds to strike true to their targets. In this respect, a windy day is said to be a bad omen for going into battle, as the archers will have a harder time hitting their targets.

  Yestreal – God of the Sun and Weather. This nature deity, worshipped by many who till the soil, exerts his influence on harvests and crops. Many times this puts him in direct competition with Mothrok for the success of farmers, but the two gods were once allied during the Godswars. The sunflower is often used as his symbol. His followers often come from agricultural regions, and are generally good at farming. Clerics of this god never condone weddings on rainy days, as they feel their god shuns the marriage. Elves also have numerous followers to this nature god.

 

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