Appendix
The Kindred Annals Abstract: compiled by Dr. Francis Bendalin, translated by G. K. Werner and edited by Virginia Ann Werner
Eternity
War rages in the heavenly realms.
Beauzival the Bright, first among the Saervan, makes war on the One, coveting
His power, His domain, His very being.
And Beauzival falls. He and his
followers from among the Saervan (the Saer Host) and the more numerous but
lesser Feyhdvan are cast into the Outer Dark, separated from the One True God’s
eternal light. The fallen Saer are renamed Nyr (the Damned); and the fallen
Feyhd are renamed Feyhd-ru (the Feyhd Fallen). The loyal Saer remain in the
One’s presence. However, the Feyhd who do not rebel are set-aside in Alveron,
the Twilight Realm, the world between worlds where it is neither bright nor dark,
hot nor cold, and where they will remain immortal, though corporeal and subject
to death through mischance or an enemy’s hand; for they cautiously chose
neutrality in Beauzival’s war. And so, in Alveron, the Feyhd’elth (the Feyhd-apart) learn to their sorrow that
immortality apart from the One is worse than mortality. Far worse!
*
And the One creates the world and
its creatures, its moon, the stars; and He creates Emen and Emara—man and
woman—to enjoy His wonders. And He commands them to multiply and subdue and
rule the perfect new world and every living creature he created for it.
Now the dragon, Marmanil Sarnathr,
the Father of Dragons, is the most beautiful and intelligent of creatures, and
he resents mankind’s dominion. Beauzival the Fallen, renamed Orm, tells
Sarnathr that the One had originally created the world for the dragons; but,
after creating the man and the woman, changed His mind and gave it to them
instead. Sarnathr believes this lie and makes a pact with Orm who seals the
pact in the dragon’s blood since he has none of his own to give. And so Orm
enters the world possessing the form of the dragon Sarnathr. Lying to the woman
and appealing to the man’s pride, Orm precipitates their destruction.
Then the One casts Orm’s spirit out
of the dragon, back into the Outer Dark unlit by moon or star, and the
Arch-Saer Thealden battles Marmanil Sarnathr in the now fallen world. The
dragon breaks its teeth on Thealden’s shield and then its nails before the
Arch-Saer slays Sarnathr, spitting it on his long spear and casting it into the
Pit where its wings burn to cinders and where to this day the dragon curls in
agony gnawing its tail, awaiting the time it will be joined by Orm and all his
followers.
With the fall of the first man and
woman, creation falls and the harmony between humankind and beast is broken.
Emen and Emara’s descendants—the Kindred—toil in weariness, hardships, and pain
unintended for them.
And Orm the Deceiver, together with
his followers, immediately sets about their utter corruption, even as the
Kindred multiply upon the Great Continent that is all future continents.
The First Age
(The Age of Sorcery)
As each new generation is born into
the fallen world, the previous generations teach them the One’s truth, of
humankind’s disobedience, and the One’s abiding, unconditional love. However,
some are born who have no ear for the truth, little desire to learn of the One,
and no desire to please or obey Him. They do not teach His truth to their
children. In time, the truth is lost. Many who harden their hearts depart from
the rest, and soon mythologies and false teachings emerge among them to fill
the void left by rejecting the One.
Still others listen to Sarnathr’s
progeny, the race of dragons, beautiful creatures who, like their father, have
now sold their souls to Orm. They listen to their lies, their false teachings.
And a nation of sorcerers rises, the Mage Masters, depraved men granted power
and knowledge by Orm and his Nyr. The Mage Masters come to rule much of the
world through enticement, deception, and fear.
The mightiest among them form a
council of twelve – the Magiss – whose influence grows to dominate the First
Age. Through Orm’s power, the Magiss makes contact with the Nyr, inviting them
into the world. But they cannot control them or bind them; and they find that
these fallen Saer cannot physically manifest in the world as do the loyal Saer
who visit in the One’s service. Nyr can only possess willing creatures as Orm
did Sarnatha, the first dragon.
Now the giants, descendants of
Ogren, the first murderer, eagerly make a pact with these Nyr to serve them.
And so, a small group of Nyr walk the earth in giant form causing themselves to
be worshipped as gods. They raise stone circles throughout the lands, places of
power to which they summon the Kindred and deceived them with false teachings
and false prophesies—thus supplanting the Magiss who now seek alternative
allies through which to accomplish their ends.
Pretending to serve their Nyr-gods,
the Magiss enslave kindred followers as laborers to help them construct power
centers, links designed to draw the Lesser Fallen, the Feyhd’ru (the
Feyhd-fallen) into the world and bind them to their will—mammoth spheres half
beneath and half above ground, citadels hewn of enormous black stones the Mage
Masters’ arcane science quarries from the bowels of the earth, cavernous
citadels, empty as the Mage Masters’ souls and cold as the Outer Dark to which
the One banished their masters. Within these Black Citadels, the Magiss seek to
conceal their work from the Nyr—even from the face of the One, as though such a
thing were possible.
They recover Marmanil Sarnathr’s
spilled blood and the teeth and nails he lost fighting against Thealden.
Sarnathr’s blood has formed a pool that they scrape into twelve glass globes,
one for each of the twelve Magiss – potent talismans into which Orm poured much
of his power. They come to be known as the Dragon Globes or Blood Orbs. With
them, they hope to quicken and bind the Feyhd’ru.
*
Now, all things were created by the
One, all creatures and all beings. Nothing was created that was not created by
Him, neither air nor sea nor land creature, neither Kindred-kind nor any other
intelligent being. The One even created winged horses to carry the Saervan who
have loved the young world since the days of its creation, and unicorns to
carry the Feyhd’elth who often accompany the Saervan when they cross the
Rainbow Sea, (sometimes called the Flat Sea or the Straight Sea that touches
the world’s curved sea), to wander the world’s surface and explore its wonders,
to delight even in its now veiled beauty and tragically brave inhabitants. All
these beings and creatures were created by the One, and all were good.
But by Orm’s power, the Magiss warp
creation and mock the Creator. They fabricate vessels from the lava of Tep Attl, the ‘High Cauldron’—unnatural bodies drawn by the Dragon’s teeth and
nails (‘tooth and nail, tooth and nail’ as the old poem goes), and by
Sarnathr’s blood (‘blood calls to blood’)—grown from Marmanil Sarnathr’s
substance, his atomies, siphoned through Tep Attl’s lava flowing through deep,
subterranean veins into their Black Citadels—an imitation race with hellish
grey bodies and glowing red eyes and lava-like blood pumping through their
veins—soulless bodies, possessed and quickened by the Feyhd’ru. For these
reasons the embodied Feyhd’ru are also called the lava born, the children of
the dragon, dragon-spawn, dragon’s teeth, or the Grey—false beings designed to
pollute creation, pervert humanity, and drive away the heavenly hosts. They are
of two kinds: squat, massive creatures with crusted, rock-like skin and
stone-like, gnashing teeth who favor caves and cave like places such as bridges,
who in the Fifth Age will come to be called trolls in the North, teklos in Cor
and Panthia, and septok in Bartabia and Ptyah and among the tribes of the
Southern Continent—and leaner, angular creatures with severely pointed ears,
noses, and chins, wide mouths with shark-like teeth, and scaly serpent-like
skin, who favor swamps, marshes, and forests and in the Fifth Age will come to
be called goblins in the North, necralin in Cor and Panthia, and feez in
Bartabia and Ptyah, and among the southern tribes. Feyhd-ru who serve the
Magiss where the Nyr will not.
The One sends prophets to warn against
following the Nyr called pre-men, naming them, not gods, but the Fallen, the
Damned, daemons and arch-daemons, and denouncing their servants, the Magiss.
But the unrepentant Kindred rejects His prophets and persecutes His Chosen,
handing them over one by one to the Magiss for torture and execution,
sacrificing nearly all who stand fast in worshiping the One.
The Saer return to their heavenly
halls, and the Feyhd’elth to Alveron, troubled and in deep sorrow.
*
But at the right time, the One
rouses them. In righteous anger, He
commands the Saer to destroy the Magiss’ work.
Eagerly hosting and joined by the
Feyhd-elth (in hopes of redemption), the Saervan and Feyhdvan cross the Rainbow
Sea in their ships of light and divine wind and sweep down upon the desecrated
world to purge it of Nyr, Feyhd-ru, and Mage Masters alike in the One’s name
and in His might.
Warfare follows. Harrowing battles
blast the great deserts and the vast Deadlands into existence before the Saer
at last cast the Nyr out of the giants and back into the Outer Dark. The giants
flee to the Forever Ice where they are trapped, frozen in icy caverns. The
Magiss and all the Mage Masters perish in devastating supernatural warfare.
Nothing remains of their works save their doom rings and their massive citadels
of black stone – but were the dragon globes, teeth and nails destroyed or lost?
Sarnathr’s descendants, the dragons, burrow deep into the black citadels to
hide. The Feyhd’elth slay legions of Feyhd’ru in pitched battle and hunt down a
thousand more. All are cast into the Cauldron to be unmade, the Feyhd-ru that
possessed the lava bodies likewise cast into the Outer Dark where the Nyr
dwell. Satisfied, the Saervan and Feyhd’elth hosts withdraw from the world.
Then the One unleashes the Greater
Cataclysm, his judgment upon a disobedient and corrupt humanity, steeped in
evil and depravity, saving only his prophet Namar together with his wife Namara and their family and with His creatures, two of each kind—preserving the last of those through whom he
sent his warnings, last of those who stood firm in his strength and love. The
Greater Cataclysm shakes and reshapes the world’s foundations. The seas rise.
Mountains shift and fall beneath the waves. New peaks thrust above the watery
plain. New oceans form. The Great Continent breaks asunder to form smaller
continents and myriad isles rise above in-rushing waters. And, the Black
Citadels are buried beneath land and sea, or swallowed by wide fissures that
open and close like jaws of vengeance.
Thus ends the First Age in worldwide
earthquake and the Great Flood.
The Second Age
(The Tribal Age)
The maelstrom subsides, and the
world’s jewel-like face brightens. The waters recede and Namar and Namara’s barge comes to
rest on a high mountain he names Taj Meer. Beneath gently swirling blues and
whites, the lush green of forest and field, the rich gold of grain and sand,
and the turquoise of sea and lake teem with life, the land blossoming with
fruits and vegetables once again. Many Feyhd’elth households reenter the world
to observe the unfolding of humanity’s salvation—but only from a distance,
seldom mingling, never interfering. In this age, Alveron borders the Kindred
Realm along the fringes of the Everwood in the North and in hidden places
throughout the Kingdom of Isles, and the Feyhd-elth secretly open gates and
smaller doors between the realms to bypass the Rainbow Bridge and be unobserved
by Saer in their comings and goings.
Namar’s sons father the Six
Kindreds that multiply and divide into tribes, clans, and houses. (Ogren’s
giant descendants are wrongly named the Seventh Kindred, for they are not
Namar’s descendants—banished and cutoff before the Greater Cataclysm.) Quatha’s
kindred remain settled where Namar and Namara’s barge has landed there on a mountain in the
center of an isle at the world’s center. But the other five kindreds multiply
rapidly, spreading civilization across the three continents: Zimba’s kindred
cross to the shores of the Southern Continent and explore its dense jungles and
fertile plains; Shallabah’s kindred wander into the Middle East’s deserts;
Kodan’s kindred still further to occupy the Far East’s mountains and rolling
plains; and Valdir’s kindred and Burradin’s kindred trek into the North’s
snowcapped heights and deeply forested valleys. Thus, the Tribal Age witnesses
the beginnings of humanity’s exploration and the flourishing of her individual
cultures. But peace does not last.
*
For history repeats itself in the
Second Age. Two empires rise to prominence: Taj Meer, the Empire of Light at
the center of the world whose people worship the One; and Styx, the Dark Empire
to its southeast, whose lords remain secretly dedicated to Orm, and whose
priests seek Orm’s power.
*
The island of Taj Meer remains
peopled by tribes of every kindred and folk descended from Namar and Namara and thus Emen and Emara, those who have
remained at world’s center and those who return to Taj Meer’s culture as she
prospers. Unlike other parts of the world, they freely intermarry. The Quatha
alone keep to themselves on the isle, a separate people called out by the One;
and, from the Quatha, Wiseman or Sages are chosen to guide the people in
politics and economics. A Council of Judges, chosen by the people, serve in
matters of justice. A prophet emerges among the Quatha every generation or
so—the Elder Patriarchs—and through some of these the One writes his Great Book
revealing his past, his purposes, his truth, his love for all humankind, and
the Savior Who is to come. Taj Meerians do not raise temples, but frequently
worship the One at spontaneous Gatherings in homes or parks, where they rejoice
in the One with singing and dancing. The isle of Taj Meer from which her empire
grew is a land of majestic mountains, frothy cascades, pure streams, open
woodlands, flowering meadows, honeyed grain-fields, rose-quartz cliffs above
crashing surf and pools with pink coral floors; a land of un-walled cities,
elegant marble and onyx towers rising to dramatic heights. From her natural
harbors, folk embark in her bird-shaped vessels with wing-shaped sails to ply
the known seas and return with wealth beyond imagining.
*
Styx contrasts sharply with Taj
Meer, its people a mongrel horde composed of tribal outcasts, the barren souls
of its Priest-Kings reflected in its geography, a rocky island in the midst of
emptiness – the Deadlands, a once fertile plain that had received the brunt of
the Saervan’s assault and been consumed in their fiery wrath. Its wind-battered
mountains and sun-parched deserts are broken only by the River of Blood’s richly cultivated valley wherein the
Styxian people gather into cities and farming communities that pay tribute to
the lords of the dread acropolis, Necra.
Necra—where a Black Citadel is
found and unearthed, where a man named Bohl Tavar finds The Book of the Magiss, also called The Book of Twelve, and immerses himself in the art of the deceased
Master Mages. Entering into a pact with Orm, he exchanges his soul for power.
And Orm the Devourer honors the pact—at the outset—transforming a lowly tavar
of a rural province into Styx’s Priest-King, the Arch-Sorcerer Boltavar. The
Magiss’ ancient citadel becomes his stronghold in the heart of Necra, the city
in the heart of Styx from which his hordes emerge to carve an empire that
stretches across half the world.
The Arch-Sorcerer’s Orm-inspired
scholarship reveals many things to him previously lost – Orm’s so-called
‘hidden knowledge’. Boltavar proclaims that an advanced, god-like race of
benevolent beings inhabited the world prior to humankind’s coming, and that the
One unjustly cast out these Pre-men lest humanity be enlightened by their
knowledge – Orm’s lie!—the god-like race in reality the fallen Nyr. He locates
the site of Sarnathr’s battle with the Ach-Sorcerer Thealden and unearths the
stratum at which the Magiss had acquired the dragon’s blood for their
blood-orbs. Through Orm’s enabling, he gathers the remaining blood—scattered
atomies that he draws into a thirteenth orb. Determining that Tep Attl, the
High Cauldron, is the very Pit into which the Arch-Saervan Thealden cast
Marmanil Sarnathr, Boltavar uses his new blood-orb and applies his knowledge
from the Book of the Magiss to
regenerate and muster legions more Feyhd’ru directly from the Cauldron, the
Magiss’ race made in imitation of men and Feyhd’elth. They pour forth from the
Cauldron’s mouth, hordes of them. He mounts the thirteenth blood-orb atop a
scepter he forges to symbolize his world-emperorship.
The Arch-Sorcerer’s armies conquer
many lands and enslave many peoples. One of Orm’s dragons rises from Necra’s
black citadel to do Bohl Tavar’s bidding. With it, he subdues the Far East
where he discovers a second Black Citadel with its dragons. Male and female,
they spawn more dragons. His armies conquer and enslave the Southern Continent,
the peaceful lands of Zimba where he finds and unearths yet another Black
Citadel at the source of three rivers, high in the Skull Mountains.
Loosing the Feyhd’ru to west and
north, the independent continental kindreds fall to him one after the other,
cutting off and threatening fair Taj Meer herself. His conceit knows no bounds
and his hunger for power waxes with every conquest. He frees the giants from
the Forever Ice and revives them to harry the North. He mutates some goblins
into bat-winged creatures called winged-ru (gargoyles in the North and Harpies
in the South). But still he is not satisfied. He covets power beyond that which
the Magiss had wielded. He craves Nyric power for himself, convinced he will
find a way to bind and control the Nyr where the Magiss had failed.
The peace-loving Taj Meerians have
steadfastly resisted the wars that encroach upon their borders, but now they
arm themselves for a battle to the death—and the world is torn by the struggle.
The war between Taj Meer and Styx, its carnage and bloodshed, the maneuvering
of vast armies and mighty navies, lasts generations and shatters all outlying
civilization. Warfare becomes a way of life, century upon century, the citizens
of Taj Meer, a people bred to war—an un-winnable war they come to fear,
despairing of their freedom in a bleak future. No longer do they trust the One
to deliver them but beg of Him an Emperor-King to lead them. And the One grants
their request to demonstrate the fatal results of trusting earthly authority
above Him.
At first, it does not seem to them
a bad thing to be ruled by an absolute monarchy. Their Emperor-King makes
alliance with the Feyhd’elth. The Kindred Alliance it is called though the
Feyhd’elth are no kindred of humankind. Men and women name them the Twilight
Folk, but the Feyhd’elth name themselves the Faded Ones, for their memory is
long. Little do they care to interfere in humanity’s affairs, but they fear the
Nyr, the so-called Pre-men of Boltavar’s false teaching, and despise any who
seek to restore them. Little do they care for war, but well have the Feyhd’elth
learned the consequences of neutrality in spiritual matters.
And so, at last, the Kindred
Alliance forces break the Arch-Sorcerer’s Feyhd’ru hordes and free Taj Meer’s
island-capital. Its siege broken., the Emperor-King and the Feyhd’elth earls
lead their warriors in a rout, driving his trolls and goblins back to the Dead
Lands of Styx, back to the High Cauldron. Those they catch they cast into the
lava from which they were formed, there to burn and be unmade like those of the
past age, releasing the Feyhd’ru to the Outer Dark. Not all are caught but the
Feyhd’elth then seal the Cauldron and, with Taj Meer won, the Arch-Sorcerer’s
centuries-long world-rule comes to an end.
The ragged bands of Styxians who
escape flee into the deserts. The giants who had fought for the Arch-Sorcerer
flee back to Frostwold and escape into Alveron’s Ice Border. And so too,
scattered remnants of goblin and troll armies, escape into the dark corners of
the world, deep into the earth’s shadowed passageways, some even slipping
through the doors the Feyhd-elth had inadvisably made, fleeing into Alveron,
the fabled Twilight Realm itself.
But the Arch-Sorcerer has fled back
to Necra, and the Alliance now lays siege to his acropolis, his Black Citadel.
Yet even at bay, trapped within his mammoth fortress, the Arch-Sorcerer cannot
be taken, and he remains a deadly threat to free peoples everywhere. His
massive, towering gates hold fast.
Finally, at the Feyhd-elth’s
insistence, the allies seek the One’s intervention.
And the One hears them.
Inexplicably, the Kindred forces
break camp and depart from Necra, even the Dead Lands. The Arch-Sorcerer
marvels at their sudden cowardice. Then the reason for their departure becomes
clear to him.
The One unleashes the Lesser Cataclysm.
The Dead Lands, Styx’s barren plain, collapses. Necra, the City of Power,
crumbles, its acropolis splitting asunder. Blood River widens to become an
ocean, and the Arch-Sorcerer’s Black Citadel sinks beneath the purifying waves
of in-rushing seas. And Boltavar falls, his shattered body lost to the depths.
Thus ends the Second Age in
earthquake and flood.
The Third Age
(the Age of Taj Meer)
However, with the Arch Sorcerer’s
fall, humanity’s true corruption is revealed. Over the next century, it is
neither Orm nor Bohl Tavar nor Nyr nor Feyhd’ru, nor any manifestation of
Styxian sorcery that brings about Taj Meer’s doom—but the very heart of the
Quatha, having grown cold and turned from the One. Ruled by kings of their own
choosing, they worship science now as God.
Taj Meer grows corrupt from within.
Her rulers become seekers of power and wealth, power for its own sake,
worshipers of self – greedy, immoral, and overbearing. Within a generation, a
new emperor-king has become a tyrant, leading them into still further
transgressions. And each succeeding Quatha emperor-king grows more depraved and
power hungry than the last—all but Jahaire, the only woman to reign, and the
only emperor to seek the One.
With internal peace comes
scientific advancements, transforming Taj Meer into a realm of unparalleled
marvels—not a nation of sorcerers such as the Magiss had arisen from—Oh no!—but
a realm of science, and the Quatha pride themselves upon their achievements,
trusting in human knowledge and technology rather than the One through whom
they received such knowledge and ingenuity. And Taj Meer’s greatest conceit is
commencing the construction of a Spiral Stairway to Heaven by which humanity
might reach the stars and become gods.
And so, the One determines that Taj
Meer will be no more, forever.
But first, yet again, he sends his
prophet to warn the people – Beneniah, last of the Elder Patriarchs.
Tirelessly, Beneniah strides the cobbled streets exhorting the people, time and
again crying out to any who will listen, any who will hear of the One’s love,
and heed the One’s warning, be they Quatha or other kindreds or mixtures of
kindreds. Beneniah speaks in households, before assemblies, finally before Taj
Meer’s emperor-king himself, issuing the One’s decree. But the people, all but
a few, will not hear him. They scoff at
him, spit upon him, and beg their leaders to remove him from their sight. The
emperor-king orders Beneniah imprisoned. Without trial, his execution will take
place the following day.
That very night, the One sends
Brand, his Saervan warrior, to open the door to Beneniah’s prison; and he sends
other Saer to guide the One’s own from the city—the Quatha who remained true,
trusted Him, or turned to the One, heeding His warning. Down to the docks they
pass unhindered to board ships of light and wind. And the Saervan transport
them across the Inner Sea to the shores, where Feyhd’elth stand with their
pole-lanterns waiting to escort them to safety in Bartabia’s deserts where they
will wander—a people without a home. And the marvel of it is that no prince or
ruler or captain or guardsman see the Remnant Quatha go, neither the
emperor-king nor his high priest. For the One had blinded them all. Since the
Taj Meerians refuse to see his truth, neither do they see his Chosen escaping
Taj Meer’s doom.
For when this has been
accomplished—on the very morning upon which Beneniah had been sentenced to
die—even as the Saervan sail home across the Rainbow Sea, the One loosens Taj
Meer’s foundations, and the once graceful isle sinks beneath the waves—as did
Necra—never to rise again.
Thus ends the Third Age in earthquake and flood.
The Fourth Age
(the Age of
Migration)
With the fall of Taj Meer the Once
Golden, civilization collapses.
Throughout the world, tribal kingdoms
fragment into warring factions harried by barbarian forces, the outcasts and
banished houses and clans of various kindreds in the northwest plus Styxian
refugee bands along the Inland Sea’s southern coastlines and rivers. Chaos
reigns. Arts and sciences are lost. Pre-men worshipers establish the first
man-made false religions—druidism in the north and astrology in the
south—people worshipping creation rather than the Creator, denying the One’s
sovereignty.
The Quatha still follow the One,
but they wander Bartabia now, nomadic tribes and clans dispersed throughout the
deserts.
Similarly, Burradin’s folk disperse
throughout many lands, seeking markets for their metal arts.
The Feyhd’elth, however, also
withdraw completely from human affairs following Taj Meer’s fall. Dismayed by
humanity’s depravity, they seclude themselves mostly in the Everwood and the
vast forests of the Far North where they are called elves, but also in
unchartered isles in the Major Inland Sea, and in hidden vales and groves among
the Island Kingdoms where they are called nim’phae (female) and nym’phaun
(male). They become the stuff of legend and myth.
*
When the Kindred Alliance broke
Styx’s power on the Great Continent, Slaegon, who had been Arch Sorcerer
Boltavar’s captain in the north, fled to the Black Citadel in the maw of the
Worm’s Bed Mountains at the eastern most end of the Great North Sea. There,
over the century it takes Taj Meer to fall into corruption and then into the
sea, scattered remnants of the Arch Sorcerer’s Feyhd’ru armies, including the
winged-ru (called gargoyles in the north and harpies in the southern climes),
along with other foul creatures have steadily flocked to him. The Warlock King,
they call him. And he labors to unearth and decipher the Magiss’ eldritch
legacy as his minions, the Feyhd’ru, grow in strength and numbers, spreading
west across the Northland. Seeing this threat to their own mountains and
forests, the dwarves of the Mineral Mountains and the Feyhd’elth of the
Everwood arm themselves and go to war together once again. They drive the
Warlock King’s fell servants into the Dread Doom Mountains, where they hold
them in check. For a time! Meanwhile, Slaegon gains strength and increases his
knowledge.
Out in the wide world among Namar
and Namara’s descendants, heroes emerge to spearhead the battle for law and
order, leaders who establish a variety of independent kingdoms.
Zimba’s descendants – Kabba,
Shunda, Takka, Tufi and Tonga who have settled into river-based villages and
hunting communities across the Southern Continent’s magnificent terrain—found
the fabled Black Kingdoms.
Of Shallabah’s descendants: Kur,
Ana, and Masubi father nomadic tribes in Bartabia; Pty fathers the river-based
tribe of lush Ptyah; Tarkas takes the Steppes and Table Lands to Bartabia’s
north; Mottchek crosses into the Grasslands where his descendants split into
Vosh and Goffic tribes; and Hendi and Nesh cross the firth onto the Eastern
Continent to found cities in Hendia.
Kodan’s descendants—Py, Nan and
Ho—drive the dragons out of the Far East and found Tambin, the Morning Kingdoms;
and Tanonga crosses vast water to the Lonely Continent where his tribal
descendants later revere him as Great Father.
Of Valdir’s descendants: Coris
maintains lands throughout the Peninsula and Central River Lands; Arcadins
sails into the Inland Sea’s archipelago to build city-states that become the
Island Kingdoms; but Pallae migrates into the forested plains and green hills
of the Crescent Mountains’ northwest, Tuthar into the Forest Wilds above the
Crescent Mountains, and Beorn’s Folk, Langdon’s Folk, Kell’s Folk, and Mak’s Folk
sail into the far north.
Quatha’s descendants, now called
the Lost Kindred (though in reality having only been hidden, scattered, and
wandering), secretly re-gather in Bartabia’s deserts to which their forebears
had fled from sinking Taj Meer, renaming themselves the Quatha bak Shee, the
Quatha in Exile. They build the Citadel of Goldensand on the Edge of the Desert
Night—their only permanent home, its location a guarded secret. Despite the
One’s pronouncement to the contrary, they build in imitation of Taj Meer’s
architecture, longing to see the land of divine grace restored to its original
height before corruption and depravity set in.
In many parts of the world,
prejudice against the Burradin has increased along with their wealth and their
metallurgy’s prestige, so too does jealousy of the dwarves’ long lives
undiminished from the First Age when members of all six kindreds lived nearly a
thousand years. The secretive dwarf folk are accused of plotting incursions
with brigands or barbarians, or blamed for economic collapse, even
crop-failures and plagues. As a result, dwarf folk begin departing their
adopted lands, in ever increasing numbers, journeying north to join their
cousins in the Crescent Mountains, and still further into the mountains of the
far north, the Delvings and the Mineral Mountains, where they withdraw deeper
into their mines to advance their art and find peace. In time, they find and
tunnel through doorways that lead into Alveron, doorways the Feyhd’elth thought
to be locked safely in stone. Over the centuries, like the Feyhd’elth,
Burradin’s folk fade in kindred memory, relegated to the realms of legend and
children’s tales
*
Now the folk of Beorn—seafarers
Langdon, Kell, and Mak—sail into the far north, reaching islands that had remained
half-mythical till the day of their landing—a large, fair island and a smaller
equally green one northwest of the Great Continent. They name the larger isle
Brythland, the Bright Land, in memory of Taj Meer; for though its early morning
fogs and frequent rains might belie its name, there is truly no brighter,
crisper realm in all the world when the clouds part and golden sunrays slant
down to bathe its flowered hills and dales, its leafy green forests and purple
moors in bold relief. Langdon’s Folk choose its southern rolling downs and the
virgin forest fringes of its midlands for their steads and villages. Mak’s Folk
choose its northern highland wilderness. Kell’s Folk choose its southwestern
peninsula where their Prince Weyl dies, giving it his name—Weyl’s End. His clan
crosses over to the smaller isle, settling that hilly, emerald, cliff-walled
land and naming it Kel’ire.
But Beorn’s folk, who had made
their ships, choose to sail on, to see what lies beyond. Crossing the Great
North Sea to the steep, mountain walled waterways of the far north, battered
and driven by a fierce sea-storm, they make landfall at a place they name
Fiordhaven.
The Brythlanders prosper, farming the fertile valleys and profiting from timber and wool they export across the channel to Pallavarre. Tuthlanders prosper in the fur trade. And the Northlanders prosper because it is their ships by which all trade goods change hands. Harassed occasionally by Feyhd’ru that evaded the Feyhd’elth-Dwarf Alliance’s net, Northlanders and Brythlanders grow into a hearty and determined folk out of which heroes and knights arise to battle the evil remnants of the past. Unknowingly protected as well by Buradin’s Folk and especially the Feyhd’elth, Brythland and the Northland, like many kingdoms to the south, spur humanity forward on its long climb back toward civilization.
The Fifth Age
(The Age of
Empire—Part One)
Ptyahns have built their cities on
the border of Styx’s cursed empire, a river-based people, growing in power to
become the first of the new empires, its political power center established
where the River of the Gods empties into the Inland Sea like a snake with its
mouth open as though ready to strike northward and swallow the Island Kingdoms’
archipelago whole.
The Dead Lands, which lie to
Ptyah’s east, are now called the Sunken Lands, or more often the Daemon Sea,
the reason forgotten by many. The barren and forbidding shelf-land bordering
the Daemon Sea is now called the Dead Lands, and the Ptyans build their tombs
and monuments in the ruins found there—Tierapid, a center of religion, a place
of pilgrimage and worship. The priests
and cults of Tierapid, descendants of the Styxians who survived the Lesser
Cataclysm will not rest till they have uncovered and mastered all the Magiss’
arts. They gain possession of a dragon
globe and finally succeed in summoning Pre-men to inhabit creatures warped to
their own designs—half-man, half-beast hosts for Ptyah’s gods – Hset, the
serpent god, chief among them. Tep Attl, they name the Cauldron of the Gods,
and Ptyahns come to believe it is where the beast-gods created all life. Hset’s
priests come to exercise powerful influence upon Ptyah’s royal house. It is not
long before Styx has re-emerged on the Southern Continent in the form of a Ptyahn
hierarchy, led by the beast-gods’ priesthood.
Ptyah—the oldest of the empires.
*
To Ptyah’s southwest, the loose
confederation of Black Kingdoms in Shundaland and Tongaland join to form a
tribal league—Zimba Ka—the Black Empire ruled by Zimba’s direct descendant—an
empire to rival Taj Meer.
*
The dragons proliferate in the Far
Reaches, descending again upon the peaceful Morning Kingdoms. Like Orm’s
Marmanil, they deceive Kodan’s descendants into believing they are beautiful,
wise, benevolent, gift-bearing creatures. They choose a power-hungry man to
empower as their emperor, uniting Tambin for the first time, forging the
Morning Kingdoms into a mighty empire—the Xaichen Empire. The people support
each new emperor because they believe the dragons are divine ‘powers’ whose
favor rests on these chosen. The Dragon Emperors build and expand a Sub-Palace
in Do Ming, imitating the Black Citadels. They dig tunnels leading out and up
into the Dragon Mountains – secret tunnels (the existence of which is lost to
future generations) through which they consult with their dragon-masters and
through which the dragons whisper their lies. Corrupted by Orm, the Dragon
Emperors overreach themselves, sacrificing to Orm and preparing to conquer the
world in Orm’s name.
But rebellion takes place,
preventing the dragons’ scheme. Ty Tan Shing, a heroic warrior, arises to
unseat the Dragon Emperor and drive Orm’s dragons into the north. He becomes
the first Sun-Emperor, so named for bringing light into Xaichen’s darkness.
But Artiman Jezaar appears as Tzao
the Sun-Prophet and plants his All-Is philosophy, replacing the dragon’s beast
worship that had replaced World Mother Ria’s nature-worship. He takes the
Magiss’ circle works, found in ruins or impressions beneath the surface, for
his symbol, claiming that they are still power centers. Jezaar convinces a
later emperor that he is divine like him—a Divine Sun-Emperor and his Divine
Prophet.
For a long time, Xaichen, the
Sun-Empire does not look to the west or seek to interfere in its affairs,
content to nurture its own culture and peace between its people in the
aftermath of Boltavar’s destructive rule.
*
The independent city-states of the
Island Kingdoms prosper. Their mountainous isles make inland travel risky at
best, and so their people become shipbuilders and sailors the likes of which
the world has never known. Their art and learning spread rapidly. Their
knowledge of the world’s geography increases.
Though not an empire, their
democratic city-states, roving spirit, and burgeoning trade monopolies, grow to
challenge and provoke the Ptyahn Empire while instilling envy among her
enslaved masses—until a tyrant named Kah’laam gains power in Arachne and forms
alliances with other city-states to consolidate governments, unshackle judges
from the laws of the land, and limit freedom—a ruthless would-be world-emperor
who transforms the Island Kingdoms into the unified Kingdom of Isles.
This is the world of Dallus of the Isles, a hero among
heroes during the Island Kingdoms’ Heroic Age.
The Fifth Age
(The Age of
Empire—Part Two)
And so, Kah’laam, the Tyrant of
Panthia is at last overthrown by Prince Wakeesa, heir to Zimba Ka’s throne, and
Dallus of the Isles, slaves who gathered the heroes of their day into a band
of warriors to free the isles of his brutal grasp.
Kah’laam flees back to Ptyah to
lick his wounds and study more deeply Styx’s arcane knowledge in the Magiss’ Book
of Twelve. He reverses his name to Malak,
and from that day forth will work only from behind the world’s thrones—his Game
Within.
Soon, Malak wreaks his vengeance on
Prince Wakeesa. Shapeshifting with his father’s chief advisor, he learns Zimba
Ka’s defenses. Next he mutates Frostwold giants into imitation Ptyahn
beast-gods, weir creatures possessed by Nyr which he summons from the Outer
Dark—a snake-god, hawk-god, crocodile-god, and feline longfang-god—then sets
them loose on the peaceful kingdom, decimating its people and driving the rest into
exile.
King Wakeesa and his spear-slayers make a stand in their cliffside capitol against Malak wier-gods, giving his son, Prince Wakeesa time to lead his people out. They slay all but one of Malak's creatures--the longfang that takes his life.
Malak sends remnant bands of Feyhd-ru raiding throughout the Land of Three Rivers, creating the myth that septok and feez infest the realm. Renamed Zimba Ru, the Land of Three Rivers becomes uninhabited--Malak's first behind the scenes manipulation a success.
Meanwhile, Dallus, the One’s choice
as Panthia’s first high-king, rules justly—a scholar and patron of the arts, a
man of peace, unafraid to fight evil. He restores worship of the One, personal
freedom thrives, individual isles retain their authority, and the Kingdom of
Isles establishes peace with its neighbors. He founds the Great Library on
Arachni, and commissions Zippopolus to draw the first world map.
It is Panthia’s Golden Age and the
Kingdom of Isles, along with the new King Wakeesa’s Tonga-Shunda-Kabba League,
remain unconquered until threatened by Cor.
*
But to the north, Brythland’s and
the Northland’s peace will soon be destroyed by the Warlock King’s aggression.
Between the twin peaks called
Worm’s Teeth, Slaegon the Warlock King has made the Black Citadel his
palace-fortress—the Citadel of Daemons, it is called by those who come there to
serve or come there to die. He controls the ancient order of Druids through his
apprentice-sorcerer, the Chief-Druid Smirnal, and the druids in turn make deep
inroads, controlling many of the northern peoples. Blocked to the north of his
Daemon Citadel by the Feyhd’elth—Dwarf alliance, he covets Brythland and conspires
to rule it as the first step on his road to world dominion. Leaving Smirnal and
another of his servants, Kveldulf the Evening-Wolf—a wier—to hold his palace,
command his trolls and draw the north under his sway, the Warlock King sails to
Brythland undetected by Feyhd’elth or dwarf.
Slaegon lands on a shale beach at
the foot of a high escarpment called Fellskar on the north coast of Pucland,
Brythland’s unsettled western peninsula. There, beneath a barrow—a nameless
Third Age Taj Meeran sea-lord’s tomb—he uncovers another Black Citadel that has
been buried by the Greater Cataclysm and gathers his goblin armies to him. And
there, Clionastra comes to him, Malak’s ex-lover, Malak’s betrayer, now calling
herself Morrigan, Old Mother Crow, so that Malak will believe he succeeded in
slaying her. She and Slaegon become lovers, she his Witch Queen; and with the
knowledge she has gained from Malak combined with his own, Slaegon waxes
powerful.
Together, they devise a new evil.
Mutating wicked men into human mockeries, they use a dragon globe Clionastra
has stolen from Malak to summon Nyr from the Outer Dark to possess them –
twisted shells the northern folk name ogres.
His goblins rapidly infest Pucland,
spread along the mountainous spine of Lands End, and soon become the scourge of
Brythland’s countryside, raiding the Farafields and Heath Lands that border
Pucland on the east, and the more populous Forest Lands and High Lands beyond
the Purple Mountains, making travel impossible except in large companies. The first
prong of his assault on Brythland begins with marauding goblin bands destroying
crops and stealing or slaying livestock. Soon, men are being slain in their
fields, women in their homes and children stolen from their cots. Before long,
goblin armies, led by ogres begin taking strongholds and fortified towns. Trade
comes to a standstill. And a treasure pile, the size of a low hill, rises
within the cavernous barrow above Fellskar’s Black Citadel—his minions
ill-gotten gains—an inexhaustible resource financing his nefarious plans.
*
Meanwhile, Smirnal had been busy
bending Tuthons to his will in behalf of the Warlock King, organizing their
wild, constantly quarreling tribes into a druid-ruled kingdom, and rousing them
to war against the Brythlanders. When Slaegon deems the time to be ripe, Tuthon
warriors will form the second prong of his assault on Brythland.
And Kveldulf has been no less busy,
setting the trolls of the Dread Doom Mountains to burrowing beneath their
blockaders. They emerge into the Delvings where the dwarves have mined the
deepest. There they slay many of
Burradin’s Folk. Then Kveldulf leads a troll army out into the Northland Dales,
burning villages by night and driving Beorn’s Folk back to the fiord.
But the Northlanders are made of sterner
stuff than the Warlock King or his lieutenants had anticipated. Led by Veylan
Smith—a famed forger of bronze and steel, and trusted friend to the dwarves of
the Mineral Mountains—the Northlanders make their stand on Beacon Hill and the
Tumble Downs. Turning the tide, they press the troll army back through the
Dales, herding them against the hammers and axes of the rallied dwarves, and
onto the naked blades of their allies, the Feyhd’elth.
For a time, there is peace in the
Northland, but little safety. The dwarves and elves (for so the Northlanders
have named Burradin’s Folk and the Feyhd’elth) melt into their mountains and
forest, leaving the Northlanders alone to defend their own. For, though the
troll army has been broken and scattered, wandering troll bands waylay
travelers, and lone trolls hide beneath bridges or fallen stones, in haystacks
or lonely woods to molest the unwary. Even winged-ru, called gargoyles, become
a threat as they were in Brythland, swooping out of the night sky to snatch
livestock and children up in their talons. Veylan’s son, Ander Smith, leads the
newly established Watch, its riders ever on the alert.
*
Across the sea in Brythland, a
mighty warrior arises—Cedric Redbeard. A band of determined knights forms
around him, expert horsemen, unmatched with spear and sword, to stem the tide
of death, destruction, and fear—the Knights of the Realm. They banish the few
druids their people have tolerated and, with Cedric at their fore, herd the
goblin bands from the countryside, re-take the ogres’ castles and towns, and
rescue many women and children from horrifying slavery. As the One gives them
victory upon victory, knights and kings alike eagerly lend Cedric their sword
for the honor of being dubbed his vassals.
Enraged by Cedric Redbeard’s
lightening-swift victories, Slaegon marshals his Fellskar forces and sends word
to Smirnal (who has instilled an iron discipline in Slaegon’s Tuthon subjects),
and commands him to rouse their ire against Brythland. Three hundred and
seventy-two Tuthon ships set sail, prepared to invade their neighbor’s island
as Slaegon unleashes his Feyhd’ru hordes upon Brythland in a wave of terror,
swarming across the Netherbarrens and onto the Langdon Plain—the Warlock King’s
two-pronged invasion begins.
But Northland long ships have kept
watch along the Tuthon coast, and Smirnal’s armada sails into ambush even as
Cedric’s Knights of the Realm together with those of his vassals and allies
ride down the Purple Mountain’s eastern slope to meet Slaegon’s hordes on the Langdon
Plain—a nightmarish clash of tooth, nail and cruelly notched blade against the
clean steel of Brythlander spear and broadsword.
It is the Battle of Brythland,
later called Brythland’s First Defense. The Battle of Langdon Plain lasts a day
and a night, but at sunrise the Warlock King’s forces give ground, and Cedric’s
forces drive them steadily back, pressing them toward Pucland, even as the
Tuthon ship carrying Smirnal turns tail and runs from the sea battle. The
Northland fleet sinks the last of the Tuthon transports at sea off the isles
that comes to be known as Sea Grave.
That evening, on the other side of
Brythland, the goblin armies rally to make a stand at the Doom Ring, hoping the
cold black monuments of the Magiss’ age will somehow empower their victory.
Many a knight and soldier die in the Doom Ring’s moon-shadow. Like the Battle
of Langdon Plain, the Battle of the Doom Ring lasts all night and into the
morning hours, but the One gives Brythland a resounding victory that day.
Cedric’s knights break Slaegon’s lines and battle becomes rout as the Fellskar
hordes disperse, fleeing into the Nether Barrens of Pucland, frantically
seeking the safety of the Deathdrum Mountains and the Withering Wood.
On the bluffs above Pucland’s
barren plain, Cedric Redbeard is hailed as Brythland’s first high king. The
kingdoms of forest, highland, peninsula, plain and isle unite beneath his
banner. And at Land’s End, deep in the Black Citadel, Warlock King and Witch
Queen tremble.
*
Cedric commissions a wall to be constructed
along the low line of cliffs separating Brythland from Pucland, and strongholds
to be raised—Castle North and Castle South on the coasts to north and south,
and Kiranhold, the Twilight Castle at the wall’s midpoint. A Marshall is
appointed who will guard and maintain the enormous wall and keep its
strongholds—Sir Alden, an old and dear friend of the high king’s—and the office
of Marshall will be handed down generation upon generation within his family.
His knights patrol the line of demarcation as the work begins, and eleven years
later, with the Great Wall’s completion, ride its length—the Kiran Riders,
riding their steeds along its wide allure (walkway), so massive and thick is
its stonework. Any troll, goblin or ogre caught in the Bright Land after that
is cast from its height. Any gargoyle flying over its wall falls to the Kiran
Riders’ deadly arrows.
*
Now Cedric knows that only the
Warlock King’s death will ensure lasting peace for Brythland. However, in his
desperation, he fails to seek the One’s will. And so, Cedric Redbeard makes a
grave error, one that might cost him his life and send his immediate descendants
to early graves. Instead of trusting the One to bring him victory, he looks to
his own strength, deeming he needs a weapon to match the Warlock King’s
sorcery. He calls a Counsel of Three—Feyhd-elth, Burradin, and
Brythlanders—which Burradin’s Folk and the Feyhd’elth reluctantly attend.
Cedric appeals to Zimzom, the Dwarf King to have his people fashion a sword of
great strength and flexibility, using their most advanced tools and skills. And
he appeals to Eldric, the Elf King, and to Earl Corrigan, the Highlander
Feyhd’elth ruler, to use the ancient runes of power to make the sword both
deadly and invincible.
Needless to say, the Dwarf and Elf
lords refuse—Burradin’s Folk because they guard their techniques and abilities,
‘not for the likes of men’ (for they have come to think of themselves as a race
apart with their tunnels connecting the Kindred Realm with Alveron—and the
Feyhd’elth declare the use of runes prohibited by the One. Neither will become
the enemy they loathe. Cedric the High King returns to his realm embittered and
frustrated.
Here Orm the Power Seeker sees his
opportunity. He sends two of his own to the high king of Brythland, a dwarf and
an elf—Illugi and Skirnir—traitors to their folk. They offer Cedric that which
he seeks in return for riches. Together they will forge a sword, its molten
metal the contents of a fallen star mixed with mighty spells, forged on
sorcery’s anvil. Illugi designs and forges it—a two-handed, double-edged longsword,
its pommel and both sides of its hilt set with sapphires each the size of a
man’s fist, the star-shaped knife-pronged hilt made of jet-black metal inlaid
with red lettering—Skirnir having dared apply the forbidden Runes of Orm. The
blade glows silvery blue, even in the dark. And so, Cedric obtains his powerful
weapon. Frostflame Cedric names his sword for its bright, cold beauty—though
King’s Bane will be its name for generations to come.
His
sword!—That is Orm’s doing, of course, sowing the seeds of future disaster,
planted against the day of Orm’s incarnation, Orm’s personal rule.
*
Deep within a mammoth black citadel
far below the Daemon Sea’s surface, a broken, misshapen, black-robed form sits
an ancient onyx throne. Still as death, he has sat there down the long corridor
of centuries.
Then one day, from the ever-night
at the bottom of the sea, Belis, a Nyr in mer-creature form enters the gloomy,
lichen-lit hall bearing a sword—Frostflame’s twin, cut from the same fallen
star as Frostflame. Dripping seawater, Belis crosses the wide stone floor and
places the sword before the dark figure so that it spans the throne’s massive
arms pommel to point. And then the Nyric mer-thing vanishes, leaving no sign of
its coming save the sword and the wet prints of webbed feet.
A twisted, sinewy hand emerges from
dark robes to haltingly caress the glowing, blood-red blade. A rasping sound
that is almost laughter rattles within the hood’s deep folds. Cedric does not
know of Firefreeze—Frostflame’s sister-sword—forged and rune-carved by Illugi’s
and Skirnir’s skill from the same star-metal upon the same forge; Cedric does
not know that the twin swords link their owners mind to mind; nor that
Firefreeze has been delivered to Boltavar on his throne in the deeps.
For, the Arch-Sorcerer, Bohl Tavar,
had cried out to his master as he fell, begging Orm to spare his life—and the
Deceiver had heeded his servant’s cry. His body all but shattered—Boltavar has
survived the fall of Styx and the sinking of his Black Citadel—physically
paralyzed yet terribly awake to all that Orm promises him as he plots Styx’s
restoration, biding his time there at the bottom of the Daemon Sea—waiting,
waiting.
*
Again hosting his Knights of the
Realm and their liege warriors, King Cedric Redbeard launches his assault
against Fellskar Keep. They ride out of Kiranhold like an avenging wind, across
the Nether Barrens, skirting the Deathdrum Mountains and thunder down the coast
of Lands End. Slaegon sees their coming from his Black Citadel, and flees by ship
taking his Witch Queen, Morrigan, to his Daemon Citadel.
Cedric sends to Veylan who gathers
his fleet once again, and together they sail across the Great North Sea to slay
the Warlock King. The Tuthons meet them on the rocky coast below the walls of
Slaegon’s palace-fortress but cannot stand against Frostflame’s onslaught. His
trolls desert the walls, so great is their panic at the whirling might of the
giants’ blue flaming sword. They fling open a side gate and pour up the
mountain slopes.
Thus, Cedric and Veylan gain
entrance to Slaegon’s citadel. Cornered in his daemon-haunted palace, the
Warlock King makes his stand against Cedric’s Frostflame—and loses his head in
the effort. But Morrigan slips deeper into the Black Citadel, descending into
its uttermost depths, sealing doors at her back. She has used too much of her
sorcery. Weakened, her age showing and taxing her, she must sleep her sleep of
restoration. Kveldulf slinks off, and Smirnal disappears, deserting their
master in the carnage and confusion.
Thus ends the Warlock King’s reign
of terror.
*
Boltavar reasons that Slaegon was a
minor piece to sacrifice to bind Brythland’s high kings in his bid to enter and
rule the world. A horribly twisted hand caresses Firefreeze’s blade,
Frostflame’s twin. Grotesquely crooked lips smile.
*
But war against the Tuthons
continues, Pallavarre taking the brunt of their assaults. Having acquired a
taste for conquest, thanks to Smirnal’s influences, and left un-satiated and
mortified by their armada’s misadventure,(never again will they go to sea), the
Tuthons begin by harrying Pallavarre’s northeastern frontier.
LaFinnda is Pallavarre’s legendary
heroine embodying all the virtues and beauty of that fertile countryside. She
and Cedric meet on the battlefield when he comes to aid her kingdom against the
Tuthons who have reached Pallavarre’s throne. Together, they press the Tuthons
back into their vast forestland.
He falls in love with her and,
flush with victory, means to annex Pallavarre to Brythland and march on the
road to empire for a worthy cause—the restoration of Taj Meer—a thing against
the One’s will, having decreed ‘It shall not rise again’. Orm has whispered to
him.
LaFinnda begs him not to. She
suspects the sword’s influence in such madness. She loves him in return and
wins him to her, telling Cedric he may possess either the sword or her.
He sheaths Frostflame, pledging
only to draw it again if Brythland or Pallavarre are about to fall, forsaking
the sword Frostflame—an answer to her prayers. Thus, Cedric Redbeard eludes his
doom through her love.
LaFinnda marries him, Pallavarre
remains independent, and their son inherits Brythland’s throne. Their daughter
marries a Pallavarren prince, and she inherits Pallavarre’s throne from her
mother, establishing the tradition of a ruling queen and prince-consort. The
people name Pallavarre’s capital city after her.
And so Brythland and the free folk
of the Northland enter a time of peace and prosperity. Their High-King, Cedric
Redbeard, builds Califax, the Rainbow Keep, where, as in Pallavarre, scholarship
and the arts flourish.
Many of his descendants, however,
do not avert Frostflame’s curse, succumbing to the sword’s allure; time and
again wielding it in battle against their foes—time and again falling to the
fate the first High King had avoided by heeding LaFinnda and turning to the One
for his kingdom’s safety and protection, Seeing fellow Brythland lords as
rivals, enemies to be controlled or vanquished—betrayal, madness, or death mark
their end. Each king after Cedric Redbeard
*
Cor, greatest of the Fifth Age
empires, rises in the west at the Great Continent’s center. Soon Cor has united
her neighboring tribes along the peninsula. At first Cor is a republic, rapidly
expanding its borders through trade and alliance. The Coren Senate annexes the
Central Princedoms to one by one become Coren Provinces, establishes colonies
on the Southern Continent’s northern most shores, and expands Cor’s merchant fleet
to rival Panthia’s own. Ivory and exotic furs and foods flow into Cor, endless
waves of grain from Sishkan’s wide plains.
But the Coren Republic and its vast
territories are not at peace. Trade wars constantly bring Cor and Panthia to
the brink of war. North of Cor, beyond the Crescent Mountains, lies the vast
and mysterious Tuthon Forest. The semi-barbaric Tuthons have fallen back into
divided tribes led by various chiefs and petty kings, periodically crossing the
mountains to raid the fertile Central Provinces for cattle and slaves. To the
east, the Goffs and the Vosh, mongrel horse clans composed of a mix of Py and
Tarkas descendants, roam the vast plains stretching south through the Grass
Lands to Hendia and as far east as Xaichen where they harry the Sun-Empire when
not sweeping down out of the Far Reaches and crossing the Sea of Grass above
the Minor Inland Sea to raid Cor’s vast grain fields and terrorize Sishkan.
From her self-imposed isolation
deep within her dead lover’s Daemon Citadel, Morrigan’s astral presence whips
Goff and Vosh into a united frenzy. She gathers
their reins into her own hands in an attempt to conquer Xaichen and Hendia,
hoping to carve out an empire of her own. But the Sun Emperors keep her in
check and later, with Malak’s covert assistance, drastically weaken her
minions, shattering the Goffs and the Vosh back into rival clans.
To the west, Cords—descendants of
outcasts from the Ana and Kur tribes who over the centuries migrated west
across the Southern Continent, crossing deserts, jungles, mountains, and
finally the Great Rapids to turn north onto the Great Continent—now harry Cor’s
western frontier. To the south, the Pirates of Jallapoint, a loose
confederation of freebooters, have grown powerful enough to threaten Cor’s
shipping in the Major Inland Sea. In addition, Cor’s colonies, strung out from
Aradh in the east to the Sugaan River in the west, are in constant danger from
the jungle’s head-hunting tribes and the desert’s brigand-bands. Cor maintains
an uneasy alliance with Prince Wakeesa’s descendants, the noble Chieftains of
the Tonga tribes beyond the Sugaan River, but they are warriors who do not
entirely approve of so-called civilization and the uses to which their people
are put on Coren plantations and deep inside Coren mines. Then Ptyah, coveting
Cor’s rich and diverse trade, begins making encroachments, encouraging jungle
and desert tribes to raid Cor’s holdings, inciting violence and dissension
within Coren colonies and protectorates, and expanding her empire by conquering
Aradh coastlands and adjacent territories.
In times of heightened pressures on
her borders, the Coren Senate elects an emperor-general, an Imperiator, with
absolute power to wage war against her enemies, each imperiator wielding more
delegated power and authority than the last. Cor’s standing army is divided into
five parts: the Central Legion to the north, the Boarder Legion to the west,
the Crescent Legion in the foothills and mountains to the east, the Colonial
Legion which together with the War-Fleet, patrols the seas and supports Cor’s
colonies along the Southern Continent’s coast, and the Flying Legion called to
where the need is—each with its own coequal general, all five of whom come
under the elected imperiator’s absolute authority to wage war when Cor’s
security is at greatest risk. Though still a republic, the stage is set for Cor
to emerge as the mightiest empire the world has seen since Taj Meer.
Cor and Ptyah go to war, a clash of
powers not unlike Styx and Taj Meer, though on a lesser scale. Coren citizens
fear for their republic, and not without good reason, their legions spread
across the world, their neighbor Panthia, the Kingdom of Isles, still
unconquered. A stalemate exists between Cor and Panthia—Cor’s superior legions
held at bay by Panthia’s superior war-fleet – and Ptyah, Panthia’s old enemy,
poised to crush them one at a time.
But the hero of the day is a young
senator, Tacit Arillian, who brokers peace with Cor’s rival—an alliance signed
by Panthia’s Philosopher-King (as her rulers have been called since Dallus’
time). Panthia’s classical art and
architecture is spared, and Cor left politically dominant—Panthia’s culture
saved at great cost to her independence.
With Panthia’s support, Cor defeats
Ptyah, but her legions do not occupy the ancient empire’s fertile valley. Tacit
Arillian, now Imperiator, binds Ptyah in a treaty subjecting the empire to the
republic’s over-lordship – an uneasy peace no one, not even Tacit Arillian
suspects has been manipulated by Malak in the guise of Nil Set, the Ptyahn
Septeth’s high-priest and advisor. Through his Hidden Circle, a network of
personally trained spies, Malak has worked to preserve Ptyah’s existence,
sustaining the ancient centers of Styxian power vital to his plans. The treaty with
Cor, a temporary measure, will ensure Ptyah’s autonomy, though the annual
tribute, fattening Cor’s coffers, causes the Septeth and Hseti Priests to chafe
in subjection to Cor’s Senate.
Cor has become the center of the
world.
*
But far to her north, an evil long
thought dead or dispelled has awakened to re-gather its power, refocus its
efforts.
The Chief-Druid, Smirnal, now comes
to Pucland. Within Fellskar’s Black Citadel, using the sorcery he learned from
the Warlock King and the Witch Queen, he generates a huge ogre and summons a
Nyr to possess it – the Bammy. It gathers goblins and gargoyles to harry
Brythland. Then Kveldulf, the Evening Wolf, having recovered Slaegon’s headless
body, comes to Pucland, offering it to the Sorcerer of Fellskar—for so survivors
name Smirnal—a peace offering, for since Slaegon’s death, they had bickered and
worked at cross-purposes. Smirnal lays the body atop the Warlock King’s ancient
treasure-pile in the barrow above the Black Citadel, welcoming his former rival
to Land’s End.
The marshalling of evil in the
north is nearly complete.
*
Cedric the Second is born, Cedric
Redbeard’s direct descendent, born into turmoil and unrest, a time when
Brythland, through Frostflame’s influence—Boltavar’s machinations—is fragmented
into rival kingdoms ruled by petty, mutually distrustful kings, and plagued by
Feyhd’ru, the locust of Land’s End. Reavers raid her coasts, northern pirates
in their high-prowed dragonships—the Reavers, ever growing in numbers,
ferocity, and daring, raping and pillaging Brythland’s towns and villages, even
extending their forays up rivers to despoil the Bright Land’s heart.
The Reavers have made the Warlock
King’s abandoned citadel their home. They find Slaegon’s skull and, believing
it to be a talisman of power, the Reaver King fashions a scepter topped by
it—little suspecting that Slaegon’s nightmarish Witch Queen shares their
residence, whispering to him in his dreams while her body rests and her power
grows once again. Soon, Smirnal again becomes their high-priest, and they
worship the Saervan as though they are ancient gods.
Cedric the Second blames his
father, the High King Cernac, for Brythland’s condition. Cernac refuses to use
Frostflame to reunite Brythland or destroy the Reavers and Feyhd-ru as Cedric
Redbeard, their ancestor had done. He dies naturally.
“Brythland dies with him,” newly
crowned King Cedric the Second of Califax proclaims, drawing Frostflame against
the advice of his counselor—his foster son, Rathsegin the Wise. Marshaling his Knights of the Realm, he takes
an oath to rid Brythland of the Sorcerer and his minions once and for all.
Learning of this, Smirnal
dispatches Kveldulf, the Evening Wolf, with goblin armies at his back to storm
Kiranhold, the Twilight Castle, the Great Wall’s central stronghold. Within
days, Kiranhold is overwhelmed and brought to ruin. Sir Arn Aldenson barely
escapes alive with the remnant of his Kiran Riders.
But Smirnal, inexperienced in war,
makes a fatal error. Kveldulf drives his Pucland army forth from Kiranhold to
take the Doom Ring on Langdon Plain and march east with the intent of swarming
over the Purple Mountains to come at Califax.
They are met by Cedric and his
Knights of the Realm in a disciplined charge of horse and lance, a tactic honed
to perfection by Brythland’s high kings. Then, in a pincer movement, the
Highland’s king descends on them from the north, his knights and Highland
warriors at his back; the Kings of the Lakelands, the Marklands and the
Farafields, and those of Kel’ire and Weylsend attack from the south; and the
rallied Kiran Riders retake Kiranhold. Not a single goblin escapes the
bloodbath on Langdon Plain. The Evening Wolf alone limps off in bloodied, human
form.
Cedric, like most recent Califax
kings, has been Brythland’s High-King in name only. Now, however, the kings of Highland, Lake,
Forest and Down, Peninsula and Isle bow the knee and offer their sword to their
liege lord – an alliance forged by the diplomacy of Cedric’s foster son, Lord
Rathsegin – a heartfelt swearing of fealty now made by Elder Knights and Barons
to their brave High-King.
But Cedric is not satisfied. Like
his namesake, Cedric Redbeard, he would march on Fellskar and then sail to the
Daemon Citadel to rid Brythland of all her enemies.
Rathsegin warns against this: “Not
with Frostflame in your hand,” he says. “Lest you seek your ancestors’ fate.
Your father and Cedric the First were the only two who escaped Frostflame’s
curse, the sword known as Kings’ Bane, handed down father to son till it is
yours. Brythland’s high-kings, honored by the world for their battle-prowess
used it and thus Orm ensnared them. They died young. Your father, King Cernac
and Cedric the first before him walked with the One, keeping it sheathed above
their mantle—longer-lived kings, escaping the sword’s curse.”
Cedric responds in rage: “How dare
you presume to advise me in the wielding of Frostflame, my family’s
inheritance?” He glares at Rathsegin—his
foster son—with unaccustomed hatred. How could he have raised this mongrel as a
high-king’s son—this tall, lean, dark-haired, olive-skinned foreigner—a foundling,
shrouded in mystery—the only survivor of a Bartabian shipwrecked on Brythland’s
rocky coast? Though they had been close once, Cedric now utterly despises
Rathsegin’s scholarship, his lack of a warrior’s skill, his lack of even a
desire for knighthood. Suddenly he despises everything about him and wishes he
had never witnessed the shipwreck in which Rathsegin’s parents died, that he
had never brought him home to Califax to raise as his own. For the first time,
Cedric wishes he had no foster son. “My
family’s inheritance!” he repeats. “Not yours, Doomsayer.” Doom Sayer—a name
that others would call him from that time on.
“Even now, you fall under its
spell,” says Rathsegin. “Sheath Frostflame and live!”
Many of Cedric’s new allies urge
him to do the same, swearing to follow him to the ends of the earth against
their foes, if only he will.
But Cedric will not. He returns to
Califax to brood, gainsaid by the son he respected and now loathes, humiliated
before his knights and lords.
*
Then, in vengeance, Smirnal works a
mighty sorcery, summoning the dragon, Skayaknair, out of the Far East to Lands
End. The beast makes its bed of Slaegon’s headless bones atop the treasure
mound, crawling from the ancient barrow to terrorize Brythland’s countryside,
raze crops, destroy livestock, and slay all knights who come against it.
And Rathsegin sees his opportunity
to free his foster father and their descendants from the sword. Rathsegin has
learned a secret from Earl Corrigan, his friend among the Highland’s
Feyhd’elth—that Frostflame is capable of slaying the dragon, but that it must
be left standing in the dragon’s heart lest the beast rise again.
Cedric is already set upon slaying
the dragon, his knights and under-kings now willing to follow him to Land’s End
with or without Frostflame. But and Rathsegin persuades him to take him along
on the quest—and no other. Cedric agrees, unwilling to risk more of his
knight’s lives.
Together they track Skayaknair to
its lair at Land’s End. There, while Rathsegin battles Smirnal, Cedric buries
Frostflame to the hilt in the winged serpent’s breast. Then Rathsegin tells him
what the Feyhd’elth told him. Only half believing him, Cedric pulls Frostflame
from the dragon’s heart. The creature’s wings snap open, but Cedric is quicker,
burying the sword again in its breast. Enraged at being thus tricked, Cedric
leaves the sword transfixing the dragon on its deathbed of Slaegon’s hoarded
treasure.
Cedric’s anger does not last,
however. The sword no longer unsheathed in his hand, he soon returns to himself,
the father Rathsegin once knew and always loved. Coming in sight of Califax’s
breathless view, Cedric embraces his foster-son, and earnestly thanks him. “I
did nothing, Dragon’s Bane,” says Rathsegin. “My thanks to you and the One who
strengthens your arm.”
And so, at last, Frostflame passes
from the possession of Brythland’s High-Kings, and the family name of
Dragonsbane is originated.
Lord Rathsegin formally becomes
King’s Advisor and works side by side with his father to defend Brythland,
re-establishing Califax as the center of a re-united realm. Cedric the Second
is only the third high king to die of old age, and Rathsegin oversees the
transition of power to his son, Cernac the Second.
*
During this time, another hero
arises. Smirnal’s summoning of Skayaknair (typical of his less than precise
spellcasting), has had the unfortunate
side-effect of drawing additional dragons into the West and North. But a Knight
of the Realm, Sir Torrlaine, has the good fortune to nearly be killed by a falling
star. He soon stumbles onto the happy discovery that the star contains an alloy
that is impervious to dragon-flames, and a flame burning in its interior that
draws dragon-souls out of dragon-bodies. A gift from the One? The knight
fashions the star’s metal and flame into a lamp and proceeds to collect the
invading dragons’ souls, trapping them in his lamp. Working his way into the
East, even into the Far Eastern Dragon Mountains, he becomes the legendary
Dragon Catcher. With every last dragon imprisoned in his lamp, he anonymously
retires to the peaceful kingdom of Nonamar.
Meanwhile, Smirnal recoups his
strength. Spurning the den of Warlock and Witch he previously occupied within
the Black Citadel, but wanting to keep control of the barrow-treasure, the
dragon-body draped over it, the sword of power in it, and the Black Citadel
beneath, Smirnal uses the Bammy to raise a black tower, made from the stones of
the Black Citadel. It becomes his high-place and is named the Dragon’s Tooth by
those who glimpse it from afar and tremble. The Bammy becomes its Keeper, and
Smirnal bides his time till he can discover a way to free the sword and enslave
the therefore revived dragon.
*
Now, with Brythland at peace for
the time being, Rathsegin departs on a quest of his own—to learn of his
parents, his kindred, and his heritage. He will not return till the children of
that day’s children have become very old men and woman. For, though Rathsegin
is a man in his sixties as he takes ship from Luddwick and watches Brythland’s
coast fade in the mist, he retains the look and vigor of a man in his late
twenties. Some claim that he is a wizard, but he has never referred to himself
as such, nor has he meddled in the occult. The lost science of Taj Meer is his
passion, and he continues studying the books and scrolls from a crate that had
been found beside him on Brythland’s shore—scientific inquiry and insight, his
gift from the One. He vows to use Taj Meer’s science only in the One’s service
and not let the corruption of its later uses contaminate him. He fashions his
staff based on this science and what the Feyhd-elth remember of it—a defensive
weapon only. He will not let Taj Meer’s science do to him what Frostflame did
to Brythland’s kings.
Rathsegin journeys into the Far
East to secretly study staff-fighting with a priest of Tzao who has turned to
the One, discovered the falseness of his man-made religion, and fled into the
Mystic Mountains to which the ancient hero, Ty Tan Shing had retired. With
diligent study and practice he becomes an adept staff-warrior that would have
made Cedric, his father, proud.
Over the reigns of three Brythland
kings, Rathsegin wanders the world’s length and breadth. He learns that his parents
were Quatha bak Shee, bringing him to the Isle of Brythland in fulfillment of
prophesy and for safety against persecution—only to lose their lives in an
offshore storm that cast him ashore on Brythland’s coast. He discovers that he
is a descendent of the Elder Patriarchs through Emen and the Younger
Patriarchs, those who were sages or wisemen to the ancients, prophets of the
One. He explores the world and is given much wisdom by the One, the source of
all wisdom and knowledge.
With deep prayer and diligent
investigation, much is revealed to him concerning Orm’s rule. Great power and
authority have been permitted Orm who enslaves men’s minds, even through seemingly
benign religions, cults, and philosophies. Rathsegin learns that the Feyhd’ru
have manifested physically both here and in Alveron; that the Nyrvan can only
manifest themselves in the world by possessing creatures or humans and
occasionally inanimate objects, or by appearing as disembodied spirits—that Nyr
had manifested themselves as giants called genii in the mid-east, elementals in
the far east, and pre-men by those who believe them to be the builders of the
gargantuan citadels and doom rings. He witnesses Nyr speaking through seers,
claiming to speak with the voice of the Old Gods—the Oracle of the Kingdom
Isles, a priestess of the Pantheon, being the most well regarded. Royalty, even
from foreign lands, regularly consult her.
He witnesses much—enough to blast
human minds: sorcerers summoning Nyr and using their power; necromancers
raising the dead or communing with their disembodied spirits, mistakenly believing
these Nyr-inhabited corpses or ‘ghosts’ to be the deceased, worse yet believing
their Orm-inspired proclamations; druids and other false-priests teaching Nyric
lies. Conjurers pretend to fabricate something from nothing, but merely change
its shape or vanish it—illusion or transmogrification through Nyric power.
Enchanters and enchantresses cast spells to charm humans and even animals into
behavior contrary to their nature or desire: sorcerers all—whether called
Warlock or Witch as in the north, or other names in other places.
Rathsegin commits himself to
battling such evil in the One’s strength.
Disguised, he visits the Temple of
Celestial Observation and Interpretation in Bartabia, where Zoda, the Master
Reader, Sign Giver, and Grand Cabelin claims descent from the Star-Master Mage
and Taj Meer’s Master Scientist who designed the Spiral Stairway to Heaven,
destroyed by the One in the Third Age fall of Taj Meer. Like the Oracle, hundreds
are drawn each season to have their futures cast by this star-worshipping
sorcerer. But Rathsegin concludes that his grandness is more parts fool and
charlatan than deadly sorcerer.
Likewise, he identifies and wastes
no time on magicians who imitate all these sorcerous abilities for
entertainment purposes.
But he battles Mumba, the ageless
Witch Doctor of the Shunda Tribes on the Southern Continent who enchants
victims or produces illness and death from remote distances.
And, wondering what became of Morrigan,
Slaegon’s Witch-Queen—a venomous loose end whose Far Eastern attempts at
conquest remain unknown to him—Rathsegin tracks down Kveldulf, the Evening Wolf,
hoping to find her, alive or dead. But in the end, he is forced to slay the
weir without an answer. Though at least freeing the Northland of Kveldulf’s
ferocious grip, he is left wondering if other sorcerers could use the same
Nyric power as the wier to shape-shift from one human likeness to another.
Legends grow along Rathsegin’s
path, whispers of a contemporary sage with the life span of the Elder
Patriarchs, a magician or sorcerer, perhaps a Saer in human form. He is called
by many names in many lands and only hints and fragments of his doings reach
Brythland ears. In the North, he is called Wolfsbane, for he alone had slain
Kveldulf.
Little does he suspect Malak’s
existence, but during his wandering years he does begin to suspect a
behind-the-scenes presence, a force at work in the world manipulating events in
subtle ways, acting through unseen, often unsuspecting agencies—a human
presence imitating Orm’s manipulations in the Kindred Realm. Later, he meets
and befriends a young book collector and talented linguist who becomes the
Great Library’s youngest ever Chief Archivist—a youth who has come to many of
the same conclusions as he.
*
Then, abruptly, and secretly,
Rathsegin returns to Brythland.
Cedric the Third’s parents have
been killed by Reavers who hold the infant for ransom. But, miraculously,
Knights of the Realm rescue the child, locating the dragonship along the
Brinymist coast. Cedric Dragonsbane’s great grandson is safely returned to
Califax under the young Lord Marshall’s guardianship. Marshall Aldenson will
serve as regent, ruling Brythland till Cedric comes of age to assume the throne.
The kingdom is in good hands, its future stability assured. Or so everyone
believes.
With the discernment Rathsegin has
gained through his walk with the One, he soon discovers that the child is a
changeling, a Feyhd’ru, sorcerously disguised as a human child in the exact
likeness of Cedric the Third. Immediately, Rathsegin goes in search of the true
king.
He tracks Cedric’s abductors over
the Purple Mountains, across the Farafields and Netherbarrens and into the
Withering Wood of Pucland, through the foothills of the Deathdrum Mountains,
all the way to Land’s End. There, atop Fellskar, he again battles Smirnal who
is about to sacrifice the infant to Orm in a druidic rite.
Weakening Smirnal for the second
time, but again unable to slay him, Rathsegin slips away to his hidden skiff
and sails off with Cedric, seeing no point in returning him defenseless to
Califax where unknown enemies undoubtedly lurk. Even if he could slay the
changeling and quietly switch the infants, Rathsegin knows that Cedric would
not survive childhood to become high king. Instead, Rathsegin takes the infant
to the Feyhd’elth of the Highlands where Earl Corrigan raises him in safety,
teaching the child much lore, and training him in sword play. He gives Cedric
the Whistling Sword, the legendary sword forged by Veylan Smith, the Northland
hero.
Later, he sends Cedric to the Old
Bard in the Northland to be trained as the next Northland Bard—a grounding in
the northern kingdoms’ history and knowledge indispensable to a wise high king.
Rathsegin bides his time awaiting
the day Cedric might win back his throne and be able to hold it
*
Meanwhile, to the east, the last of
the Fifth Age empires, the Tarkan Empire, rises to threaten Cor and Panthia. As
though he were Cedric Dragonbane’s dark side, Murath Raad, the self-fashioned
Supreme Tark raises his banner above those of the numerous tribes inhabiting
the Tarkan table lands and makes war on his neighbors. Swiftly – with the help
of Yatus Karapan, his advisor and High-Priest of the Cult of Belis the Fire
Demon – this dread war-chief of the Tarks assumes the over-lordship of his mad
dreams. And with all Tarkistan united under his bloodthirsty reign, the Supreme
Tark does not rest, but challenges Cor’s power to the north and east, seeking
to control the Narrows, vital to world trade.
South of Tarkistan, small desert
kingdoms called sakhdoms, each ruled by a sakh, control the increasingly
lucrative east-west trade routes between the Firth and the Major Inland Sea.
Ships can only navigate the Caravan River inland as far as the East-West
Bazaar, a pavilion the size of a city, located several leagues below the
wealthy city of Bathshah, ruled by a simple-minded sakh who, through the shrewd
negotiations and ruthless profiteering of able administrators, has become Grand
Sakh, Menhir of all Bartabia (more a self-delusional title than an actual
over-lordship). From the East-West Bazaar, caravans carry goods and slaves to
and from the port of Neshibah, crossing and re-crossing the Masubi and Samorah
deserts, cautiously buying protection from Bartabia’s nomadic tribesmen.
Across the Firth from Neshibah, on
Hendia’s west coast, the city of Neshipah, Hindig the Elephant King’s capitol,
is the other link in east-west trade. Xaichen’s exotic goods travel by oxcarts
through the Mystic Mountains’ southern passes to be carried on Jade River’s
current to Neshipah from which they cross the firth to Neshibah.
Now the Grand Sakh, Menhir of all Bartabia, and Murath Raad,
the Supreme Tark, are bitter enemies, each vying for control of the east-west
trade routes, the Tarkan leader insanely jealous of Bathshah’s wealth, beauty,
and opulence. This rivalry and the intermittent warfare it causes are all that
keep the Supreme Tark from fulfilling what he believes is his destiny and seizing
the West while Coren legions are spread too thin.
Panthia, the Kingdom of Isles, has
prospered under Cor’s protection, the eye of the storm in a world of turmoil.
Though her political power has waned with her military might, Panthia is the
trading capital of the world. Her culture, arts, sciences, and philosophies peacefully
lead the rest of the world. Her influence will be felt in western civilization
down through the centuries. At peace for generations now, her Philosopher-King
and Queen conspire against one another to relieve boredom. They are lusty,
passionate lovers in the royal bedchamber, but deadly earnest opponents in
island politics—their gamesmanship and intrigues respecting no bounds in bed or
out.
While, across the Major Inland Sea,
Ptyahns rally behind their new Septeth—an arrogantly scheming youth named Phyzon
the Great—rearing to eye their ancient enemy’s prosperity.
*
Cedric the Third, Dragonsbane comes
of age, and the day of his crowning draws near. Smirnal’s changeling will enter
into full suzerainty.
As the coronation comes to its
long-anticipated climax amidst pomp and ceremony on the steps of Califax’s
Great Hall, the real Cedric Dragonsbane arrives with Rathsegin at his side.
Lords and ladies, knights and clergy, retainers, and servants, visiting
dignitaries and Brythland’s common folk are astounded, shocked, and confused
witnessing legend and the impossible side by side. Could this be the very
Rathsegin of whom their grandparents spoke? A man, for all appearances, in his
early sixties with long still jet-black hair bound at his back and only a streak
of white at each temple? After his long absence, few are willing to accept
Cedric’s twin on his word alone.
Opposed by the Marshall of
Kiranhold, Rathsegin consults with the loyal Knights of the Realm and Council
of Elders. A trial by combat is decided upon to determine the truth of
Rathsegin’s claims. The One will render a verdict—a long abandoned form of
justice, but somehow appropriate in such desperate, supernatural circumstances.
Cedric and Cedric, mirror images,
draw their swords and do battle. The clangor of steel-on-steel lasts into the
night—a contest of might and right between Veylan’s skillfully wielded blade
and a spell-enhanced goblin blade. The magical disguise fades as Cedric’s blade
finds the changeling’s heart, and the crowd draws back in horror to see a
goblin’s body bloodying the throne’s dais.
The Lord Marshall slinks away
unnoticed. His body is discovered some hours later in his study, dead at his
desk. Rathsegin has his suspicions, but it will be some time before he fully
understands and identifies the clandestine Malak who, working for Boltavar, had
made a pact with Smirnal who sought a royal child to sacrifice to Orm in return
for greater power—that Malak had combined his shape-shifting with Smirnal’s
powers to change a goblin into Cedric’s likeness, (a very great sorcerous spell
that would continually modify itself as the babe grew into manhood—a mighty
sorcerous spell—certainly the greatest spell of sorcery Smirnal had ever cast
in his entire life, mightier than Bammy or Dragon)—and it will also be some
time before Rathsegin deduces that Malak himself had taken the Lord Marshall’s
place all those years, an imposter ruling Brythland as the High King’s regent.
Cedric is crowned high king to
great acclaim, and a lavish feast and kingdom-wide celebration follows.
Smirnal, enraged, launches assaults
on Brythland by Reavers and Pucland Feyhd’ru. Cedric leads Brythland forces in
defeating them all, proving his prowess and ability to lead, and the One’s
blessing on him.
The three Cedric’s’ victories down
through the generations have so reduced the number of Feyhd-ru in Brythland
that, after this, it is no longer possible for Smirnal to raise an army
sufficient for war in the North.
Together, Cedric and his Advisor,
Rathsegin, and his Knights of the Realm lead the ‘Bright Land’ into a golden
age of which songs and stories still tell, a legendary time of deeds and
quests, chivalry, and romance.
*
Disappointed in Smirnal and mortified
by his own failure in Brythland and the North, Malak enters into a pact—the
Council of Three—made between himself, the Arch-Sorcerer Boltavar, and Orm’s
high-priest, his Appostiss of Light—Artiman Jezaar—the Mouth of Orm. For, mind
to mind, Boltavar has reached out to those who serve Orm, those capable of
working in the world pave the way for his return to power.
Boltavar’s age-long wait in his grotesquely
shattered, supernaturally preserved body nears its end. His dark plotting
beneath the Daemon Sea will begin bearing fruit in fulfillment of Orm’s
promise—a ‘resurrection’ for the Styxian Arch Sorcerer. For Orm has told the
Council of Three that the Emperor of Peace who will rise from the sea at the
end of the age will be Boltavar, rejuvenated and immortal. Styx will be
restored in the guise of Taj Meer’s rebirth.
Artiman Jezaar sews his lies with
new purpose and a new façade—the Luminous Ring—more religion than philosophy
now and taking the mysterious circle works of the Pre-men, the doom rings in
the north, as its symbol.
And Malak, having experienced the
frustrations of personal rule, the futility of revenge, and the false hope of
personal alliances with weaklings and betrayers, plans his Master Manipulation.
He needs a worldwide threat
sufficient to drive the kindreds into a conquering savior’s arms, an
emperor-god of world-peace. But supreme as the Supreme Tark may be, Malak does
not consider him sufficiently supreme for Orm’s purposes. Xiachen’s Divine
Sun-Emperor Oshiimin Tu on the other hand, would serve admirably. Though a
degenerate descendent of Xaichen’s mighty hero-emperors who ages past defied
the Arch-Sorcerer himself to defeat dragons and free their fabled land, is
never-the-less the world’s most proficient warlord. His Har’rad Jiidahm, his
Holy Conquest of the West would serve Orm’s scheme for Boltavar’s rising far
more convincingly than Murath Raad’s petty dreams and ragtag warrior tribes.
Malak goes to Do Ming to rouse the
Sun-Emperor with dreams of world conquest.
*
But for now, Cor reigns supreme.
Senator Janus Arillian, the legendary Tacit Arillian’s descendant, has been
elected Imperiator an unprecedented five consecutive times. His military genius
and clever diplomacy bring victory upon victory till Cor’s dominance is
unquestioned from the Cordish frontier to Sishkan’s eastern territory, from the
Crescent Mountains to the Southern Continent. Provincial warriors enlist in the
Coren legions in droves, drawn to Arillian’s personality. Arillian’s enemies in
the Senate blame him for corrupting Cor’s legendary legions—building legions
loyal to him above Cor. In the west, the northern most kingdoms of Pallavarre,
Brythland, Tuthland, and the Northland alone remain independent, beyond Cor’s
reach for the moment.
Although, northwest of Cor, beyond
the Crescent Mountains, Pallavarre, a feudal kingdom rich in grapes comes at
last within Cor’s grasp. Pallavarre is ruled by two brothers, princes who have
rebelled against their mother and father, abolishing the rule of a queen and
prince-consort in favor of the rule of two princes each generation. Following
the tragic death of those wise and gentle parents, they divide Pallavarre into
two kingdoms, weakening her traditional alliance with Brythland and halving the
number of warriors that guard her ever-threatened border with Tuthland.
Arillian seizes the opportunity to force the princes into a treaty with Cor by
which, in return for military support, much of the finest Pallavarren wine
finds its way into Coren goblets.
But while Malak puts the final touches
on his Master Manipulation in the Far East, Ptyah waxes powerful and
belligerent under their ‘Great’ Septeth. Phyzon makes war with Cor, severing
their old treaty and cutting off their tribute payments—all the better for
Malak’s plans for Oshiimin’s massive invasion of the Coren Empire whose armies
are now stretched thinner than ever across many fronts, strained to the max.
However, as Malak’s Master
Manipulation in the Far East begins to unravel, Arillian puts down the Ptyahn
rebellion. Peace is imposed on the western world at Coren sword-point, the
sword presently held in Janus Arillian’s fist—his other hand open in
friendship. But peace will not last. Arillian knows this.
So does Malak, back from the Far
East, Oshiimin dead. His new pawn will be the Imperiator Janus Arillian as he
works behind the scenes to establish an archetype for a benign hero-god-world
emperor—destined to die tragically, destroying Cor’s Republic in the
process—the same game, but an expanded world-wide manipulation this time. When
Malak lets loose his Feyhd-ru armies, the world will plead for their true ‘god
emperor of light’.
Meanwhile in Panthia, Artiman
Jezaar’s Luminous Ring has made inroads among the elite. Jezaar has moved on
from propounding his Deity Within philosophy to heralding an age of peace and
enlightenment to be inaugurated by a wise and benevolent god-emperor who will
rise from the sea. His Inner Circle priests serve Orm knowingly enticed by
Jezaar’s promises of knowledge and power, while his White Circle priests enthusiastically
spread Jezaar’s prophesies, ignorant of the reality behind them.
And back in ancient Cor, the city
from which the empire sprang, Julius Ajear, Janus Arillian’s arch-rival in the
Senate, plots Arillian’s downfall. Many citizens flock to Ajears’ loyalist
cause, fearing the charming, charismatic Imperiator they themselves had elected
who is now flaunting their republic’s laws and institutions with impunity.
*
To the far north, beyond the shores
of Pallavarre, Tuthland, and Brythland, even beyond the Great North Sea, the
Northland realms remain secluded—Burradan’s Folk and the Feyhd’elth unknown to
southern and eastern folk; Beorn’s Folk known to them only by the Northland
long ships that ply their ever-growing trade routes throughout the world.
This is the world of Jorgan Anderson. This is the age in
which the Arch-Sorcerer resumes his World Throne, and Orm the Power Mad rules.
Cor’s first god-emperor, Janus
Arillian, dies—betrayed by his friend, the captain of his personal guard—or so
the tale is told.
The Mad-Emperors succeed him,
reigning in absolute power, supported by their legions, harassed on every
border by Feyhd-ru hordes—
—Till finally, humanity gets what
it has clambered for and so richly deserved—the Arch-Sorcerer Boltavar rising from
the sea and claiming his Dragon Scepter as Lucus, the Emperor of Light, Artiman
Jezaar’s prophesies fulfilled, the culmination of Malak’s work in the world,
rescuing civilization from chaos, Nyr, and Feyhd-ru forces alike, not to
mention further mad-emperors. He promises to restore Cor’s greatness, a new Taj
Meer. And the world embraces him—mankind’s savior, the god of a new age.
But Boltavar is no longer present.
Orm lied to his vessel. Lucas the god-emperor is none other than Orm incarnate.
For Boltavar, contrary to the face he presented to the world upon his return, considered
himself the lord of daemons as well as Kindred. The true daemon-lord, Orm the
Fallen, allowed him this conceit to swell his ego, but when Boltavar dares to
usurp Orm’s power for himself, the Deceiver—long denied access to the Kindred
Realm, passage across the Rainbow Sea forbidden him—immediately possesses
Boltavar’s restored body, propelling the Arch-Sorcerer’s soul into the Outer
Dark.
And Orm rules the Kindred Realm till he faces the Sword
of God.
Copyright © 2009, 2023 by Geoffrey Keith Werner
and Virginia Ann Werner
All Rights Reserved.