This is the most up to date glossary. It includes the entries found in the Doomsayer Prince glossary and the author’s note.
Glossary
Adgad, Loriad: Clan Leader of Clan Sil Chromatic and a previous Pyramid King. Adgad is old and lethargic, has a pallid face, long gray beard, and close-cropped gray hair. Wears all black and is deeply enthralled by the current King. See Don’mall, Sulycan.
Adytum: The inner chamber of secrets in the Oracle cave below the Izanti imperial palace. Contains an oracle artifact powerful enough to make omen masters experience the next ten years during a single night. See the Izanti Empire.
Aeschylus: Young Omen Master favored by Omen Master Kefalas.
Agario, Ley: Light Master Instructor, and High Mage Examiner at Vandyldam University. He finds and evaluates potential new students and teaches some of the light magic classes.
Akdo’le: A heavily fortified and ancient sky city of the Zhi’el. It may submerge and travel under water. Sometimes referred to as Akdo’le astå, meaning the City of Akdo’le.
Alabst: Card game using two different forty-eight hand-decorated cards divided into four suits, as well as ten treasure tokens. The best hand one can have is called Alabst. One player is called the magicstrate and the other is the thief. Can be played by an equal number of players, usually between two and eight, with players being equally divided between thieves and magicstrates.
Alan: Deputy Mage King’s Magicstrate in the city of Crossroad.
Alcha’lidun: An Ata’stux word meaning ‘immortals.’ Also, an elite unit of Ata’stux warmages and mage killers acting as the Emperor’s personal guard. Sometimes they take part in battles, usually as shock troops. The Alcha’lidun are not immortal, except in a collective sense, but for a very long time their loyalty and dedication have helped to protect the Emperor and to maintain the Empire. The Izanti call them Athánatos which also means immortals.
Aldemarc: Small village a few days’ ride from Midsvit. Lord Rannoz partially burned it down.
All-Master: A legendary type of mage capable of mastering all five magical disciplines: light, strength, life, death, and omen. In the Second Age, most All-Masters were known as the Zelt’dovoraki. They rode the Zelt’davar (Vulture Sentinels) and belonged to the Faction known as the Bol’davar (Black Vulture.) The last of the All-Masters were falsely believed to have died during the War of the Titans, which ended the Second Age. In fact, both Sulycan Don’mall, the Pyramid King of Ilvart, and Mage Adept Pino di Pinto are descendants of ancient All-Master bloodlines.
Alyona: The wife of Mage Prince Samil. Mother to Princess Tinya. Part of the Izanti imperial family. See the Izanti Empire.
Am’nog: A junior healer of the Zhi’el Faction during the Second Age. See Es’cia.
Ancestor spirit: The people of Ilvart, as well as many in the eastern part of Lyom, believe in ancestor spirits, though there is no proof that they exist. Ancestor worship has existed in Ilvart since the days of the Evar tribe over a thousand years ago, and the belief that one can commune with the ghosts of the deceased inside the everlife is still widespread in Ilvart and the eastern parts of Lyom. The ancestors are believed to help their descendants or show their annoyance, and those that passionately believe in ancestor spirits try to be on good terms with them and channel their wisdom, knowledge, and strengths. See Everlife and Ilvart.
Animag: Contraction of “animal of a magical nature.” Many species of animag exist; most are predators, and often they are called something beginning with were—such as weregrizzly. Originally were referred to the idea that the animals were in fact mages who had changed their shape into that of an animal. No proof of this has ever been found. Some species do not use the prefix were in the species’ name, such as the fire cats of Lyom. Animags always belong to a single magical discipline, and as in humans, light and strength powers are those most found. Animags typically look the same as their non-magical animal variants and are sometimes found living together with their non-magical animal variants. Animags are hard to control or kill. Some nobles hunt them for sport or hold them in captivity. Mage King Theroo of Datili is famous for domesticating the only known population of flying werehorses.
Apateóno: The Mage Emperor took the name Apateóno the day he became emperor. Before that, they knew him as Aleksander Pandion. He rules the Izanti Empire and is a powerful Warmage of Light, but past his prime. His line can be traced straight back to Apateóno, the ruler who founded the Capital of Izanth. His subjects perceive the Emperor as a living god. They have dubbed him “The Wise.” Apateóno has the tattoo of a blood-red imperial lion around his neck, cradling a golden sun in its jaws. Red and gold ink is reserved exclusively for the Emperor. His bloodline is special, as it produces offspring with varying kinds of magic affinities, such as strength or omen. He has a multitude of green-eyed children with multiple wives, amongst them Mage Prince Phytiax, with whom he has a troubled relationship. See the Izanti Empire and Pandion, Phytiax Nazir.
Aplak: A bitter herb used in beer production, more bitter than hops and helping preserve the ale for a long time.
Apollumi: Meaning “to destroy” in Izanti. A feared aerial legion led by Pterarchos Hekdor.
Ai’rell: An elite Ilvartian knight belonging to the Order of Eternal Everlife.
Ardgal, Fil: Ilvartian life master with the title of royal apothecary.
Arm: A unit of length equal to six fingers (and equal to 23.62 inches or 60 cm). An arm represents approximately the length of an adult’s arm. Commonly in use in Lyom, Datili, Versidel, Groxmark, and Marlsen. Other lands use different standards for measuring length, such as the Izanti Empire. See Finger and Imperial yard.
Art of Death, The: Spellbook. A collection of most death spells known in Lyom. Written by the Warmage of Death Alsidian.
Ash: Dritmar Sierl’s gray gelding—steadfast but quick. A mix of several breeds, and mostly resembles a Royhofer.
As the mage flies: Lyomian saying. Used to describe how far away something is when flying there.
Astral spaces: A Second Age term used to describe spaces inside the mystical realm of the mind. Inside, each person may have their own space or can share theirs with friends or family, if they like. Factions such as the Zhi’el have a lot of spaces for work and leisure.
Ata’stux Empire: Expansionist, ruthless, and devout. Founded seven hundred years ago in Sui’ol on the continent of Ata’tor, The Ata’stux Empire is today—geographically—the largest Empire in the world, covering northwestern Ata’tor and the northeast parts of the continent of Gaia. The Ata’stux Empire has grown faster than its rival, the Izanti Empire, but is in decline. Though they control the second-largest army of warmages in the world, the army is spread thin, and their pride—the fleet of mage-hardened warships—is losing a three-front naval war. Recently, the religious caste joined the warmage caste in declaring the war a holy one, and together, they now fight below the banner of Omen Prophet Rulturo. On land, the Ata’stux traditionally relies on a network of agents and their mage killers. Internal dissatisfaction is high but held in check by fear of their many enemies. Culturally, the Ata’stux Empire centers on the worship of Rulturo, the omen prophet, and the Magical Spirit. They do not view their leader, Emperor Dimak Tolg, as a divine being, and based on Rulturo’s teachings, they have created a rigid caste system, where every mage and commoner belongs to one specific caste from birth. There are hundreds of these, but five groupings are especially powerful; the warmages, traders, farmers, as well as the religious caste, and the imperial household, which includes Emperor Dimak Tolg. Some castes claim he has made questionable decisions in his reign and oppose the war. Amongst these are the descendants of the Ata’stux settlers who arrived in large numbers on the continent of Gaia four hundred years ago. Here they settled the mostly uninhabited northeastern parts, and today, trade with the other lands on Gaia. They have an exclusive taqui tea trade which generates substantial wealth, and other profitable exports include magically hardened porcelain goods, as well as precious stones, spices, and the tobo leaf drug. They import a lot of slaves for the war effort.
Ata’tor: A continent to the east of the continent of Gaia.
Baltus: Captain in the Crossroad city guard.
Battle of Dolgs Hill: Where the Edosnil crushed two full Izanti legions who relied heavily on light bowmen. The Edosnil used the dual technique. See Dual.
Bartwolmef-Teuling, Dittl: The Lord Chamberlain is a high-ranking noble and senior Warmage at the Mage King’s court in Vandyldam. The Lord Chamberlain oversees what goes on in the Mage King's household like security, planning the grand balls, organizing ceremonies, and state visits. Dittl Bartwolmef-Teuling is tall with gray hair. A stern Warmage who commands respect in the large household staff and who demands the utmost loyalty to the Mage King of those who serve.
Battle skjald: A type of warmage musician and singer used by the Ilvartian army.
Beers, pioneers, and rabbit ears—cheers: An ancient, but still popular, Lyomian toast where participants click their goblets together.
Bel’asari: A Second Age artifact. The Zhi’el Bel’asari can change its shape and become a bracer or a bracelet. It allows direct mind-to-mind communication with others for a while after you touch them, but this is painful for anyone who does not wear their own Bel’asari. It helps with spell casting by shaping itself around the caster’s hands, helping them to maintain and perform complex or tiring spells, and lets the owner change the size and shape of the Zhi’el garment they wear.
Black robes: Mysterious group of mages intent on invading the Kingdom of Lyom and the Izanti Empire.
Blatol: Kingdom to the west of the Izanti Empire, with whom they are on friendly terms.
Blinding: Spell, light magic. A magical way of covering the eyes of one or more opponents in darkness and making them blind for as long as the spell is maintained.
Blood Cleansing: Spell, life magic. A spell used to clean the blood of poison. Also works against certain temporary or chronic ailments affecting a patient.
Blowout: Spell, light magic. Can put out fires.
Blubil, Eskel: Young mage who studied at Vandyldam University. Was always trying to modify and improve spells.
Bluesnake: A critter found in the southern part of Lyom, Datili, and the area north of the Desert of Kurfez. Its venom can kill a child but is rarely potent enough to kill an adult.
Bol'davar: An ancient Second Age All-Master Faction. Bol was the word for black and davar translates to vulture, and so this was the black vulture Faction which contained many gifted All-Masters who focused on improving the world, making it a cleaner, kinder, and safer place for everyone. The Bol'davar were also known as the Zelt’dovoraki, those that ride the Zelt’davar or Vulture Sentinel. The Vulture Sentinels they used were black and were a re-creation of a First Age artifact, the original Zelt’davar. In sheer power and spell amplification, the black version is superior, though its omen powers are weaker. A black Vulture Sentinel is a formidable aerial combat platform, and they were used to great effect by the Bol’davar during the Sphinx War. When the Bol’davar Faction was later corrupted by Rulturo, the black Vulture Sentinels were used throughout the War of the Titans. A black Vulture Sentinel may only be operated safely by All-Master, is roughly the height of three men standing on top of each other, and looks like a black statue when standing still. During the Third Age, several black Vulture Sentinels were discovered by the Pyramid King of Ilvart. See Don’mall, Sulycan, and Zelt’davar.
Bolt of the Sky: Spell, light magic. An advanced version of the Lightning Spell, making the caster capable of calling down powerful lightning as a weapon. The mage places two separate charges, anchoring them in his or her surroundings. The lightning will strike both with precision but can hurt the caster if caution is not properly applied.
Boven, Alez: Sir Alez is a Lyomian Warmage of Light who was recently knighted. He has long blond hair and a slender figure and belongs to the Knights of the Sacred Flame order, which is led by Crown Prince Reistel Casimir. He holds the rank of order lieutenant. Alez Boven knows Pino di Pinto from university, where he was one of three friends who helped protect Pino from bullies. Married to Ilamai Tiefon Boven.
Boven, Ilamai Tiefon: According to Alez Boven, this beautiful redheaded knight’s daughter fell in love with him, but the difference in their stations meant they could not be together until he was knighted.
Braonáin, Aighthe: Ilvartian Strength Master who served the Pyramid King’s father before serving him. During the most recent campaign, he oversaw army logistics but was elevated to the position of advisor to the Pyramid King, when the Vulture Sentinel killed the former advisor. Still oversees logistics and has many aides. Braonáin is a gaunt and balding man and has many friends and acquaintances amongst the upper and the lower ranks of the nobility and army, such as the King’s cousin Lord Rannoz.
Brightblast: Spell, light magic. Like the title suggests, the Brightblast Spell creates a blast of bright light. It is typically used to signal others when it’s dark, or to blind enemies before an attack. It does no lasting damage to the eyes.
Broken ring: A mental affliction specific to omen masters. Those afflicted cannot control when they enter or leave omen, and they typically experience headaches and other mental discomforts. A broken ring is caused by not entering a deep meditative state when using omen or experiencing themselves dying while inside omen. Rest and relaxation coupled with little, or no use of omen will heal the master, unless the affliction is too far advanced, in which case it can lead to death or Falling off the Ring. See Falling off the Ring and Omen magic.
Brook: A farmer often frequenting The Naughty Bagpipe Inn.
Brutan, Tratalan: Retired Lyomian Warmage of Strength. Former one- and five-mile flight champion who beat all competitors for eight years straight. Lives in a small town in the Middle Forest.
By the Mage King: Lyomian curse. Mostly used by the young who sometimes change it to the sillier “By the Mage King’s pointy beard,” and other variations. Mage King Lanzar III does not have a beard.
Cache-bearer: An Ata’stux Warmage priest rank signifying that the person is a leader in the Alcha’lidun, the Emperor’s personal guard. They always have black tiles covering their face and bald heads. The tiles are said to resemble the Rulturo cache that was found by the first guard long ago. See Rulturo.
Cascade: The Omen Prophet Rulturo invented this magical artifact during the Second Age. The Cascade made it possible to investigate the distant future, and he based his great work, The Cascade Prophecies, on what he witnessed. According to this book—uncovered during the Third Age—his visions of impending doom were sadly not enough to avoid the cataclysmic War of the Titans. Some suspect that the omen artifact used every tenth year by the Izanti Empire, in secret, is the cascade. See Age, Second, Rulturo, and War of the Titans.
Cedishof: A city in the northwest of Lyom, and the birthplace of Queen Juliana Beatrix Cedishof. Eight years ago, two Warmages of Strength, Piercon Piatrious and Addan Crelmer trapped and killed the Haunt of Cedishof, which was terrorizing the city. See Haunt of Cedishof.
Cedishof, Juliana Beatrix: The powerful Queen of Lyom. Married to Mage King Lanzar III, and mother to Crown Prince Reistel Casimir. See Reistel Casimir and Rex, Lanzar Ixtus Frederich.
Chelmsby Bandit: A notorious criminal caught by Sir Piercon. See Piatrious, Piercon.
Chlamys: The chlamys is made from a seamless rectangle of woolen material and are worn by Izanti men as a cloak. It used to be only worn by soldiers in the imperial armies, but its popularity spread to the central parts of the Izanti Empire. It can be wrapped around the arm and used as a light shield in combat.
Chint’le: /ʃɪnt’le/ An ancient city belonging to the Zhi’el. It was lost in the War of the Titans, which ended the Second Age. According to legend, it is magically protected, but also full of riches and giant artifacts. In the tongue of the Second Age, Chint’le means “city without shadows.” See Zhi’el.
Chiton: A simple tunic garment often made of light linen. Worn by both genders and all ages in several parts of the Izanti Empire. Men’s chitons typically hang to the knees and bare one shoulder, whereas women’s chitons fall to their ankles and cover both shoulders. Female strength masters use a string to keep their chiton from exposing their legs during flight.
Ciara, Kiara: A battle skjald, in the Ilvartian army. Meaning she is a warmage, a musician, and a singer.
Clamp: Spell, strength magic. Used to encircle someone with magic and crush them.
Clan Cealaig: Extinct clan, commonly referred to as the mountain clan. They were viewed as having the most accomplished and wisest mages in all Ilvart, and the clan prospered for centuries despite the members being split into many families in different parts of the No End Mountains. Living in the mountains with poor soil and under difficult weather conditions, the clan could never sustain large numbers for long, or amass great wealth. When the current Pyramid King, Sulycan Don’mall, wiped them out, they were no match for his forces.
Clan Conél Moen: One of the four remaining Ilvartian clans. Like the other southern clan, Clan Tiadh, they have more redheaded members, speak in a southern drawl, and are regarded by the northern clans as being excellent fighters but too hotheaded. Their ancestors were great pyramid builders of the south, and today, Devin leads them. His oldest daughter, the late Siall, was the Pyramid King’s wife. A marriage that tied the two clans together. See Devin, Gruffudd.
Clan Tiadh: A southern Ilvartian clan led from the city of Corr Dún by Clan Leader De Búrca. See De Búrca, Iarlaithe.
Clan Sil Chromatic: Its territory covers the most northern parts of Ilvart, and like Clan Conél Moen, to the far south, the Sil Chromatic used to be pyramid builders. Even today, their great pyramids still amaze travelers. Led by the former Pyramid King Adgad. See Adgad.
Clan Uí Evar Ilvart: This Ilvartian clan claim to have ties all the way back to the Evar tribe and Ilvart, the man for whom the country was named. He was a son of Outzar The First, who conquered and ruled a large area in Northern Gaia. Outzar The First’s three sons, Lyom, Govent, and Ilvart, each got their own area to rule upon their father’s death. The lands of the Clan Uí Evar Ilvart today include the large dukedom of Don’mall, the smaller baronies of Rannoz and Derno, and the Ilvartian capital of Druim Dún. Its current head is the Duke of Don’mall, Sulycan, who’s also the Pyramid King of Ilvart.
Claw: Spell, strength magic. A simple grab and lift spell. Is often taught to novice mages.
Coalescent Sphered Flight: Spell, strength magic. A version of the ordinary Flight Spell which lets the caster fly at higher speeds. Creates an invisible sphere around the caster and each passenger. No matter the flight direction, each person can turn around inside their sphere. Warmages and bowmen use this freedom to effectively engage enemies regardless of the direction of the flight, but they cannot get further away from the caster, move around the caster, or switch positions with each other. They are held at roughly the same relative distance to the caster. Learning and teaching Coalescent Sphered Flight is restricted to warmages in the Kingdom of Lyom.
Colossus: (plu. colossi) Known under different names throughout history, such as giant and golem, a colossus is a magical titanic construct. Their color and look vary but they are always as tall as ten men. Created during the Second Age, the colossi were used for menial tasks such as heavy lifting and warfare, and all were believed to have been destroyed during the War of the Titans over a thousand years ago. They are seemingly built out of large blocks of stone, most often golden-yellow limestone, but are in fact magically created and animated beings. They take on white coloring when they are dormant. A colossus is impervious to most attacks including even death magic scattering. They can fly, albeit slowly.
Commoner: Most of the people in the world are born with no magical powers and are referred to as commoners. Outwardly, they look the same as the minority of humans with magical powers (see Mages), but the two types of humans are easy to tell apart if one looks at how richly they dress and how they act. In most areas around the world, commoners are peasants and workers, the bottom of society, and few have money or schooling. In kingdoms like Groxmark, the commoners are closer to slaves: severely mistreated by an elite mage nobility, used as forced labor in the mines, field hands, prostitutes, or tending the underground heating systems for the ruler’s extravagant baths and waste system. In some kingdoms, such as Lyom, commoners—especially those living in the cities—are valued members of society, given basic education, and many work as craftspeople. In Lyom’s rural areas, commoners are still considered property by the mage nobility, and not allowed to move or speak out. In most kingdoms and empires, the commoners regularly attend church, where the Spirit Priests preach a gospel, explaining that mages are the rightful leaders, as they are closer to the divine than commoners. Mages use spell powers to instill awe, to reward or to punish. Spell powers are proof of a special link to the Magical Spirit, and the commoner congregations in kingdoms like Lyom are expected to pray daily to the divine Magical Spirit and the Mage King. Many mages do the same. There have been a few attempts by commoners rebelling against their masters, but as mages are extremely powerful, this rarely succeeds. A common woman sometimes births a mage child. Most often, the father is a mage. The child’s powers are rarely discovered. A few individuals discover their magical powers on their own, but typically never learn to control them properly, as one needs instruction to accept and harness one’s magical power.
Conél Moen garland: A wreath of flowers and leaves. Worn on the head by the woman of the Ilvartian Clan Conél Moen when they set out to propose marriage. The garland is again worn by the bride during the wedding, and it is said that if the flowers are still intact, it will be a good marriage.
Contemplator: Withdrawn mage sages who investigate the deep mysteries of their mind, contemplating their link to the Magical Spirit, the creator of everything. Historically, some of the greatest thinkers have been contemplators, such as Outzar The First, the first Mage King of Lyom, who, after years of contemplation, wrote the Mage King’s Law. Today, we find most contemplators in small mage societies, such as the Forest Mages of Lato. See Forest Mages of Lato, Mage King’s Law, and Outzar The First.
Controlling conscious: The person inside the Vulture Sentinel. See Zelt’davar.
Coppers: In Lyom, all levels of society use copper coins to pay for such things as vegetables or bread. Ten coppers equal one silver, and one hundred coppers equal one gold crown. The coin has the torso of Queen Juliana Beatrix Cedishof on one side and the Great Seawall on the other.
Cordin, Eflizer: /koʊr’dɪn, f’laɪsɪə/ This whitehaired Light Master is the owner of the Royal Scroll Workshop. He spends most of his time traveling around Lyom, searching for new spells. Master Cordin is a scholar and a teacher, and his memory is extremely good, making him able to remember hundreds of spells at a time, many not even light magic. During his time studying at Vandyldam University, he dreamed of inventing new spells and the wealth this would bring, or of becoming a warmage. He decided his dreams were too dangerous and never pursued them. Instead, he became an instructor teaching advanced light magic at the University of Vandyldam, where he became one of the youngest advanced magic instructors ever. He quit after the rotting plague claimed his wife Sina, his son Farli, and his father, moving back to his childhood home in the village of Siwton over Delhearth, taking over the family scroll business. He employs Mage Adept Pino di Pinto as his Scroll Scribe and the woodcarvers’ Toby and Shal. Fifty-three years of age.
Cornelissen, Mrs.: A competent weaver.
Crebarium: In Lyom, typically found inside pentacedrals or other important places of worship. A gilded inset in the floor is used for cremations. See also Holy cremation and Pentacedral.
Cretabond: An extremely hard and ancient material. Impervious to aging and some magical attacks. Some forms of cretabond are impervious to death magic. The Great Seawall and many of the giant ancient artifacts were built using cretabond. The material comes in many colors and may appear to be metal.
Crimson Hemlock: A poisonous plant of the hemlock family. Its berries can be mistaken for king berries, but taste somewhat like parsley. Ingestion leads to temporary paralysis, or in rare instances, death. See King berry.
Crino, Alexius: Senior Navarchos in the Izanti Empire who commands the empire’s navy, including an expeditionary scout force, and advises the Mage Emperor on all naval matters. This Warmage of Light is a good naval strategist but has little chance to prove it, as most wars are fought on land or in the sky.
Crossroad Blue: A blue cheese from Crossroad. According to Master Cordin, it is not great.
Crown: The most valuable coin in the Kingdom of Lyom, the crown, is made of solid gold and rarely handled by commoners. Used to pay for the most expensive things, like weapons, fine clothing, mage services, and mage-only items—such as spell scrolls or lenses. Bears the torso of Mage King Lanzar III on one side and a pentagon on the other. One crown equals ten Lyom silvers or one hundred Lyom coppers. A crown is a fifth of the size of an Imperial Izanti gold coin.
Cursed Island: A Hag spot. Not much is known about this island, as no one setting foot on its shores has returned. Rumored to be the location of the prison where the Magical Spirit imprisoned the Young Hag at the dawn of time. See Hag spot, and Young Hag.
Dacin: Queen of the Sky serpents on Cursed Island. She bears the title ‘the Illustrious' and is larger than others of her kind. Every sky serpent wants to impress Dacin, who, like all sky serpent queens, has the power to project two blue fireballs at once. See Tah’neen.
Dackk: Bowman in the Mage King’s Army. Stationed near the border of Groxmark.
Daeatif samawun: Ata’stux meaning ‘cyan coats.’ Also, the name of a huge part of the Warmage caste.
Dald: The patrol commander is a dark-haired, middle-aged Warmage of Strength in the Mage King’s Army. Stationed near the border of Groxmark.
Daliox: Captain of the Sobooton Mercenaries. A small light cavalry spearman unit hired by the Pyramid King to act as guards in the forest camp and to move their heavy boxes into Groxmark.
Dal’Mareth: An ancient artifact created in a previous age. Its name means the pearl of transparency, and they say it protects its wearer from harm. For many generations, it has been in the possession of the rulers of Lyom. It has been used on the battlefield frequently. Owned by Mage King Lanzar III.
Damianos: Izanti Warmage of Light who can magically link via the Shared Mind Spell with his brother from the third legion. In the potential future witnessed by Omen Master Kefalas, the warmage went insane.
Darl, Ralf: Lieutenant and leader of the castle gate watch in Delhearth.
Datish: The language spoken in Datili.
Datili: /dɑ:’ti:li:/ A Kingdom in the southeastern part of the continent of Gaia ruled by Mage King Theroo, The Rich. Though peaceful, its army is enormous, as the Izanti and Ata’stux Empires have designs on the kingdom. The King uses most of his wealth to stay on good terms with the neighboring empires and kingdoms. He entered defensive alliances with Lyom to the north and Yaride to the south, hoping they would come to his aid if the Empires attack. Datili is a trade hub for expensive materials like gold, jewels, marble, and silk, and the only place where cloth dyed in red is found—a color used by royalty in many lands. Some of the finest craftsmen and architects originate here. See Lyom and the Izanti Empire.
Datilians: The inhabitants of Datili.
Death magic: One of the five disciplines of magic, used for little other than destruction. Can only be wielded by people born with an affinity for death magic. No animals or plants have this power. People with this power are typically referred to as Warmages of Death. In the Third Age, few death mage bloodlines still exist. They are the deadliest spellcasters and are greatly feared. Warmages of Death are commonly found in armies, and all warlike uses of death magic involve scattering the enemy or other “obstacles.” Any mage can kill with magic, but the Scatter Spell is the quickest combat spell of all, as the gestures are simple and fast to do. Anything within the caster’s maximum reach can be scattered, and should someone try to hide, the master can scatter the object used to hide behind, and/or the person all in one go. Death magic removes things, and anything scattered is gone forever. A terrifying sound known as the wail accompanies Scatter Spells. The most common theory about why few artifacts are found from the First and Second Age speculates that death magic was used to scatter entire regions. In the Third Age, few Warmages of Death have played any significant peaceful roles in society except in leadership roles. A few have taken it upon themselves to protect people and property, such as ships, or create the precise holes needed for cellars, foundations, and tunnels, clearing forests or old housing, and removing hills, and scatter the dead as undertakers or Priests. Why is not known. In Lyom, Warmages of Death traditionally wear purple robes, but these days, only some do. Warmages of Death typically will wear one or more purple-colored garments or jewelry with purple stones. An Izanti Warmage of Death must get his or her face tattooed as soon as their power is discovered to warn others. This tattoo must have a pyramid motif and sometimes depict one or more animals. See Scatter.
Deathscream, Kahg: Legendary All-Master who lived over a thousand years ago during the previous Second Age.
Death shield: The Pyramid King’s ancient artifact crown, which appears to be a simple band of silver. However, it can protect from almost anything by creating an aura of death magic, which scatters both magic and mundane attacks. The death shield protects the wearer on all sides, except directly below. The crown also has other abilities. See Don’mall, Sulycan.
De Búrca, Iarlaithe: An Ilvartian Clan Leader in the Pyramid King’s army. This red and white-bearded Warmage of Light is an experienced battle commander who has lesser status in Ilvart than his rival, Clan Leader Devin of the Conél Moen.
De Kull, Rian: Young Ilvartian Eirin’tor and Warmage of Light. He knows De Paor well from Camp Gylba.
Deflect: Spell, strength magic. This attempts to deflect any incoming fast-moving missiles aimed at the caster and can slightly bend light shafts away from the mage.
Delhearth, Celine: Lady Delhearth is the daughter of the Count of Delhearth and little sister to the viscount. She is willful, ambitious, ruthless, and interested in magic. Her chaperone is her former nanny, Miss Giders. Pino considers her the most beautiful girl in the county. She has platinum-blonde hair, blue eyes, and is seventeen years of age. Her mother died when she was a small child.
Delhearth, Kistforn: The Viscount of Siwton and Ruthrid is the son of the Count of Delhearth and older brother of Lady Delhearth. He is the sheriff of part of the County of Delhearth, namely the villages of Siwton and Ruthrid, which is his viscounty. This powerful university-trained mage is as ruthless and beautiful as his sister, and like her, has long blond hair. The viscount has a terrible reputation amongst the commoners as an unforgiving and brutal law enforcer who enjoys using his strength magic to punish minor transgressions. His mother died when he was a small child.
Delhearth, Max: The Count of Delhearth is the undisputed ruler of his county. Not as ruthless or violent as his children, but not an agreeable man to be around, either. He always carries a golden baton. Lord Delhearth lives in a well-defended castle in Delhearth, and has two children, Kistforn and Celine. He uses strength magic.
Delvit, Fill: Weak-willed Light Master committed to the Delhearth Sanatorium.
Demos, Padraig: One of the most powerful omen masters in the Izanti Empire. Has taken part twice in the ten-year omen ritual. See the Izanti Empire.
Demosthenes: Imperial Warmage of Light, who holds the rank of captain in the Thorakityi ground forces legion and works directly for Stratigos Palamir. Keeps an eye on Phytiax.
Denes, Eemeli: Omen Master and one of Prince Phytiax’s former omen magic teachers at the Imperial Academy of Magic in Izanth.
De Paor, Shiharl: Used to be the fastest spellcaster amongst the Eirin’tor, now one of the youngest Warmages in the Ilvartian army. Born and raised in Camp Gylba.
Devin, Gruffudd: Ilvartian Leader of the Clan Conél Moen and a Warmage of Light. This wide chested and always impeccably clean-shaven Clan Leader is one of Lord de Barra’s oldest rivals. He’s the father of three. He has two boys; one is in the Pyramid King’s army. His oldest child was Siall Devin the late Pyramid Queen of Ilvart.
Devin, Siall: The Pyramid King’s late wife. Daughter of Clan Leader Devin.
Dhomaz: See Vilsz, Dhomaz.
di Pinto, Pino: /’di: ‘pɪŋtoʊ, ‘pi:noʊ/ The weakest mage in the world. Able to cast spells from all five magical disciplines. Because of his lack of magical strength, he could not graduate from Vandyldam University as a master. Instead, they made him a mage adept. Some believe Pino to be a direct descendant of the ancient and powerful All-Masters, though his parents were commoners. The rotting plague killed his five siblings, including his older sister Isal and younger brother Peto. His parents died later in a fire. The di Pinto family was well off because of Pino’s father’s horse-trading business, and following university, he found work as a scroll scribe at the Royal Scroll Workshop in Siwton, working for Master Cordin. Pino is tall, slender, good-looking, and has thick chestnut hair reaching to his shoulders. He is nineteen years of age.
Dirtface: Slang. A derogatory term referring to a foreigner with a skin hue browner than most Lyomians. Amongst Lyomians, it’s considered extremely disrespectful to use this term about people hailing from Datili—because of the close ties between the two Kingdoms—but some still do. See Datili.
Dno: Small town in the middle of Xanthi Circle. Of little strategic value.
Don’mall, Sulycan: The Pyramid King of Ilvart. An extremely powerful mage and the son of a rich duke. Became supreme ruler of Ilvart following a coup. He led the raid on the former Pyramid King Adgad’s Hall. Tall, pale-skinned, dark-haired, and handsome. Wears gray robes, as is traditional for an Ilvartian Warmage of Death. See Ilvart.
Don’mara: A deceased Ilvartian baronet who was scattered by Sulycan Don’mall during a duel.
Doplei: Ilvartian playwright mostly known for his tragedies.
Dorol: The gardener at Sir Addan’s country estate. Approximately fifty years of age.
Draíochty, Ilain: Female Ilvartian Light Master who discovered the Invisibility Spell. Does not approve of how the Pyramid King is using her invention. See Invisibility.
Druim Dún: The Ilvartian capital on the east coast of Gaia.
Dual: Popular in the Izanti Empire, the Dual strength magic fighting technique was first created in the Edosnil Circle and used to great effect in the Battle of Dolgs Hill. In Dual, warmages or masters use shields and missiles as an effective way to fight units of archers. The technique is still in use today and has developed to where a single warmage may use it. There is both a Dual ground form and a Dual air form.
Dukes of Lyom: The dukes of Lyom are the most powerful of the kingdom’s land-controlling nobles, equal in many ways to the Mage King. Power is effectively split between the Mage King and the council comprising the three dukes: The Duke of Govent, The Duke of Midsvit, and the Duke of Ralfheim. The latter is the richest, while the Duke of Govent is considered the most distinguished, as his line carries straight back to the son of the first Mage King. In theory, a fourth duke exists, the Duke of Royhof, but the title belongs to the Crown Prince, and he is not part of the council of dukes. See Mordlan, Outzar The First, Reistel Casimir, and Rex, Lanzar Ixtus Frederich.
Dunaid, Bríd: Female Ilvartian Warmage of Strength. A murderer and abductor. Has long brown hair and pale skin. In Ilvart, men and women often wear the same type of clothes, and leather clothes are popular, but Lyomian women typically consider the leather pants she wears to be only suitable for a male commoner.
Dupmark, Omz: Together with Zwen and Steggoz, this young mage was part of a clique that used to bully Pino di Pinto during their time at Vandyldam University. The trio of bullies nearly got expelled for being caught sleeping naked in the Headmaster’s bed. Later, Omz Dupmark became a knight.
Ebmol: Ilvartian Warmage, who has a long scar beneath his left eye.
Ebony Haze: Spell, light magic. A wide-spectrum Second Age shield spell. It creates an ebony-colored mist around the caster that solidifies to hamper most incoming light magic attacks.
Eddelhill: Village in the hinterlands of Crossroad. Burned by Ilvartians.
Edi: Pino di Pinto’s deceased grandmother.
Edosnil Circle: A southern province of the Izanti Empire. The former independent Kingdom of Edosnil was invaded around four hundred and fifty years ago and later became a part of the Empire. The Dual strength magic fighting technique was created here. See Dual.
Emergency Scatter: Spell, death magic. The most dangerous kind of death magic. The spell creates a small bubble of safety around the Warmage of Death, but scatters everything else from there on out to the maximum reach of the mage. Even down into the ground. In Lyom, Emergency Scatter is restricted to warmages. See Hag Spell.
Emperor’s balls: Izanti curse. The Emperor is divine by the Izanti peoples, but the less devout still take his name in vain. This curse is also used in parts bordering the Empire.
Empty barrels make the most noise: Lyomian saying. Meaning that the ignorant speak to be heard, and not because they have anything important to say.
Enhanced Voice: Spell, strength magic, or light magic. Used to address many people at a time, and when one speaks, their voice is enhanced and will carry far. One place it is most often used is inside places of worship, as it lets the Spirit Priest be heard clearly by everyone gathered. This is one of the rare spells which can be cast with either strength or light magic, though the gestures for the spells are different.
Enthrallment: Spell, life magic. Altering someone’s mind with magic is called enthrallment, and the spell is the most outlawed of all Hag spells. The process takes time, and the spell must be cast on the victim many times before their mind can be altered. When the victim is finally enthralled, the caster can make them do whatever they want, but given time, the process will usually reverse itself. The stronger will the victim has, and the further the intended actions are from what the victim would normally do, the longer the spell takes to cast. Once the enthrallment process is concluded, it can be maintained by applying a short daily spell, except with strong-willed individuals, who will need several spells cast on them. The initial process can be quickened if the things the caster wants done are not something the victim would never do, or if the victim trusts the caster. Historically, most lands have had one or more rulers, or high-ranking nobles, fall prey to enthrallment. Fear of enthrallment is deeply embedded in the nobility, and the spell has led to mistrust of life masters. See Hag spell.
Eirin’tor: A Second Age word describing those who believe fully and purely in the Magical Spirit. In the current age, the meaning has been altered by the Pyramid King of Ilvart to describe a pure believer in the one ruler of the world, himself. See Age, Second and Don’mall, Sulycan.
Eriolld: A Warmage Captain in the Mage King’s Army. He uses strength magic and is stationed near the border to Groxmark.
Es’cia: one survivor of the All-Master massacre of the Zhi’el sky city of Viape’lon where she was widowed. Served during the last war of the Second Age and became the Arch of the Zhi’el.
Evar: One of the largest factions of the Second Age. See Age, Second, and Ilvart.
Everdeath: Some people believe certain things can destroy the essence of life, preventing it from ever going to the everlife—this condition is known as everdeath. It is widely believed that anyone scattered by a spell or slain by the primordial being known as the Young Hag suffers an everdeath. The one exception to this is the Magical Spirit, a divine immortal being who could resist and imprison the Young Hag. See Everlife, Magical Spirit, and Young Hag.
Everlife: In parts of Gaia, such as Ilvart and the eastern parts of Lyom, people believe those who die are not wholly gone. They reside in the everlife—a spirit realm reserved for the dead. At the time of death, a person’s essence of life is carried by a being known as Mother Death to the everlife. Believers say it is possible, at least under certain circumstances, to receive messages or advice from ancestors and other departed. In Ilvart, they regard the pyramids as gateways to the everlife—constructed to one day let the dead kings return to life, while some regard the mysterious Ever Tombs of Lyom as a gateway to the everlife. See Ancestor spirit, Everdeath, Ever Tombs, Ilvart, and Mother Death.
Ever Tombs: A Hag spot. One of five places thought to be so dangerous that any Lyomian mage is forbidden to go there. See Hag spot.
Faction: During the Second Age, powerful factions like Futuresight, Honored, and the Zhi’el had a lot of influence, and which faction one belonged to or joined deemed how they lived their lives. Some factions were found in all lands, while others were less spread out. See Age, Second, Evar, Futuresight, Honored, and Zhi’el.
Falling off the ring: A mental affliction specific to omen masters. Those afflicted are left lifeless and trapped inside omen until their body dies in the now. Their mind is believed to be forever spiraling through primordial Kháos. Izanti omen masters are taught to focus on their tattoos to break free, but this does not always work. Rest and relaxation coupled with little, or no use of omen will heal the master eventually, unless the affliction is too far advanced, in which case it can lead to death. See Now and Omen magic.
Fahili from Ishmili: A young energetic tradesman who speaks several languages, including West Xanthi. Lives in Opond north of the Izanti Empire with his family. An agent of the Ata’stux Empire. Ishmili is a city in the Ata’stux Empire.
Farli: Deceased son of Master Cordin.
Felfred: A master spy for the Izanti Empire. His ability to speak several of the northern tongues, along with his long fair hair and lack of a beard, allows him to blend in amongst the Northmen. See the Izanti Empire.
Fendrik: A Warmage Lieutenant of Light with the Duke of Ralfheim’s army. Stationed at the border bridge between Lyom and Groxmark.
Fern: A farmer often frequenting The Naughty Bagpipe Inn.
Fernbach, Tidol: Life Master Instructor who teaches at Vandyldam University. Pino di Pinto is a former student of his.
Fibal: One of the unpleasant guards at the Count of Delhearth’s castle.
Fikold, Aimon: Ilvartian Eirin’tor and Warmage of Light.
Filentra, Eric: Strength Master who is a flight instructor at Vandyldam University.
Fildian, Pers: Warmage who teaches death magic at Vandyldam University. This strict instructor is one of only six mages in Lyom who can use death magic, not counting his former student Pino di Pinto.
Finger: A unit of length. Approximately the length of an adult’s middle finger (equal to 3,94 inches or 10 cm). Only used in Lyom, Datili, Versidel, Groxmark, and Marlsen. See Arm.
Fire cat: A dangerous type of animag. Though its magic is not as powerful as most other predator animags, it is believed to be responsible for many forest fires—though this has never been proved. A fire cat looks exactly like an ordinary house cat. It can use light magic. Several Lyomian proverbs deal with them, such as inviting the fire cat into the barn (doing something reckless), fire cats in dry grass (danger is imminent,) or calling someone fire cat crazy. See Animag.
First Age: Not much is known for sure about this distant age, but it is believed to be when the use of magic was discovered. Described by scholars as an idyllic time that ended tragically with a war of near-total destruction. Also called the Age of Dissention.
Five shadows of everdeath: The story of how the first Mage King, Outzar The First, bested the five shadows of everdeath is told by Spirit Priest every year across Lyom, during the spring Pentacost celebrations. All year long, the devout are reminded of the story as they walk up the aisle of any pentacedral. Here, the churchgoer passes through alternating patches of dark and light while walking under spires. This effect directly pertains to the ancient story in which Outzar made it past five shadows of everdeath during his escape from the Young Hag’s prisons, holding the gifts of courage and wisdom, which he later freely gave to the people of Lyom. Likewise, the devout are encouraged to let their faith in the Magical Spirit guide them safely through life, even at the darkest of times. See Magical Spirit, Outzar The First, Pentacedral, Pentacost, and Young Hag.
Flamestrike, Louiza: Legendary All-Master. Lived over a thousand years ago in the previous Second Age.
Flight: Spell, strength magic. A versatile spell that can be used for levitation or actual flight. The weight lifted depends entirely on the strength of the mage casting the spell. See Spell power.
Forest Mages of Lato: An esoteric order of mages who left Lyom around two hundred years ago to settle on the island of Lato. See Lato, Isle of.
Fornsmacht: A village east of Delhearth. Burned to the ground in YotMK 1283. See YotMK.
Friezin: A powerful breed of horses found in Lyom.
Fringe spell: Spells that only a select few mages can cast. Likely because they are extremely difficult to learn or cast, or because the casters need a unique talent to work for them. Some examples are Lady Govent’s Sparks Spell and the Shared Mind Spell used by Pino and Dritmar.
Frollich, Torb: Warmage with Piercon’s Pigeons and friend to Alez Boven, whom he considers to be extremely funny.
Futuresight: One of the largest factions of the Second Age. See Age, Second.
Fuzzy: Spell, light magic. Often used during flight reconnaissance by warmage scouts to make the contours of their bodies fuzzy. Especially effective when seen against the sun, as the spell effect is amplified by the blinding light, making them harder to detect. A favorite tactic amongst scouts is to shadow enemies while always keeping the sun above and behind.
Gaia: A continent to the west of the continent of Ata’tor.
Gall, Ruadán: A young and powerful male Ilvartian Warmage of Strength with long red hair and pale skin.
Ghost Light: Spell, light magic. The caster creates a globe of light that can be moved. The name is derived from the quality of the globe’s translucent light, which some people think is emanated by ghosts or life essence. Sometimes the light will appear gray or bluish, and at other times, an eerie greenish-white. Some say the latter color shows someone has died in the area recently, or a ghost is nearby.
Giders: Nanny Giders is Lady Delhearth’s former nanny turned chaperone.
Gijul: The Izanti word for horse manure.
Gilp: One of the three Ilvartian breeding camps. Created to breed an army of fanatical warmages for the Pyramid King’s Army.
Glim Flash: Spell, light magic. Being inside a Glim Flash is dangerous, as it burns the skin, and it is used in combat to hurt and stun groups of opponents. A Glim Flash burns intensely for a moment and will get rid of embers and put out fires. How it does this is not entirely understood, but some believe it ignites dust and impurities in the air. One can’t cast a Glim Flash again in the same spot for a while.
Glowing Eyes: Spell, light magic. A simple spell that makes it appear as if the caster’s eyes are glowing. Sometimes used to frighten commoners.
Golem: The northern term used to describe a titanic magical construct during the Second Age. The same beings were known as colossi in the south during that time. According to legend, the golems were constructed out of clay. See Colossus.
Govent: Has several meanings; it is a city in the eastern part of Lyom at the Strait of Fortune; the name of a duchy in eastern Lyom, near the Ilvartian border; and the name of the ancient first duke. It is one of the most fertile areas of the kingdom, and around the city of Govent, the coastline is beautiful. The Govent family crest shows a ship at sea with lightning in the background.
Govent, Milou: /əˈnɑ:d, mi:’lɒʊ/ A strong-willed young lady from the Duchy of Govent. Her father is the Duke of Govent, one of her twin brothers is the Earl of Dokeston, and the other is the Count of Silver Mines. Her bloodline can be traced back to the first Mage King, Outzar The First. Lady Govent is a tall, slim brunette, and nearly eighteen years of age. The family crest shows a ship at sea with lightning in the background. See Sparks.
Govent, Tobial: Aged nineteen, this slim and kind Light Master is the Earl of Dokeston and brother to Lady Govent. His twin is Andres Govent, the Count of Silver Mines.
Great pyramid of the everlife: According to legend, the great pyramid was a flying village full of the chosen people, the Evar tribe. It brought the tribe to the place that would later become Ilvart. The pyramid is also said to have the power to bring ancient Kings back to life. Few Lyomians believe these claims, or the Ilvartian religious claims, about an everlife. However, the great pyramid looks different from the other pyramids, with some of its stones being of a shiny golden sort (not gold though) which is not found locally. If the claims are true, it’s the oldest of the many stone pyramids found in Ilvart.
Great Seawall: Located due north of Vandyldam, the capital of the Kingdom of Lyom. Together with the dam to the west of the city, it protects the capital and the surrounding parts of Lyom from flooding. The Great Seawall is one wonder of the world. Third Age scholars believe that it was created sometime during the Second Age, but according to an ancient Vulture Sentinel artifact the seawall is much older. The seawall was built of an unknown and impenetrable magical material known in ancient time as cretabond. See Cretabond and Vandyldam.
Grievous Wound Healing: Spell, life magic. An ancient Second Age spell that is more efficient than any Third Age healing magic.
Groxmark: /groʊks’mɑ:rk/ Black forest, black hearts, the saying goes. Groxmark is a small, gloomy kingdom in the western part of the continent of Gaia, mostly covered by black forests. Much of the population is treated little better than slaves and ruled over by High Mage King Rilpion IV. The High Mage King is not beloved by his people and funds a secret mage police—the Ustrag—who watch the citizens and the borders, closely. Trying to keep everyone obedient, the High Mage King defends his territory vehemently, and the capital city of Groxby is a fortified port. Groxmark trades a bit with Marlsen, but only luxury items intended for the elite. River Snapper, which makes up the border with Lyom, is heavily defended. Patrol boats and the surrounding black forest on the Groxmark side are filled with manned lookouts, deadly traps, and small castles. Fearing his enemies are communicating behind his back, the High Mage King has decreed the use of communication spells to be punishable by death. Groxmark has a large standing army, and the High Mage King hires mages from other countries to work as mercenaries. This he pays for with gold from his two gold mines. Rilpion IV is the first to use the title of High Mage King in over a thousand years. The last being High Mage King Rilpion II who ruled over a larger Groxmark, comprising today’s Groxmark, plus what are the city-states of Marlsen and Versidel and the city of Ralfheim inside Lyom. He was considered high because each of these areas was ruled over by a Mage King who had sworn fealty to him. Following the Versidel Independence War, and then two disastrous wars against Lyom, Groxmark shrank to its current size.
Groxy: Slang. A Lyomian derogatory term referring to someone hailing from Groxmark.
Guiding: Spell, life magic. With this spell, the mage can perceive the insides of people or investigate the inner workings of objects. The perception is limited and without color, but the perspective can be altered, meaning one can look at the object from any side by altering precisely where the spell is aimed. The Guiding Spell is primarily used to assist life magic healing procedures, and often in its one-handed version, because this frees up the mage’s other hand to cast the needed Healing Spell.
Gylba: One of three Ilvartian breeding camps. Created to breed an army of fanatical warmages for the Pyramid King’s Army.
Gylf: An Ilvartian breeding camp.
Hag spell: A group of dangerous and much feared spells. Some of these will kill everyone in the caster’s range—including the caster. Others alter perception and can control the actions of the victim; amongst these is the reviled Enthrallment Spell. See Young Hag.
Hag spot: One of five places thought to be so dangerous, any Lyomian mage is forbidden to ever go there. Once a mage becomes a full master at the Vandyldam University, he is told about the Hag spots. See Cursed Island, Ever Tombs, Ultbridge, and Young Hag.
Hag, take you: Ilvartian curse. Very popular in Ilvart. See Young Hag.
Halwood: Jailor at the Count’s castle in Delhearth. Previously a soldier.
Hain, Alexion: Captain of the good ship Calandra in the fleet of the Izanti Empire.
Farwatching: Spell, light magic. A Second Age spell that allows the caster to view objects far away as if they were right in front of them.
Healing: Spell, life magic. A slow form of magic capable of repairing most injuries. Can knit together things like bones, muscle, sinew, and skin, even regrow limbs, which require many long sessions with a life master over an extended period. As the magic is slow to take effect, patients who have been hurt severely will often not live long enough for the spell to work. This spell can’t bring the dead back to life, can’t cure certain diseases, and rarely works fast enough to counteract poison.
Healing box: These smooth square boxes are found in Chint’le. They are ancient magical healing devices from the Second Age. The dark material they are made from has a reddish hue to it. They appear solid and without openings, but the lid can become transparent, and once inside, a person can be healed and get to meet the Keeper. See Chint’le.
Heart of the World cliff: The clifftop where the Imperial Izanti Palace is located. An Oracle cave is located inside the cliff below the palace.
Heint: Warmage Strength Master in the Mage King’s Army. Stationed near the border of Groxmark. Wounded in action.
Hekdor, Eugénios: The Senior Pterarchos in the Izanti Empire. Directly advises the Mage Emperor on all matters pertaining to aerial combat. Oversees two of the most feared legions, including the Kháos aerial legion, as well as the imperial communications and flight tower service. Thought to be a vain fob who does not deserve to hold such a prominent position, but is an accomplished strategist, a powerful Warmage of Strength, and an expert swordsman. One of Prince Phytiax’s few friends. See the Izanti Empire.
Henses: A white-haired reclusive contemplator mage who has three followers. All of them are holed up in a damp cave on a beach on one of the Lato Islands.
Hilbert, Roy: The Baron Gillydam is betrothed to Honored Emilai Swan. He is a well-liked Strength Master, good-looking, and comes from a wealthy family. Part of the wealth comes from pearl fishing and the rest from trade with Datili and Ilvart. Wears green livery with thick gold thread and pearls. His crests display the Great Seawall, a boat, and a scepter with a huge pearl in it. Twenty-two years of age.
Hockmerck, Rilpion IV Liam: The High Mage King Rilpion IV rules the small Kingdom of Groxmark. He is thought to have designs on expanding his realm and known to be envious of the Mage King of Lyom. See Groxmark.
Holt, Thijs: Experienced Life Master specializing in treating mentally ill mages. Leader of the Delhearth Sanatorium. See Woodless.
Holy cremation: In Lyom, the dead are placed in a crebarium and burned into nothingness by a Spirit Priest using light magic. Not all lands use cremation. For instance, it is the custom in the city-state of Marlsen to use death magic to scatter the dead, while in the Izanti Empire, strength magic is used to bury the dead. See Crebarium and Scatter.
Honored: One of the large factions of the Second Age. Also, a Third Age noble title; the daughter of a knight. See Age, Second.
Haunt of Cedishof: Many Lyomian mages considered the haunt the worst fiend ever to trouble Lyom. It spread terror throughout the city of Cedishof for months by killing a lot of mages—even well-protected ones. See Addan, Swan, Cedishof and Piatrious, Piercon.
Ibya Circle: One circle (province) of the Izanti Empire. Situated to the north of the capital, it has a lot of trade passing through it but is mainly one of the agricultural centers of the Empire. Each circle works largely autonomously, with their own system for local defense and transport. They organize things such as offensive armies and tax collection on the imperial level.
Ilvart: /i:l’wɑ:rθ/ They respect only strength. They kill the weak. Ilvart is a Gaian Kingdom to the east, and the name of the ancient King, after whom the kingdom was named. The current Pyramid King of Ilvart is Warmage of Death Sulycan Don’mall. Ilvart is a harsh country full of hills and mountains. Its nobles have been internally warring for centuries, and they teach most inhabitants to fight at an early age. Nobody squanders resources in Ilvart, and unlike the neighboring kingdoms, they actively encourage Ilvartian women to become mages and serve in much the same roles as males. The sexes even wear clothing not much different from each other. Following the War of the Titans, which ended the Second Age, the Evar tribe settled Ilvart—descendants of the Second Age Evar Faction. The tribe built the first stone pyramids, dubbing their rulers “Pyramid Kings.” Former kings are still laid to rest and entombed inside the pyramids. The Evar tribe was defeated over a thousand years ago, but ancestor worship and the belief that one can commune with the ghosts of the deceased are still widespread in Ilvart and the eastern parts of Lyom. The man who defeated the Evar was Outzar The First, the first Mage King. He led an invasion force from the west, claimed the land, and renamed it Ilvart in honor of his second son, Ilvart. Before Outzar died, he split his Kingdom into three and granted each part to a son. His second son Ilvart became Mage King of Ilvart. The others were granted respectively the fertile Kingdom of Lyom and beautiful Duchy of Govent. If you compare the three parts, Ilvart has by far the poorest and most rocky soil. Not much grows there, and most of Ilvart is flanked by the No End Mountains. To help secure lasting peace in his new homeland, Outzar’s son Ilvart took Brenyn, daughter of the leader of the defeated Evar tribe, as his wife. She turned out to be a Witch, but the Evar tribe had misled him; he refused to follow his father’s law and slay his wife. Instead, he burned all copies of Outzar’s Mage King’s law and allowed his wife and other women to use magic. Subsequently, many of his closest advisors and friends left and went to live with his brothers. As the years went by, he became more and more resentful, claiming his brothers had tricked their father into giving them more fertile lands. He demanded they turn over parts of their lands as compensation, and when they refused, closed the border. Trade with Lyom and Govent stopped. After Mage King Ilvart died, his son Dunley became ruler, a powerful mage who felt closest to the beliefs of the Evar tribe. He took the mantle of ‘Pyramid King’ since the title of Mage King has not been in use in Ilvart.
Ilvartian: Both the designation of people coming from Ilvart, and the language of Ilvart, also called the language of the righteous by the Ilvartians.
Imperial gold coin: These are about five times larger and heavier than a gold crown from Lyom. The Emperor’s face adorns one side, while the other shows the outline of the Izanti circle where they were minted.
Imperial mile: A unit of length. An imperial mile is equal to 0,16 Lyomian rests (and equal to 1 mile or 1,6 km). Commonly in use in the Izanti Empire, Blatol and the Kihan Islands. See Rest.
Imperial yard: A unit of length. An imperial yard is equal to 1,524 Lyomian arms (and equal to 1 yard or 0,9144 meters). Commonly in use in the Izanti Empire, Blatol and the Kihan Islands. See Arm.
In-between times, the: A concept not known to Third Age scholars. But according to the Vulture Sentinel this is a very long stretch of time between the First and Second Age. Supposedly the in-between lasted much longer than the Second Age.
Inventor: Wildemar, commonly known as the Inventor, is a resident of Ultbridge. He is a commoner and a gifted inventor and the Attendant of Zelt’Davar. See Zelt’davar.
Invisibility: Spell, light magic. A way to make the caster, and others if desired, invisible to the naked eye. It is a recent Ilvartian spell innovation made by Light Master Ilain Draíochty.
Ipilu: The only mapmaker in Opond. Old and white-haired. His small tent reeks of the mixtures he uses to preserve the goatskins used to make his maps.
Iptor: A rank in the Izanti military. Equivalent to a Lyomian knight. Iptors are in command of other warmages and are most often veteran Warmages of Strength or Light that have distinguished themselves in battle. An iptor will usually be in command of between nine and eighteen Warmages.
Iron Bull: See Palamir, Iphicrates.
Isal: Deceased sister of Pino di Pinto.
Izanth: The capital of the Izanti Empire. Founded by a powerful omen master, Apateóno, who began with one city and created a kingdom that later grew into an empire. His city is now a metropolis, and the largest city on the continent.
Izanti Empire: The biggest empire in the world is also referred to as “The Ever-victorious Empire” or “The Empire of the Circle,” as imperial society is divided into “circles;” administrative groupings responsible for creating defensive structures, gathering imperial taxes, and trading, transport, and agriculture. One example is the Izanth Agriculture Circle, which oversees farming and forestry. The legions of the empire are the biggest, most disciplined fighting force in existence, and no nation has held out for long in a war against them. The Izanti Empire has grown slowly but steadily for over a thousand years, always integrating conquered territories before moving on to new conquests. The inhabitants of the conquered areas are—in most ways—allowed to continue their previous lives if they pay taxes and will fight for the Empire. Mage Emperor Apateóno, a direct descendant of the founder of the Capital of Izanth, rules the Izanti. His white marble palace is the largest and most lavishly decorated building in the world, and full of beautiful gardens.
Jaeger: See Reuz, Hans.
Jaegers: A small, ultra-elite Lyomian company of soldiers. Directly under the Mage King’s control. Known to everybody in the Kingdom as the toughest unit in the Mage King’s Army, and the only ones with Warmages of Death. They take their pick of the strongest mages in all Lyom and the best archers. Include a squad of Warmages of Death in bright purple order robes. The rest wear black over purple livery and green woolen cloaks. Non-warmages of death can only be discerned by the color of a simple ribbon on the chest: yellow for strength, light blue for light, gray for omen or red for life.
Jinsil: Ancient Arch of the Zhi'el. She lived in Ondo'lon and still figures in the memories of Emilai Swan. See Quinn.
Julianz, Woldheart: Light magic-wielding ship’s protector in the Duke of Govent’s merchant fleet. A good friend of Pino’s from university, and one of three friends who helped protect Pino against bullies.
Kam: Captain of the cargo vessel “Irial” which travels the Little Salt Sea. He is a thin man with blisters on his skin from exposure. The sailors Aton and Luico work as his crew.
Keeper: A beautiful woman who Pino encountered on a beach in a magical realm accessed through the red boxes found in the ancient city of Chint’le. She’s in fact, the last echo of the Zhi’el, a guardian spirit living in the magical realm known as the astral spaces. See Astral spaces, and Sphinx.
Kefalas, Taadaki: This gray-haired and overweight omen master is experienced and powerful. A participant in several Izanti ten-year rituals. See the Izanti Empire.
Khaldun: A Strength Master Hauler of the A’yadi people. Living in Opond, north of the Izanti Empire.
Kháos: An empty void also referred to as the abysmal chasm or primordial state of existence. It used to be the only thing in existence besides its evil ruler, the Young Hag. When the Magical Spirit appeared at the dawn of time, it imprisoned the Young Hag and created the world and the heavens. Kháos is also a feared Izanti aerial legion led by Pterarchos Hekdor. See Hekdor, Pterarchos, Magical Spirit, and Young Hag.
King berry: These berries are quite delicious. Xolgas claims they work well with his stouts. See Xolgas.
Klerx, Bram: Goes by the name Miller because he used to be an actual miller in a village close to the city of Muggiton. Can use light magic in a unique gesture-less way. A former patient at the Delhearth Sanatorium. See Woodless.
Knights of the Sacred Flame: Lyomian knightly light magic order led by Crown Prince Reistel Casimir of Lyom.
Kul’dinn: These are heavy ancient weapons capable of great destruction, especially at long range as the charge grows in power up to a certain distance. Kul’dinn means ‘dire blaze’ in the tongue of the Second Age.
Lagmas, Ralf: The instructor who taught omen magic to Pino di Pinto at Vandyldam university. As a traditionalist, Master Lagmas only wears blue and gray robes. He is fascinated by the legendary All-Masters and studied Pino for some time before authoring the little-known work titled “Treatise: Ye Recurrence of one Olde and Foremost Bloodline.” Herein, he postulates and concludes that Pino is out of an ancient All-Master bloodline, now devoid of its former power.
Larylil, Daisy: Former tutor to Emilai Swan. Mrs. Larylil is strict and well-versed in several foreign languages, etiquette, customs, and history. See Watcher.
Lato, Isle of: A small independent island with strong ties to nearby Lyom, and a part of a small island chain known as the Lato Islands. Lato is mostly covered by forest and is the home of the Forest Mages of Lato, an esoteric order who two hundred years ago left Lyom to settle here. They intended to grow closer to the Magical Spirit, and to this day, the island is a spiritual retreat sought by contemplators. The Isle of Lato is home to a few small fishing communities. The Lyomian Order of the Spirit and Order of the Spirit Shield have their central monasteries here, and many Spirit Priest and Monks live there, deep inside the forest.
Life magic: One of the five disciplines of magic. Most often used for healing injuries. Life magic is by far the most complicated magic to learn and the slowest to administer. Treatments take from hours up to weeks. It can only be used by people, animals, or plants born with an affinity for life magic. People with this power are typically referred to as life masters or mages. Peaceful uses include medical treatments of all sorts, like healing injuries, mental afflictions, diseases, and performance boosts. Also, making crops grow faster, and amongst the clergy, blessings, and faith healing, and in manufacturing, the improvement or altering of fluids, fabrics, ceramics, and metals. It is possible to hurt or kill using life magic, but the spells take too long to be effective on the battlefield. Therefore, life master warmages are the army healers. Everything within a life master’s maximum reach can be affected. Life masters are commonly found in cities or near nobility and mostly treat the wealthy. Life masters are the most skilled of all healers, but in some places, their failure to combat the deadly rotting plague has made people respect them much less. Against several types of diseases, life magic is not effective because it is slow to work. There are few life masters, as few life master bloodlines exist in the Third Age. Nobody knows why. In Lyom, life masters typically wear red, orange, or brown robes. Warmages favor red, masters joining the clergy use brown, while a few select bloodlines traditionally used orange, or a mix of those colors. Izanti life masters have chest tattoos centered on the heart, often with a leaf motif, and typically depicting one or more animals.
Light Enhancement: Spell, light magic. A spell that lets the caster see more clearly in dark places. Does not work in total darkness. The gestures are the tulip; fingers pointing upwards while neatly gathered, petals opening and watered; spreading the fingers and the thumb pumping once toward the palm, and the eye; pointing the fingertips at the eyes.
Light magic: One of the five disciplines of magic. Most often used for creating light or heat. Can only be used by people, animals, or plants born with an affinity for light magic. People typically refer to those with this power as light masters, warmages of light, or just mages. Peaceful uses include creating light at night, heating places, cooking with magic, creating extra light and heat for crops, and protecting people and property such as ships. A low number of mages can communicate with each other over long distances. Warlike uses include projecting intense beams of light known as light shafts, setting things or people on fire, or calling lightning. Everything within a light magic-wielding mage’s maximum reach can be affected unless it is well protected. Some spells can affect things outside a mage’s reach, such as light shafts and communication spells. Most mages either use light or strength magic and therefore most spell innovations and spell research are done in one of these two areas. Some mage bloodlines are stronger than others. In most lands, the mages with the most powerful magic take up prominent positions in society. Lyom is no different; the Mage King and Crown Prince are both powerful warmages of light, and most high-ranking nobles, such as the Duke of Govent and his sons, are also light magic users. Other lands have different traditions. In Lyom, the most powerful non-light masters are typically found in the lower echelons of nobility, such as the Count of Delhearth or Knight Addan Swan. Most mages using light magic are not nobles, and take up positions in agriculture, as craftsmen, Priests, entertainers, law enforcers, and manufacturers. Twenty years ago, Light Master Plahorst Sierl’s invention of the magical lens further increased their power, as certain light magics can be amplified, such as deadlier light shafts, which can reach longer ranges. In Lyom, light masters and warmages of light traditionally wear white or light-blue robes, while Spirit Priests wear sand-colored robes. Any jewelry worn typically has stones or pearls that are white or clear. Izanti Warmages of Light and Light Masters have neck tattoos. Warmages often use a sun or flame motif and one or more animals.
Light Scan: Spell, light magic. A Second Age spell used to search an area slightly larger than the caster’s range. It reveals much more than what the eyes see, but takes a while to use.
Lightning: Spell, light magic. A combat spell making the caster capable of calling down a lightning strike at a designated spot. The lightning will hurt the caster if caution is not properly applied.
Light Shaft: Spell, light magic. Used for over a thousand years by light magic users, and still one of the most used combat spells today, as it is a swift way to kill. The maximum range and intensity are proportional to the caster’s spell power. A light shaft only lasts for a short time and loses coherency as soon as the caster’s maximum range is exceeded. Powerful light shafts can travel outside a caster’s maximum range but are seldom strong enough to kill. Less powerful shafts can be cast as needed, and it may augment a shaft using a magical lens. The gestures for the two-handed version are for the left hand to be raised and held flat, palm downwards, all five fingertips pointing toward the target. Some use this as a rude gesture. See Spell power.
Lord Chelmsby’s Spellworks: A competitor to the Royal Scroll Workshop.
Lost Magic of Sente’le: An ancient Zhi’el artifact ship with submarine capabilities. Under water it moves at an extreme velocity and may move to and from land. It comes with inbuilt ranged weapons, has a kitchen with a seemingly endless supply of food, and two Wili’qjs may provide healing. Its “brain,” an intellect first class, has a kind demeanor and will happily advise any member of the Zhi’el. Not only can it speak and use mindtalk, but it learns new things quickly, including languages. It knows lots of things lost to time but not much about what has happened since the Second Age as it has been submerged for a very long time. See Akdo’le, Wili’qj and Zhi’el.
Loudain, Ant: Male Ilvartian Warmage of Strength. Has long brown hair, pale skin, pimples, and a scar across his forehead.
Lowerhill: The seediest part of Delhearth town.
Lubberwort: One of the most feared magical plants. They are toxic, and exposure will slowly kill animals and people before breaking them down into mulch. Can be found in remote places, often next to lurefern.
Lugimaz: A butcher originally from Datili. Works at a market near Swan Estate. Emilai used to have a crush on him, but he was married and below her station.
Lurefern: One of the most feared magical plants. They lure animals and people in with a magical scent and put them to sleep. It is almost impossible to break the hold these plants have over the mind. Can be found in remote places where they live next to lubberwort.
Lying down in the crebarium voluntarily: Lyomian saying referring to doing foolish and unnecessary things which endanger one’s life. See Crebarium.
Lymo: Slang. Used by Ilvartians and Groxmarkians. A derogatory term referring to someone hailing from Lyom.
Lymod: Sadistic foreign agent working for the Ustrag, Groxmark’s secret police. See Stev.
Lyom: /lu:’oʊm/ “The land of butter and grain.” Lyom is a large kingdom in the northern part of the continent of Gaia—named after the founder’s firstborn boy, Lyom. Lyom is not rich in natural resources, but the soil is exceptionally good, leading to bountiful harvests. Its southern neighbor, The Kingdom of Datili, pays well for Lyomian crops, and the two kingdoms have a defensive pact. The jovial Lyomians are not on good terms with either of the other neighboring kingdoms—Groxmark and Ilvart. Lyom was founded over a thousand years ago by its first Mage King, Outzar The First, and today is ruled by Mage King Lanzar III. His people venerate him as an important religious figure, and he rules from the capital of Vandyldam, located in the far north of the Kingdom near the coast of the Sea of Tides. They split the power between the Mage King, and a council comprising the most important land-controlling nobles; the three dukes of Lyom. The Lyomian nobles treat the people kindly—mostly—and living conditions for the common man are decent. One exception is women attempting to cast spells. They are considered Witches and are tried by the magicstrates and subsequently executed. Lyom is mostly flat, and the northern area is below sea level. An ancient coastal defense, known as the Great Seawall—and the newer Western Dam—protect these parts from flooding. See Datili, Groxmark, Great Seawall, Ilvart, Outzar The First, Rex, Lanzar Ixtus Frederich, and Dukes of Lyom.
Lyomians: The inhabitants of Lyom.
Lyomian: The language spoken in Lyom.
Lysimachos: Life Master at the Emperor’s palace in Izanth.
Mage: A small minority can learn how to cast powerful spells from within a single of the five magical disciplines: light, strength, life, death, and omen. In most places around the world, including the Izanti Empire and the Kingdom of Lyom, mages are referred to as either a master or a warmage, depending on whether they are a civilian or a soldier. All mages are considered divinely blessed with magical powers and are held in awe by the rest of the population, the so-called commoners. Typically, the ruler or leader of any land, society, faith, or professional guild is a powerful and rich mage. The leaders delegate power over specific areas or tasks to other powerful mages, like the land-owning nobility of Lyom. Lesser powerful and rich mages run the important crafts guilds and hold important positions in society. The least powerful hold positions, such as soldiers, priests, healers, transporters, teachers, and shopkeepers dealing in magical goods. In most areas of Gaia, the churches are controlled by the local ruler and used to instill proper reverence and a high work ethic in the commoners and mages. In the northern part of Gaia, female mages are typically referred to as witches, and any spells cast by them are considered evil. In the Kingdom of Lyom, any woman proven to be a witch is sentenced to death, but in most parts of the world, female mages hold the same positions as the men. With a few exceptions, mages can only cast spells from one of the five disciplines of magic. This has nothing to do with their training or education. It depends on the individual’s bloodline. See All-Master, Mage bloodlines, Master, Warmage, and Witch.
Mage bloodlines: A term used to describe which of the five magical disciplines—light, strength, life, death, and omen—run in each family. The Kings of Lyom are born into the eldest, most powerful, and most proud light magic bloodline in the kingdom. Since the founding of Lyom over a thousand years ago, they have had exceptional spell power and reach, and their subjects consider them as close to the divine Magical Spirit as people can aspire to be. Most mages are sons and daughters of other mages, but not all. The likelihood of a child being born a mage increases if one parent is one. It increases further if both parents are mages. Having the daughter of a mage for a mother is also considered to increase a child’s chances of being a mage. A bloodline typically only produces one kind of mage, such as Emilai Swan’s family, which through generations has produced only mages using strength magic. A select few bloodlines can produce more than one type of mage. An example is the imperial line of the Izanti Empire, capable of producing strength, light, and omen masters. For unknown reasons, some bloodlines abruptly stop producing new mage offspring, and new lines spring up amongst the commoners. Therefore, in a few kingdoms and empires, children of commoners are tested to see if they are mages. When a bloodline has no more living mages, and all children born are commoners, it will lose its holdings and privileges. This process may take generations for bloodlines who have amassed wealth or powerful friends. In Lyom, males born into mage bloodlines who have no magic are often sent to the church to become monks.
Mage crystal: A form of clear crystal that glows when close to a mage, witch, or artifact. Lyom had no natural deposits of mage crystal, making them as rare as they are expensive.
Mage cage: There are five variants of mage cages, each constructed specifically to hold mages belonging to one of the five magical disciplines captured.
Mage killer: A commoner trained by the Ata’stux Empire to assassinate mages or to fight them in battle. The assassins are highly skilled in martial arts and infiltration and equipped with mage-hardened weapons. All mage killers have tile armor magically grafted onto their skin. A practice inspired by the Ata’stux cache-bearers. Commoners are used as mage killers, as they are more plentiful than mages, even so, being promoted to mage killer is considered a great honor amongst the elite commoner troops of the Ata’stux Warmage caste. See Ata’stux, Cache-bearer, and Warmage Caste.
Mage King’s Law: The first Mage King of Lyom, Outzar The First, wrote the first version of the Mage King’s Law in YotMK 2 following a period as a contemplator recluse. The law sets down the principles for how to live one’s life according to the true will of the Magical Spirit and how to rightfully use magic. “Do not kill or steal” is the first rule. It lists the duties and rights of a mage. Later mage kings changed various parts of the law or added entire additional chapters. See Sindolar I, and YotMK.
Mage King’s Magicstrate: /’mædʒɪkstrert/ A Lyomian mage police force entrusted with capturing the most dangerous criminals, such as masters accused of a crime, commoners attacking or stealing from a mage, or women using magic. Their mandate comes directly from the Lyomian Mage King’s Law. Accused women and commoner criminals are typically executed on the spot, while mages are locked up in a mage cage to be tried later by a court of their peers. Only mages are entitled to a defense. Depending on the crime and the evidence, anything from a fine to the death penalty may be the result. Magicstrates wear master’s robes underneath loose gray livery displaying a golden lion on a dark blue background above a large key.
Mage Prince: The son of a Mage King or Mage Emperor. It is also the name given to an Izanti constellation of stars which together form the outline of a princely crown. Mage Prince Phytiax thinks of them as “his stars.” The constellation is only visible from the southern hemisphere.
Magical Spirit: Worshiped in most of the world, including the Izanti Empire and Lyom as the creator of everything, meaning the first peoples, animals, and plants as well as all the world and heavens. Before creation, there was only an empty Kháos ruled over by the primordial Young Hag. Most major religions on Gaia are spirit religions of some sort. They consider the Spirit female, and believe it especially blesses mages. Magic is thought to stem directly from the Spirit. Commoners are less important because they have no magic. In the northern parts of Gaia, the Spirit is seen as having birthed Mother Death and is often drawn as a cloud with eyes and eyebrows. In the Empire, artists depict it in several forms, depending on its function and mood. For instance, the sphinx form with the head of a human female, the haunches of a lion, and the wings of a bird, is used to show it as being angry, guarding, or judging. See Kháos, Mage, Mother Death, Commoner, Religion, and Young Hag.
Magical Spirit protect me: Lyomian saying. Popular amongst the older generation.
Magma Eruption: Zhi’el cube effect. A spell-like ranged attack creating a continuous stream of flaming and molten rock about the width of a human palm. According to the Pyramid King of Ilvart it’s the deadliest attack in the cube.
Maguz, Sword of: A powerful magic sword capable of opening cracks in Gaia and closing them. The blade is pure white and never gets dirty. It has limitations, only works a few times each day, and has no effect when used at sea. It was first discovered in YotMK 776, ca. five hundred years ago, by a Datilian farmer plowing his field. Mage King Maguz I of Datili was the first Datilian ruler to wield it, and since his brilliant victory over the Uigothx horde in the Battle of Djimbal in YotMK 781, his name has been linked to it. It is owned by Mage King Theroo of Datili. See YotMK.
Markuz: Leader of the Gold Rust criminal organization in the Delhearth area. Some refer to him as Markuz the mean. He has ties to the dangerous Fast Hands of Vandyldam.
Marlsen: /’mɑ:rlsi:n/ A tiny city-state in the western part of the continent of Gaia and a buzzing trading hub. Its merchant fleet is second to none. Marlsen is ruled over by Prince Ridorn who is popular amongst the populace, mages, and commoners alike. As the primary trade partner in the north for several far-away places such as the southern Izanti Empire and the continent of Kathia to the west, many of Marlsen’s inhabitants are involved in imports or exports. The merchants are known for their ability to supply any luxury goods. The people of Marlsen are open and accepting of others, more so than any other people of the north. Perhaps because of the many foreign influences. They do a bit of trading with Groxmark. An army of Warmages known as the Marlheim makes up most of Marlsen’s Army. Their two primary goals are to protect the merchant ships and ensure the tradespeople remain honest.
Matug: The Inventor’s apprentice is a commoner from the city of Ultbridge.
Master: A term most often used to refer to a mage in any civilian career. In Lyom, it is exclusively used regarding mages who have graduated from university. See Mage and Warmage.
Maximum reach: Often shortened to “reach.” Most spells may only be cast inside the mage’s maximum reach, and spell effects that travel beyond typically lose power quickly. The magical power and maximum reach of a mage are directly proportional. See Spell power.
Meeriniol: Middle-aged innkeeper of the Crossroad Golden Sparrow Inn. All the woodwork is beautifully hand-carved, but the food is nothing special. Meeriniol is a neat dresser and has lush auburn hair.
Miko: Commoner crossbowman in the Duke of Ralfheim’s Army. Miko is stationed at the border bridge to Groxmark.
Miller: See Klerx, Bram.
Mind Key: Spell, life magic. An advanced spell which is used to clear the mind and speed up one’s thinking. See Parrish, Adelar.
Mindtalk: A Second Age term used to describe a magical communication. A direct magical connection of mind. Not unlike the Third Age spell Shared Communications.
Rulturo mindlink: A form of mindtalk. The Rulturo mindlink is a short-range way for Rulturo minions to share and meld their thoughts to create one combined Rulturo intellect. If many Rulturo minions are in proximity, they become smarter and capable of casting powerful joint spells and rituals. See Mindtalk.
Mind Prison: Spell, life Magic. Ancient Second Age Spell that can help or hurt people. It would be considered a Hag spell in the Third Age, but its existence is not widely known. Originally, it was created by the Evar during the Second Age as enthrallment magic used to help people through severe mental trauma. The spell is currently known only to the Pyramid King of Ilvart, and it allows the caster to project orders for a waking dream scenario into the victim’s mind. Typically, an imagined traumatic incident with some basis in reality. The dream feels real to the victim, and if the spell is successful in tapping into strong emotions, it will reconfigure the victim’s mind. Through a few sessions the victim’s will is completely eroded. Their mind permanently becomes partly altered. While the spell can be used to help victims of a terrible trauma to heal, the Pyramid King uses it to force obedience, reverence, and love for him, thereby making the victim a slave willing to die for him or do whatever else he asks. Victims asked to perpetrate or watch things that go against their original beliefs gradually become increasingly conflicted, and as the magic is stronger than their former beliefs, some shut down, losing the will to live, or become docile.
Miriam: An unmarried carpenter’s daughter from the village of Farnby, who got pregnant.
Miriam: Warmage spouse of Es’cia. See Es’cia.
Mordlan: The mighty Duke of Ralfheim is the richest of the three dukes. His duchy comprises the western-most part of Lyom. They commonly refer to his army as the gold shirts. Easily recognizable in blue livery embroidered with yellow or gold thread. See Dukes of Lyom.
Mother Death: Many northern peoples, especially those in the east, believe the last thing you see in life is the spectral form of a beautiful pregnant woman known as Mother Death. Her job is twofold, to collect the essence of life from the dead and to help women give birth, by providing them with the essence of life. Some say she is the daughter of the Magical Spirit and Tohrilg, the first mage, and that she has the power to split an essence into over one baby—creating twins, triplets, and so on. When someone dies, their essence is placed in the everlife. See Everlife.
Mother Death’s tits: Lyomian curse. A rather coarse curse. Using it is seen as offensive by the older generation.
Mountain Castle: The Pyramid King’s most defendable castle. It’s partly inside caves in the No End Mountains.
Mountain goat: Slang. A Groxmarkian slur for Ilvartians, referring to the fact that they hail from a rocky place full of tall mountains.
Mountainsplitter, Rollo: A legendary All-Master from the previous age. He lived over a thousand years ago.
Muggidoll: A popular and chubby children’s doll. Manufactured in Muggiton, hence its name.
Nad’hil, Fudil: A Life Master working for the Ata’stux army.
Naggi: The old cook at Knight Addan Swan’s country estate. Approximately fifty years of age.
Nazir Circle: The most recently created circle (province) of the Izanti Empire, situated to the far south of the capital along the coastline of the Vile Sea. Formerly it was the lands of the Nazir tribe, but around twenty-five years ago, the empire invaded, and after a long war, they beat the Nazir. The lands and the tribe are still in a process of integration into the Empire. We know the Nazir for having fierce and accomplished Omen Warmages, something not found elsewhere in the Empire. Each Imperial Circle works largely autonomously, with their own system for local defense and transport. Things such as offensive armies and tax collection are organized on the imperial level.
Nazir, Sahir: Grandfather to Mage Prince Phytiax. A once-powerful Omen Master and leader of the Nazir desert tribe. Sahir’s only daughter, Jameelah, became one of the Emperor’s wives. See the Izanti Empire and Pandion, Jameelah.
Norrih, Bobi: A farmer. His farm is close to the Royal Scroll Workshop in Siwton.
Now: What omen masters call the present, as opposed to their future omen experiences. See Omen magic.
Ó Conchobhair: Pale and dark-haired elite knight and a Warmage of Strength. The only Ilvartian to survive the battle at the border crossing except for the Pyramid King. A member of the Eternal Everlife order.
Olenbech, Gerdo: Guard and sergeant in the Count of Delhearth’s army. A big, foul man with a scarred face.
Ó Mordha: Warmage in the Ilvartian army.
Ondo’lon: An ancient city of the Zhi’el Second Age Faction located on a great island. The Pyramid King claims to have seen its wonders for himself, though it was reputedly destroyed in the Second Age. According to him, it has many great spires, and its architecture is fabulous. See Don’mall, Sulycan, and Zhi’el.
Onyx: Master Cordin’s trusted horse.
Omen magic: One of the five disciplines of magic. Most often used for watching one’s potential future. Can only be used by people born with an affinity for omen magic, as no animals or plants have this power. People with this power are referred to as omen masters or mages and are the only spellcasters capable of seeing the future. This makes them respected as the best advisors. They are very hard to trick. Use of omen magic is best done while in a deep meditative state, and most practitioners are inclined to sit still for most of each day, watching their future. Reckless use of omen magic without deep meditation can lead to a mental illness known as Broken Ring. Omen magic makes the mage less interested in other people while at the same time focused. Few omen mage bloodlines exist in the Third Age, and many practitioners never marry unless forced to by local law. Peaceful uses include leadership roles such as advisors or planners, while others become Spirit Priests or work within security or law enforcement. When doing security work, the omen master is often secluded in a protected cell and only visited by pages who stop by with important information. It is not possible to kill directly through omen magic, but the insights gained from knowing one’s future can be used for both attack and defense, such as knowing when someone’s back is turned or where not to stand during a bombardment. Warlike uses include roles as warmage intelligence officers and artillery or aerial aimers. Learning to use omen is a complicated process, as mages must enter a deep trance or meditation state to safely maintain their grasp on the future vision. An omen master cannot perceive the thoughts of their future-self, but experience the physical sensations of sight, hearing, touch, and smell. They can’t affect what their future selves do. They are silent passengers who can only watch. The future-self is not aware of being watched. It behaves in ways the future-self thinks are best. Omen masters experience their visions as real except for a blue tint to the light. They may become confused about which memories stem from their time in omen and which from actual life. Those with the gift for omen, even if untrained, may experience it in dreams and have premonitions while awake. The dreams are often unsettling and using omen magic can permanently or temporarily damage the mind. That is why all trained omen masters learn how to protect themselves by entering a deep meditative state before watching their future. Omen magic is slow to use, as watching oneself do something in one potential future takes the same time as living it, unless you skip. An omen master may skip any part of his future vision, saving time. The time an omen master can look ahead depends on their strength and training and differs from mere moments to hours. The perceived future will come true unless they act to stop it, or another omen master intervenes. A vision will sometimes do a jump. This can confuse the omen master. Jumps happen when something in the now changes the possible future. An example: you watch yourself walk into a shop and buy something to eat, then unexpectedly, you are back in the streets chasing a man. This could happen if a thief were to steal all your money while you were having the vision. This would make it impossible to buy the meal; instead, you discover the theft and chase the thief. Experiencing one’s death forces the vision to halt. This is disconcerting and can be dangerous, leading to Falling off the ring. It is mentally straining to perceive one’s future, and mental illnesses or a severe weakening of one’s power happen. Especially afflicting those who do not use deep meditation or die in their visions. Mentally ill omen masters are referred to as having fallen off the ring or having a broken power. In Lyom, omen masters typically wear gray or blue robes. Izanti omen masters have tattoos on their left arm, often with a ring, circle, or pentagon motif, and typically depicting one or more animals. The ring or circle symbolizes omen or time. Making a circle sign with both hands is used to say something is “in the hands of the Spirit.” See Broken Ring and Falling off the ring.
Order of Eternal Everlife: Ilvartian royalist order of knights. Members are known for their brutality and bravery in battle. Led by Pyramid King Sulycan Don’mall. Most members use strength magic.
Order of Omen Masters: Izanti mage order. Led by the most powerful and well-connected omen masters in the Empire.
Order of the Spirit: A Lyomian holy order which has built several secluded monasteries on the Isle of Lato. The order is exclusively open for Spirit Priest and Monks. See Lato, Isle of.
Order of the Spirit Shield: Lyomian martial sub-order of the Order of the Spirit. Only open to Church Knights, meaning Spirit Priests trained in warfare. They dress in blue silk robes and have a holy mandate to guard several holy places and people, such as the Crown Prince, as well as fight in holy wars, but Lyom has been at peace for hundreds of years. The order is found in Lyom and on the Isle of Lato. See Lyom and Lato, Isle of.
Ó Riagáin, Brendan: Warmage of Strength in the Ilvartian army and one of the Pyramid King’s highest placed spy-handlers. Also, a staunch supporter of, and a clansman to, the King’s.
Ó Ruairc, Fionn: Ilvartian Eirin’tor and Warmage of Light. Younger than Celine and De Kull.
Outzar The First: A great visionary, lawmaker, and general who lived over a thousand years ago. Outzar is said to have passed unharmed through the deadly maze of a thousand doors and bested the five shadows of everdeath inside the Young Hag’s prison, to escape safely with the gifts of courage and wisdom. He conquered the areas which today cover most of Lyom and Ilvart to become the first Mage King. To guide his subjects on a proper path, he wrote the first Mage King’s Law, which set down principles for how to live life, use magic, and other important topics. The calendar is still in use today, and many Northern lands count its first year (YotMK 1) as the time Outzar became Mage King. He fathered three boys and named them Lyom, Ilvart, and Govent. On his deathbed, he made his oldest son, Lyom, Mage King of the largest and most fertile part of his realm. The second oldest, Ilvart, got a smaller Kingdom to the east, and the last son was granted a small but beautiful duchy right on the border between the two Kingdoms. Outzar used the boy’s names for each of the areas, and Lyom and Govent were happy about what they had gotten, while Ilvart and his descendants hold a grudge to this day, claiming they got the worst end of the deal and deserved better. For hundreds of years, the kingdoms of Lyom and Ilvart have not been on good terms. See Five shadows of everdeath, Govent, Ilvart, Lyom, Mage King’s Law, YotMK, and Young Hag.
Oy’os: Meaning the outside in the language of the Second Age. A magical portal leads from Chint’le to this ancient place. According to the Pyramid King of Ilvart, going there during the Third Age would mean instant death for the traveler, as surely as they were being scattered.
Palamir, Iphicrates: The Iron Bull is the Emperor’s primary advisor on all military matters and the senior Stratigos, or general, in the Izanti Empire. Known as a formidable defensive commander. He is a Warmage of Light and oversees several legions comprising warmages of light and death specializing in ground combat, commoner bowmen, support personnel, and engineers. Responsible for the security at the Emperor’s palace in Izanth. See the Izanti Empire.
Pandion, Bion: Mage Prince and half-brother to Phytiax. Number two in the line of succession.
Pandion, Hamul Gylippus: Mage Prince and half-brother to Phytiax. Number one in the line of succession to become emperor.
Pandion, Jahin: This Mage Prince is a Warmage of Strength and Phytiax’s half-brother. The two have a strained relationship.
Pandion, Jameelah: Powerful Omen Master and mother to Prince Phytiax. The only daughter of Sahir, the leader of the Nazir people, located in the southern part of Gaia. Jameelah was stolen away after a war of conquest and married off to the Izanti Mage Emperor Apateóno. She was murdered when her son was a boy. Supposedly by an agent of the Ata’stux Empire. See Apateóno, the Izanti Empire, Nazir, Sahir and Pandion, Phytiax Nazir.
Pandion, Odelia Thekla: A powerful Warmage of Strength, Mage Princess, and older half-sister to Phytiax. An expert with the Dual fighting technique. See Edosnil Circle and the Izanti Empire.
Pandion, Phytiax Nazir: /’pɑ:ndi:oʊn, ‘pɪti:ɑ:eks nə’zɪə/ Twenty-one-year-old Omen Master and Mage Prince of the Izanti Empire, but furthest down the list of succession. The first to watch further than four hours into his future when not using an artifact, making him the strongest omen master in the Empire, and perhaps the world. A master swordsman with the scimitar, and a martial arts expert in both pankration and the secret way of the nerve. His father is the Mage Emperor, but their relationship is troubled, and his mother was killed by an Ata’stux mage killer. She was the daughter of the leader of the Nazir tribe from southern Gaia, and his middle name honors her part of the family. See Apateóno, the Izanti Empire, Mage Killer, and Pandion, Jameelah.
Pandion, Samil Isocrates: Friend and half-brother to Phytiax, who is married and has a daughter. He is number three in the line of succession.
Pandion, Thales: Uncle to Phytiax and interested in astronomy. Has a garden at the palace. It holds brass devices used to tell the time and for stargazing.
Pandion, Valerio: Prince Valerio is a Warmage of Light and one of Phytiax’s many brothers. Number four in the imperial succession.
Pankration: The most popular unarmed martial arts form of the Izanti Empire. Widespread amongst the omen masters of the Nazir Circle and commoner warriors of several other Imperial Circles. Pankration uses a broad range of techniques, including wrestling moves, kicks, and punches. Holds, locks, and chokes on the ground are often used to finish a fight.
Pfaps, Jon: A peasant killed by the black robes.
Pfaps, Lonnie: A peasant’s wife killed by the black robes.
Parrish, Adelar: A Life Master who used to attend the same life magic class at Vandyldam University as Pino di Pinto. They were once friends but drifted apart after Pino tried and failed to cast the Mind Key Spell on him.
Parting the Lake: Spell, strength magic. New in Lyom. Master Cordin swapped it with an Ata’stux mage. Believed to be an imperial Ata’stux spell. It lets the caster part water and walk across the bottom of lakes or other bodies of water.
Pasha: Prince Phytiax’s tiny old manservant. Has served the imperial family all his life.
Pearly, Daiso: Handler First Class. Wiggi's instructor in the ancient sky serpent pens of Ondo'lon in the Second Age. See Woll, Wiggi.
Pellunia: A long-stemmed plant growing in Lyom. Known for its delicate yellow flowers. A favorite amongst Lyomian mages who use strength magic.
Pentacedral: The primary religious centers of the cities of Lyom. The biggest and most spectacular amongst them is White Pentacedral in Vandyldam, where pilgrims flock to get a glimpse of the Mage King during sermons. All pentacedrals are elongated pentagon-shaped stone buildings with five spires. Each has one or more Spirit bells and is built in such a way that as they walk up the central aisle, the churchgoer passes through alternating patches of dark and light. They are built by specially trained Stone-Shaper Priests with the aid of magic. See Five shadows of everdeath.
Pentacost: The week of pentacost is amongst the holiest periods of the year in Lyom. Religious spring processions are held in every town and city, honoring Outzar The First, the first Mage King, who founded Lyom, the five disciplines, and the Magical Spirit. In Vandyldam, the current Mage King is the center of a lot of religious ceremonies and venerated like a living god. Pentacost tells us about the five disciplines of magic through the first Mage King’s eyes, and that anything, even everdeath, or imprisonment, can be overcome if you have faith in the Magical Spirit. See Outzar The First, Magical Spirit and Rex, Lanzar Ixtus Frederich.
Pentagon sign: Several lands or religions use the pentagon sign, but what it represents varies. In Izanti it is the sign of all of creation, and sometimes a ring is put around or inside the pentagon. The ring symbolizes omen, time, and mortality. In Lyom, the ring is not used, but the pentagon is. Holding the meaning of true and holy magical power. In Groxmark, a five-pointed star is put inside the pentagon and is a reminder, all life and creation stem from the Magical Spirit. The star symbol has been in use in the north for a long time and was used by the Zhi’el, though they didn’t combine it with the pentagon. See Zhi’el, Magical Spirit and Religion.
Pentakappel, Heinrich: Well-off Light Master from Crossroad and father to Rosalie.
Pentakappel, Rosalie: Young woman who, through an arranged marriage, is the fiancée of Light Master Dritmar Sierl whom she barely knows. Her parents are having second thoughts about the marriage, but she wants to go through with it. Rosalie wears her long dark hair in a ponytail and dresses elegantly. Eighteen years of age.
Peters: Mayor of the city of Crossroad.
Petracuse: City located northeast of Izanth on the bank of River Iza in the Ibya Circle. It is surrounded by a white wall. The houses are narrow and have two marble columns around the front door. Small compared to Izanth, but prosperous, with clean streets and beautiful marble drinking fountains.
Peto: Deceased younger brother of Pino di Pinto.
Piatrious, Piercon: This tall Warmage Knight is one of the greatest living heroes of Lyom, but Sir Piercon is getting old. He is still working in the field for the Mage King and keeps postponing retirement. All Lyomians have heard about how he caught the Chelmsby Bandit and killed the Haunt of Cedishof. So popular did these deeds make him that he was knighted and given his own regiment. In his honor, the regiment is called Piercon’s Pigeons. Recently they were placed under the direct command of the Crown Prince and have been hunting black-robed Warmages across Lyom ever since. Warmage Piercon is a former comrade-in-arms with Knight Addan Swan. He used to have big plans for his protégé Jaeger, whom he wanted to delegate the regiment to after he retired. Instead, the young man disappointed him, leaving to join the Jaegers. Sir Piercon was one Warmage who committed Jaeger to Woodless when a secret Jaeger mission made the younger man mentally unstable. See Klerx, Bram, Piercon’s Pigeons, Reistel Casimir, and Swan, Addan.
Piercon’s Pigeons: Lyomian Warmage regiment consisting only of warmages of strength and bowmen. Stationed out of the city of Wantry and led by the famous Warmage Knight Piercon Piatrious. They wear flight-furs, green-tinted bearskin clothes. The life masters are red-tinted. Recently, the Mage King of Lyom ordered them to work with the Knights of the Sacred Flame under the command of the Crown Prince. See Klerx, Bram, Piatrious, Piercon and Reistel Casimir.
Pillar of Truth: An ancient obelisk given to the Mage King as a present by the people of Datili as a sign of everlasting friendship at the time the two Kingdoms signed a defensive pact. See Datili and Lyom.
Pinto: Multiple meanings. A breed of horses that typically has a brown and white spotted coat. The origin of this breed is believed to go back to a previous age. Also, the surname of the world’s only mage adept. See di Pinto, Pino.
Pity Orb: Spell, light magic. Can put out fires.
Pohdi: Several unforgettable children’s fairy tales tell the stories of Pohdi the Younger who always gets into a lot of trouble, and his brother Pohdi the Older who must get him out of it.
Push: Spell, strength magic. A continuous push. Often used to subdue an adversary by crushing them into the ground.
Pyldam: A large neighborhood in Vandyldam, Lyom. Where the wealthiest live.
Pyramid King: See Don’mall, Sulycan.
Qab’le: An ancient city of the Zhi’el Second Age Faction.
Quinn: Ancient Arch of the Zhi'el. She lived in Ondo'lon and still figures in the memories of Emilai Swan. See Jinsil.
Rain Shield: Spell, strength magic. A magical way to keep yourself dry by keeping the rain away with a Rain Shield.
Rannoz, Lirkin De Barra: Lord Rannoz is the Baron of Rannoz, a small area in the Kingdom of Ilvart. He is an abductor and a murderer, but a respected noble and Warmage. Cousin to the Pyramid King, and uncle to Sir Dhomaz. He’s thirty-five years of age and married with two children. See Ilvart.
Recall story: A memory technique used by mages to remember all the steps needed to successfully cast a spell. Each step, such as a gesture or a mental component, is remembered as a specific situation. Like describing a gesture as a baker kneading dough. Each step is placed into the correct sequence and together form the recall story.
Reistel Casimir: The Crown Prince of Lyom is a powerful Warmage, and popular with the nobles but less popular with the commoners. He is handsome with long blond hair but does not have much experience in the field. His father is using him as his extended arm and has sent him on an important mission to protect the Kingdom from black-robed saboteurs. To help and teach him, the Mage King sent two of the most famous heroes of the Kingdom with him: Terminar and Sir Piercon. The Crown Prince is also the Duke of Royhof, leads the Knights of the Sacred Flame order, and has a personal guard of blue-clad Church Knights. He is not a part of the council of dukes. His palace is next to the Mage King’s, and while not as big, has splendid white marble walls, a gilded dome with a marble spire, and is adorned by over one hundred fully painted animag statues—twice the animag’s actual size. See Knights of the Sacred Flame, Rex, Lanzar Ixtus Frederich, Order of the Spirit Shield, Piatrious, Piercon, Piercon’s Pigeons, and Terminar.
Religion: Most religions on Gaia and Ata’tor are Spirit religions, but they rarely work together—each priding itself on being different and better than other faiths, no matter how similar. For some, the doctrine is to avoid violence, protect life, and worship the Magical Spirit peacefully. For others, forced conversions and holy wars are a part of their beliefs. No matter what, the Magical Spirit is the central deity of each of these Spirit religions, though, the clergy perceives the deity and interprets its wishes in different ways. Most religions confirm that the local ruler is a divine being and demand the populace worship him or her. Two examples of this are Lyom, where the Mage King is the head of the Spirit church—worshiped as a holy being close to the Spirit, and the Izanti Empire, where the Mage Emperor is perceived in much the same way. However, the Izanti Empire allows various religions to co-exist peacefully in its society. A few religions do not consider the ruler to be holy. An example of this is the Ata’stux Empire, where worship of the Omen Prophet Rulturo is prevalent. Other religions exist that center on the contemplation of magic as a spiritual thing or follow various ancient religious figures or doctrines. In nearly all religions, Mages are believed to be especially blessed by the Spirit; their magic powers stemming directly from it, and commoners are viewed as less important, as they have no magic. See Magical Spirit and Pentagon sign.
Reuz, Hans: A giant of a man and an extremely powerful Warmage of Strength. His friends call him Jaeger, referring to his time serving in the Lyomian Mage King’s elite unit, the Jaegers. Before that, he was a part of Piercon’s Pigeons, an airborne Warmage regiment, but was committed to the Delhearth Sanatorium when a secret mission inside Groxmark left him mentally unstable. See Piatrious, Piercon, Piercon’s Pigeons, and Woodless.
Rex, Lanzar Ixtus Frederich: The Mage King Lanzar III is the ruler of Lyom and a key religious figure. Beloved by his people, he reigns from his illustrious golden castle in Vandyldam. The Great Park surrounds the castle. His banner displays a golden lion on a dark blue background, and in battle, he wields Dal’Mareth, the pearl of transparency. It is said to protect any true Mage King from harm. He is married to Queen Juliana Beatrix Cedishof. He has ordered their son, Crown Prince Reistel Casimir, on an important mission: hunting black robes. See Cedishof, Juliana Beatrix, Dal’Mareth, Lyom, Reistel Casimir, and Dukes of Lyom.
Rex, Theroo Marco Leonoz: Mage King Theroo the Rich is the ruler of Datili, a Kingdom in the northern part of the continent of Gaia. He is known for his love of fashion and famous for being the only one to domesticate werehorses. He flies Snowdrop, the most beautiful of all werehorses, and his elite guard of knights each sits atop a werehorse. Theroo is on friendly terms with Lyom and Yaride, with whom he has made defensive pacts and trades a lot with the Ata’stux Empire. In battle, he wields the Sword of Maguz, an ancient artifact capable of opening cracks in Gaia. See Datili and Maguz, Sword of.
Rest: A unit of length. Commonly in use in Lyom, Datili, Versidel, Groxmark, Marlsen, and Isle of Lato. Equal to 6,25 Imperial miles (and equal to 6,25 miles or 10 km). A rest represents a suitable distance between stops to take a rest when out walking. Throughout Lyom rests sites are spaced evenly—one rest apart—along the Mage King’s Highways. Travelers are encouraged to rest there, and each rest site contains logs to sit on and a campfire. Often placed near rivers, springs, wells, or in a beautiful spot. During an earlier Lyomian Mage King, the mile unit was used instead of the rest, but most Lyomians have returned to using the rest. See Imperial mile.
River Rushing: Part of the southern border of Lyom. Flows into River Snapper to create a wide fjord. River Rushing lives up to its name in the spring when melting water from the peaks of the Crust Mountains turns it into a whitewater stream.
River Snapper: Used as a border between Lyom and Groxmark. The Ustrag patrol it in boats.
Rock Heating: Spell, light magic. A spell used to heat rocks. Often used at campsites or inside caves to keep people or food warm for extended periods.
Rodcell: A dull white bricklike power cell used in ancient times by the Zhi'el. One of its uses is serving as a snack for the sky serpents.
Rottenblue: A sickness hitting the extremities of the body, typically after prolonged exposure to cold or damp, known for first turning extremities blue, then making them rot.
Rotting plague: A terrible and terminal disease that killed many people around fifteen years ago in Lyom and other parts of the north. If the life masters and other healers ever found an effective cure, it was not widely spread, but eventually, people stopped dying. Most families lost one or more members, and commoners were hit worse than the mages. It especially killed children, pregnant women, and the elderly.
Royal Floral Fireworks: Spell, light magic. Generates sparks in various bright colors. Depending on the skill of the caster, it is possible to create something that resembles a bouquet.
Royal Pain: Spell, strength magic. A constricting spell used for torture.
Royhofer: A breed of horses from the city of Royhof near the Lyomian capital. Typically, they are gray and fast.
Ruis, Gerdo: Wise people watch what they say around Lord Ruis the Mage King’s first advisor. Not only is he the most powerful Omen Master in Lyom, but he excels at weeding out hidden information from his trips into omen. Fiercely loyal to the crown, Lord Ruis diligently uses his magical abilities in protection of the monarchy. Daily, he assists his sovereign in navigating tricky situations and dealing with powerful people effectively. Knowing potential future outcomes helps the Mage King curry favor with powerful nobles and priests. Lord Ruis has helped secure better import and export deals with neighboring countries such as Datali. While Lyom has been at peace for many years, in the past, Mage Kings have used their omen master's advice to win battles. It's hard to surprise an army or trap it when the commander is aware of any attack in advance, and easier to win a battle when you know when and where to strike for maximum effect. Portly Lord Ruis dresses well, is almost bald, and has a prominent double chin.
Rulturo: One of the most famous figures of the Second Age is Omen Prophet Rulturo, and in some places, like in the Ata’stux Empire, he has become the central figure of the most common religion of the Third Age. Much of the knowledge that the peoples of the Third Age have about the past comes from the hidden caches of knowledge that Rulturo hid around the world. A gift of knowledge for the survivors to find. Rulturo had foreseen the collapse of all the Second Age civilizations, and he fought with the Zhi’el and other factions, trying to stop the War of The Titans. Ultimately, he failed and instead saved as much of the most precious knowledge for those that came after. To this effect, each cache is different—the books of knowledge are never the same as in other caches. For example, one cache might focus mostly on farming and another on protective magics. However, all contain some advice on how to live one’s life and structure a successful society—though the advice differs from cache to cache. Most caches contain lists of suggestions for naming new cities, the proper names for children, and so on. Book after book full of lists. Why this is so is unknown, as is if there are more undiscovered caches out there. Each cache has a single book written by Rulturo, which explains the contents of the cache—both the spell scrolls and books of knowledge. One cache held a work entitled “The Cascade Prophecies.” It is dated one hundred and eighty-nine years before the end of the Second Age. Unlike his other books, this is filled with short and vaguely-worded prophecies in verse form. Some believe he did this to make the “right people” able to understand his prophecies only. According to the fifth prophecy of the book, the Omen Prophet invented a magical artifact, the cascade, making it possible to investigate the distant future, while in the second prophecy, he foresees the world burning and subsequently creates the hidden caches. The war he envisioned was the War of the Titans, which ended the Second Age, but Rulturo also warns about another later war—the End War. Some scholars claim that this has been avoided, while others suggest preparing for the worst. Supposedly, each cache will be found when the “time is right,” and some mages and even commoners dedicate their lives to finding these or understanding Rulturo’s writings, and most see him as an important if tragic figure—the omen prophet who received visions from the Magical Spirit, but who could not prevent his death or the end of his age.
Rulturo Society: A society of commoners trying to prevent the End War and the destruction of Ultbridge.
Sailing on the Vile Sea: Izanti curse. A popular curse amongst the Nazir tribe. The Vile Sea lies around Nazir and is foul-smelling and full of jagged cliffs. See Nazir Circle.
Salbarq al’mark: Ata’stux meaning ‘red lightning.’ Also, the name of a huge part of the warmage caste.
Sandbird: A species of bird common to the east coast of Lyom.
Scan: Zhi’el cube effect. A spell-like ranged environmental scan. Creating a continuous visual wireframe overlay. The scan can “look” through solid matter like walls. The overlay is only visible to the person holding the cube and can show the layout of nearby things, such as buildings, terrain, and creatures.
Scatter: Term & spell, death magic. Referred to by some as area scattering. As a term, it refers to being “scattered to the winds,” as no trace is left of that which is scattered. It is used to describe someone, or something, being destroyed or killed by death magic. As a spell, one of the most feared, mainly because it can erase all traces of someone or something, but also because it’s fast to cast and a terrifying sound, known as “the wail,” accompanies it. Larger or denser packed areas create a louder, shriller wail. In the city-state of Marlsen, death magic is used to scatter the dead, but in most lands, being scattered is feared, and believed to cause everdeath. See Death magic, Everdeath, and Everlife.
Scatter Curtain: Spell, death magic. Several versions of the common Scatter Spell exist. One such is Scatter Curtain. Unlike the common version, which must be recast for each thing the caster desires to scatter, the Scatter Curtain works continuously while the gesture is maintained.
Scatter me twice: Lyomian curse. Frequently used by the youngest generation of Lyom.
Scent Tracking: Spell, life magic. Let’s the life master track individual scents. Popular when looking for lost people.
Scout: Pino’s trusted and steady pinto horse. Has a brown and white spotted coat.
Second Age: Not much survived the war at the end of the First Age, but eventually humanity spread out to cover the empty world anew. Great empires arose, and later, the powerful factions. Magic flourished, and most people were mages. Unlike the Third Age, there were plenty of mages in each of the five disciplines of magic. So powerful did the mages of the Second Age become that they discovered how to build gigantic magical constructs. Some constructs walked the land, while others flew with entire cities on their backs. The most powerful mages, the All-Masters, could cast spells that could move mountains or shake the ground. The Second Age ended in the cataclysmic War of the Titans, leaving almost nothing behind. Also referred to as the Age of Constructs. See Factions.
Seeker: What Lyomian clergy call commoners.
Shal: Woodcarver at the Royal Scroll Workshop in the village of Siwton. Long-faced Shal has a flair for carving realistic-looking buildings and wagons.
Shared Mind: Spell, light magic. The basic version of this spell makes it possible for two mages using light magic to share thoughts over long distances. The advanced version allows one to experience what the other hears, sees, and feels. Why the spell works over extreme ranges is not understood, and some, especially non-light mages, consider it to be an abomination and a dangerous twisting of the rules of magic. Better to be avoided. In Lyom and some other lands, the use of this spell is frowned upon and the few people who have mastered it never discuss it in public. See Fringe spell.
Shift: A woman’s undergarment worn next to the skin to protect clothing from sweat and body oils. Typically made of linen or amongst richer women, something more luxurious like Ata’stux silk.
Sidel: This dangerous criminal is the leader of the Fast Hands League in Vandyldam.
Sierl, Dritmar: /ʃi:’eəl, ‘drɪtmɔ:r/ Clever Light Master Lens-maker and Inventor. Engaged to Rosalie Pentakappel, and Pino di Pinto’s best friend since university. Lives in the city of Crossroad, where he runs a small workshop. He has two employees and spends most of his time working on inventions. He has long, flowing blond hair, of which he is proud. He is twenty years of age.
Sierl, Plahorst: Dritmar’s father who invented the magical lens. Plahorst is married to Ruth and is a famous and wealthy inventor and light master. The couple live in the capital of Vandyldam near the big workshop he built and owns.
Sierl, Ruth: Mother of Dritmar and wife to Plahorst.
Sign of the five: A spiritual gesture used in Lyom as part of praying to the Magical Spirit or the Mage King. The palm of the right hand is held in front of one’s face, with all five fingers extended upwards. The five refers to the five magical disciplines.
Silver gardens of Mer’icou, the: One of the many wondrous places built during the Second age by the Faction simply known as Happy.
Silvers: All levels of society use Lyomian silver coins, for instance when purchasing ale at a decent inn. Ten silvers equal one crown and one silver equal ten coppers. Silvers have the torso of Crown Prince Reistel Casimir on one side and a lion on the other.
Sina: Deceased, wife of Master Cordin.
Sindolar I: One of the first Mage Kings of Lyom. In YotMK 63, he founded the Mage King’s Magicstrates in Vandyldam “to uphold and enforce the law amongst mages and commoners alike,” and they have done so ever since. See Mage King’s Law, Mage King’s Magicstrate, and YotMK.
Sindolar II: This former Lyomian Mage King styled himself a reformer like his namesake, Sindolar I, but was much more aggressive. During his reign, a Rulturo Cache was found and inspired by the story of the Zhi’el, Sindolar II banned the use of magic amongst women in Lyom. See Rulturo and Zhi’el.
Sine: Previous Arch of the Zhi'el who lived when the war against the other factions, and Rulturo, broke out.
Sleet: Zhi’el cube effect. A spell-like ranged effect that may remove certain types of glowing pods and turn them into sleet.
Slevers: An old servant who sometimes drives Lady Delhearth in the Count’s carriage.
Sommy: Sir Addan’s old black and brown Tilwerp Cattledog. A tough breed created for war. These days, Sommy spends most of his time as a guard dog at the Swan Estate.
Son of a rotting plague whore: Lyomian curse. Especially popular in the middle parts of the country and Dritmar Sierl’s favorite curse.
Sophil: Daughter of the brewer Xolgas, whom she wants to protect. Around seven or eight years old.
Sow hope in the fields of tomorrow: Izanti proverb. It refers to when someone tries to create a better future.
Sparks: Spell, light magic. A fringe spell discovered by Milou Govent. Sparks create small or large pictures in the air which project the surroundings inside the mage’s range. It works through walls and other barriers but does not confer sound. See Fringe spell and Govent, Milou.
Spell enhancer: A Second Age term used to describe artifacts that enhance or amplify a mage’s magical powers. See Vulture Sentinel.
Spell power: The maximum reach of a mage’s spells is equal in proportion to the amount of magical power they have. Power and reach are proportional, and the mage who can cast a spell furthest is also the person with the most powerful magic. The amount of personal power a mage can use varies, and personal maximum spell power is something one is born with. To reach one’s maximum spell power, a mage will need both instruction and practice. Most spells only work inside the mage’s reach. Some spell effects directed outwards from the edge of one’s reach can go beyond the personal reach, like a stone thrown with strength magic which will keep going for a while after leaving the mage’s maximum reach. The stone loses velocity and height when it leaves the mage’s reach. Similarly, light shafts lose cohesion when leaving maximum reach. There are exceptions, like the Shared Mind Spell, which lets one communicate over great distances. How this is possible cannot be explained. See Mind Spell.
Sphinx: A mythical creature with the head of a human, the haunches of a lion, and the wings of a bird. Also, the name of a group of tiny mind-enhancing artifacts which bestowed new powers upon the user. During the Second Age, most Factions used sphinxes embedded in the skull. However, in rare instances, a special version of the sphinx may be contained within a different artifact. One such example is the Vulture Sentinel, which fuses the consciousness of the controller with that of a predatory bird. Some sphinxes contain behavioral adjustments that alter the thoughts of the mage. However, these were declared illegal by most Second Age Factions. As a few Factions refused to obey the law, and no compromise was found, the Sphinx War was fought. A few factions were wiped out during the fighting, after which a brief time of peace followed before the much bigger War of the Titans broke out. Sphinx-perpetuated mind control flourished during the wars, and this was commonly referred to as corruption. The use of sphinxes stopped when most of humanity was wiped out at the end of the war. Recently, during the Third Age, several types of sphinxes have been rediscovered by the peoples of Northern Gaia. These have different functionalities but commonly only work for mages. The primary function is to allow the mage to cast more powerful spells, and the most powerful kinds have embedded spells that they can teach or cast. Zhi'el sphinxes store, record, and play memories and may create a self-aware echo of the mage. One that may act on its own inside the astral spaces. Sphinxes are important for All-Masters because, without one, they typically can’t use magic.
Sphinx fountain: A small replication and storage artifact device. It can create and dispense sphinx artifacts which were typically given to children. The controller of the fountain may set rules for any sphinxes created by the fountain. These rules may govern any behavioral adjustments, spell power level, memory restrictions, and the personality and voice of the sphinx personality. The Zhi’el sphinx fountains were typically star-shaped or took the form of a mythical sphinx.
Spirit bell: The grand bell of a pentacedral is used to call the people to service, warn of danger, and strike the hours, so people know what time it is. Typically, magically crafted from copper ore. See Pentacedral.
Spirit Monks and Nuns: In Lyom, all Spirit Monks and Nuns are commoners. They live simple lives, and when not praying, move around the settlements where they bless people, perform various small services, and tell religious stories. Most are fed by the community in exchange for blessings.
Spirit Priests: In Lyom, all Spirit Priests are mages and men. They live simple lives and spend most of the day in prayer or performing service. Most are pacifists—refusing to engage in any kind of combat, even self-defense. Typically, they get their food from donations to the church or pentacedral, where they hold services, but some have personal wealth and live like noblemen. There are several special kinds of Priest: The Church Knights protect the royal family and will sometimes take part in warfare, Stone-Shaper Priests are tasked with magically building or repairing the holy buildings and royal palaces, and Spirit Guides are senior Priests who oversee the others; novices are in training to become Priests. See Order of the Spirit Shield.
Spirit Rooms: A Second Age term used to describe rooms where you may see the outside world. Most often used for finding the way to a physical destination.
Steggoz: Together with Zwen and Dupmark, this young bully harassed Pino during their time at Vandyldam University. The trio of bullies met Pino in strength class and ended up nearly getting expelled for sleeping naked in the Headmaster’s bed.
Stella: Wife to the headmaster at Vandyldam University.
Stev: Brutal agent working for the Ustrag, Groxmark’s secret police. See Lymod.
Strength magic: One of the five disciplines of magic. Most often used for flying or moving objects. Can only be used by people, animals, or plants born with an affinity for strength magic. People with this power are typically referred to as strength masters, warmages of strength, or mages. Peaceful uses include transporting people, building houses, digging mines, lifting cargo, courier services, and protecting people and property such as ships. Warlike uses include transporting soldiers into battle, breaking and crushing, strength-punching, flinging of missiles such as rocks or spears, protecting others from missiles, and digging tunnels. Everything within a mage’s maximum reach can be affected directly unless it is well protected. Some spells can affect things outside a mage’s reach, such as the flinging of missiles. As soon as the missile leaves the mage’s reach, they lose power. Strength magic is considered harder to learn and master than light magic, mainly as one must be able to cast it while flying, and the slightest wrong gesture can mean the difference between crashing into something or avoiding it. Most mages can either use strength or light magic, and therefore, most spell innovations and spell research are done in one of these two areas. Some mage bloodlines are stronger than others. In most lands, the mages with the most powerful magic take up prominent positions in society, and Lyom is no different. Since the time of the first Mage King, a mage with light powers has always been the king. In Lyom, the most powerful mages who use strength magic are typically found in the lower echelons of nobility, such as the Count of Delhearth and Knight Addan Swan. Amongst the warmages, they are aviators often carrying other warmages or bowmen, scout reconnaissance, fast-moving attackers, or artillery. Most of them are not nobles or warmages and take up positions as messengers, transporters, explorers, miners, manufacturers, craftsmen, law enforcers, entertainers, or Priests. In Lyom, they traditionally wear green robes or clothing, while those who become Spirit Priests wear yellow, and some non-Priests complement their outfit with yellow to show they are firm believers, or that they honor family members who are Priests. A few warmage regiments use the priestly color to show their strong allegiance to the Mage King. Jewelry featuring green or yellow stones is popular amongst those using strength magic. In Izanti, they have tattoos on their right arm, which always comprise a cloud motif and one or more animals. In Datili, strength magic is associated with brown clothing.
Strength-punch: Spell, strength magic. As the title explains, this is a spell used to punch someone with magic. The punch itself is invisible, and the area punched can be large or small. Depending on the amount of magical power used, the punch can be anything from a light tap to sending someone flying. If a vulnerable part of the body is struck, it can be deadly.
Stylery: Second Age term. An area used by those who want to adopt the latest fashion styles, either alone or in a communal experience. They have physical and astral spaces versions.
Suibh’ne: An elite Ilvartian knight belonging to the Order of Eternal Everlife.
Swan, Addan: The renowned Knight Addan Swan was born Addan Crelmer, and used to be an army Warmage. He lives in the black-and-white-timbered Swan Country Estate in the kingdom of Lyom with his beloved daughter Emilai, his friend Esquire Dom Van Kesum, and a few servants. Eight years ago, he and his army friend Warmage Piercon Piatrious stopped the infamous Haunt of Cedishof. Their heroics impressed the Mage King, and they were knighted. Addan took the surname Swan, and as his crest, chose a white swan on a calm lake and the livery colors of white and green. He is thirty-eight years old. See Piatrious, Piercon.
Swan, Emilai: /swɒn, ‘mɪleɪ/ Honored Emilai is a noble girl with a strong will. Daughter of Sir Addan, a renowned knight of Lyom. Born in the month of Sun, seventeen years of age, and betrothed to the rich Baron Gillydam, whom she has never met. Her mother died giving birth to her. Emilai has golden curls, blue eyes, and she is the Arch of the Zhi’el, the leader of what little remains of the Second Age Zhi’el faction during the Third Age. See Zhi’el.
Subheki Circle: The southwestern province of the Izanti Empire. Dominated by mountains and hills. The imperials consider Subheki the least friendly part of the Empire, not so much because of the rough terrain, but because of the mountain tribes who constantly raid and fight. Following two imperial suppression campaigns, the emperor found that the locals were as difficult to rule as they were to conquer. Besides imperial martial law, the governor of Subheki Circle employs widespread executions of anyone suspected of helping the mountain tribes. These are carried out in the vilest and repulsive ways, to discourage collaborators, but seem to have little effect. See the Izanti Empire.
Suction: Spell, strength magic. A weak spell effect. Used to suck wet ink out of paper.
Suppertime: A children’s game. One is the “wolf” and tries to tag the “sheep.”
Tah’neen: These legendary and monstrous sky serpents are flying beings who wield deadly magical spheres of blue flame. They were thought to be extinct, but Prince Phytiax saw them in his ten-year omen vision.
Tan’neen: The “cousins” of the sky serpents are equally legendary. These monstrous scaled sea serpents live underwater and can sink warships by blasting them with jets of rock-solid water.
Taqui tea: This brown tea is mildly narcotic and slightly addictive. Grown only in the Ata’stux Empire.
Telze, Fill: Light Master who is the Spirit Guide at the pentacedral in the Lyomian city of Crossroad, a senior Spirit Priest whose duty is to guide the other Priests and the faith of the city. He is the youngest son of Knight Terlf Telze from Delhearth, and the late wife of the Count of Delhearth was his aunt.
Tercelf: Warmage of Strength in the Mage King’s Army. Stationed near the border of Groxmark.
Terminar: This Warmage of Death is the most feared hero in all Lyom and goes by the nickname the Devourer. He is ruthless, efficient, and accustomed to working alone. These days, he goes wherever the Mage King sends him. He is helping the Crown Prince hunt black robes across the realm. See Reistel Casimir.
Theokritos: Imperial Warmage of Light who guards Mage Prince Phytiax at night.
Third Age: This is the current age. Few mages survived the cataclysmic war which ended the Second Age. Not a single All-Master survived, and a lot of magical and mundane knowledge was lost. All the cities were gone, scattered into nothingness alongside all the giant constructs and everyday items. More than a thousand years have passed since, and the survivors have spread to most corners of the world. Some of the ancient knowledge has been rediscovered, hidden in caches of books, and today, great universities teach the mages about magic, and discoveries help reclaim what was lost. In this age, most people are commoners—people wielding no magic. Powerful mages rule all the current Kingdoms and Empires.
Third eye: A Second Age term used to describe a function of the sphinx which lets one use mindtalk, astral spaces, spirit rooms, and other mental forms of magic. See Astral spaces, Mindtalk, Sphinx, and Spirit rooms.
Thorakityi: A ground forces legion led by Stratigos Palamir, the Iron Bull. See Palamir, Iphicrates.
Thunderstorm: Spell, light magic. The Hag spell version of the common Lightning Spell. Supposed to be used as a last resort when surrounded by enemies. Creates numerous charges all around the caster. Anyone close by will be hit by multiple lightning strikes, including the caster. Invented by a Lyomian mage during the last war with Groxmark. He died testing it but had written down casting instructions beforehand. Learning and teaching Thunderstorm is in Lyom restricted to the military. See Hag Spell.
Tilwerp Cattledog: A breed of dogs bred for war. During peacetime, typically used for driving cattle to market, or as guard dogs. They are black and brown.
Tobo leaves: A brown, softened leaf one chews, hoping it will make one happy and alert. Used by some Lyomian university students before exams, and some get addicted. The use, purchase, and selling are illegal in many lands, including Lyom and the Izanti Empire. Made from the leaves of the tobo bush, which are fermented in the plant’s juice mixed with certain herbs. Tobo is grown mostly in the Ata’stux Empire.
Toby: Woodcarver at the Royal Scroll Workshop in Siwton. Fair-haired Toby is the smallest of the men at the workshop and a fantastic carver.
Tolalia: A city in Xanthi Circle, the most northern of the Imperial Izanti provinces.
Tolg, Dimak: Emperor of the Ata’stux Empire.
Tolp: This Warmage of Strength is the fastest flyer in the Count of Delhearth’s army.
To, Wylden: Second Age magical weapons dealer.
Trif, Ronad: Soldier in the Count of Delhearth’s army. Neither brave nor tall.
True chicken: A type of bird. Popular as a source of eggs and meat.
True pig: A type of mammal. Popular as a source of meat.
Tukky: Slang. Used in Lyom to describe a foolhardy young man.
Tunnel rat: A dangerous Ilvartian animag rodent that uses strength magic to dig tunnels through the rocky ground. If cornered, it will attack anyone and anything. The Ilvartian proverb trust a rat to dig means that something negative will happen again, like a thief stealing again. Lord Rannoz used the proverb to compare the Groxmarkians to rats, as they have been digging for mythical treasure. See Animag.
Ulfhild: A former Arch of the Zhi’el. Served her faction from aboard the sky city of Viape’lon during the last war of the Second Age.
Ultbridge: A Hag spot. Also called the wooden city. A commoner stronghold and home to the Vulture Sentinel. Situated south of Groxmark and north of the Desert of Kurfez. See Hag spot and Zelt’davar.
Ulupi: Desert tribe found in the Desert of Kurfez. They wear blue and red headcloths.
Upway: These openings in the Great Seawall use ancient magic to move ships up or down and provide passage from Vandyldam to the Sea of Tides. Only passable by boats and smaller ships. A fleet of small ships constantly ferry goods and passengers up through the magical tunnels and bring back goods from the great trading ships.
Ustrag: A secret police force and an army division of black-robed mages. All of them serve the High King of Groxmark. Most use a five-pointed star inside a pentagon as their symbol. The Ustrag secret police force mostly acts internally to keep everyone obedient and make sure nobody gets in or out. They have agents working abroad, and a border patrol comprising a full army division and a coastguard. The coastguard uses patrol boats on the waters around Groxmark, and the army division stays in the border areas. The black forests are filled with lookouts, deadly traps, trained werewolves, and small castles. See Pentagon sign.
Uzwine: A powerful spirit popular in the Izanti Empire. Distilled from the seeds of the silver pumpkins from the Uzwarno pumpkin tree. Some love it, while others consider it vile. Usually bought in amphorae and drunk from little cups.
Vandyldam: The capital of the Kingdom of Lyom. It is home to the Mage King and the rest of the royal family. It has several imposing and impressive castles and palaces, as well as the famous religious building the White Pentacedral. Known for its beautiful canals and theaters and home to the finest mage school in the northern part of the continent, the Vandyldam University. The Great Seawall north of the city is considered one of the wonders of the world. See Great Seawall, Vandyldam University, and Rex, Lanzar Ixtus Frederich.
Vandyldam University: The finest institution of its kind in the North. Educates masters in all five disciplines of magic. The university has four wings and a nearby campus. It typically takes four years to become a master, and most students are children of mages who have inherited magical power. They are there from the age of thirteen to seventeen. At first, students are taught basic magical theory, such as axioms, and then the practical uses of magic. Each discipline has its classes, curriculum, and instructors. Strength, light, and death students cover basic combat magics. Life master students cover anatomy, biology, and physiology, and omen students cover ways to perceive the future safely. The teachers and students wear robes in the traditional color associated with their discipline until the final year of university. Senior students may wear jackets and trousers and neutral colors for class.
Van Kesum, Dom: Former army Warmage of Strength who is a friend and esquire to Sir Addan Swan and an uncle to his daughter, Honored Emilai Swan.
Velt: Warmage of Strength in the Mage King’s Army. A small man stationed near the border of Groxmark.
Versidel: /wɪə’ʃi:del/ A city-state in the northwestern part of the continent of Gaia. Ruled by Prince Agust, who is considered a hard but fair ruler. He resides in a stone fortress inside the city of Versidel. During the long winters, most of the city-state is covered in snow. The soldiers dress in white furs. They excel at winter engagements and take great pride in this. The primary trade goods are amber, fur, and whale lamp oil.
Vilsz, Dhomaz: Sir Dhomaz is an abductor and murderer, but also an Ilvartian Warmage Knight. Muscular and broad-shouldered, Sir Dhomaz is the sisterson, or nephew, of Lord Rannoz and a member of the royalist Order of Eternal Everlife. He is pale-skinned and usually clean-shaven. Has brown eyes and raven hair. Sir Dhomaz is twenty years of age.
Vitus, Tim: Light Master and leader of the Mage King’s Magicstrates in the city of Crossroad.
Vojsen, Fin: Deceased senior light student. Killed himself by accident while performing a light magic experiment. Precisely what he was working on is not known, but whatever he did was so powerful, it burned down most of the east wing of the University of Vandyldam.
Woll, Wiggi: In her youth, this Arch of the Zhi’el was a Sky serpent Handler Third Class in the ancient sky serpent pens of Ondo'lon. This was during the Second Age. See Pearly, Daiso.
Vulture Sentinel: See Zelt’Davar.
Wail: See Death magic and Scatter.
Walking walnuts: Slang. Used in Lyom to mean testicles.
Warmage: A master who is employed as a mage in an army. Typically know more combat spells and have more experience using these than other kinds of mages. Will often have access to restricted warmage spells as well. See Mage and Master.
Warmage Brutan’s Incredible Flight Spell: Spell, strength magic. Named for its creator, the former Lyomian one- and five-mile flight champion Strength Warmage Tratalan Brutan. Those, the spell is cast on, weigh less. When cast in conjunction with the Coalescent Sphered Flight Spell, or the standard Flight Spell, it lets the caster and passengers speed up to fly at an extreme velocity exceeding that of the Flight Spell. See Brutan, Tratalan, and Flight.
Warmage caste: A part of Ata’stux society comprising a great number of warmages and commoner soldiers and retainers. See Daeatif samawun, Mage killer, and Salbarq al’mark.
Warmth: Spell, light magic. A magical way to heat the body or other objects slightly. Often used by mages who know light magic to keep warm during flight. The gestures of the Warmth Spell are simple to do; the casters do the gesture known as “gathering the wood,” then “shimmering fire,” and last, one point at the thing to heat.
War of the Titans: A cataclysmic war that ended the Second Age more than a thousand years ago. Almost everything and everyone was scattered, destroyed, or killed.
Watcher: An Ilvartian female Strength Master and spy. Strict, unpleasant. An expert at infiltrating enemy strongholds by posing as a servant or tutor. Was in charge of prisoners in the Pyramid King’s Forest camp. See Larylil, Daisy.
Way of the nerve: An unarmed martial art only taught to warriors of the Ata’stux Empire. It is popular amongst commoners in the army. Nerve strikes and kicks form the basics; ways to paralyze, stun and kill an opponent, but also include parries and holds which use an opponent’s strength against him.
Weregrizzly: A dangerous type of animag. Looks like an ordinary grizzly, but can use light magic, including lightning strikes. See Animag.
Werehorse: One of the few animags that is not a predator species. Werehorses are ridiculously hard to domesticate but are valued for their ability to fly faster than a mage. See Animag and Rex, Theroo Marco Leonoz.
Werelion: According to stories, Mage King Sindolar II once fought a mythical beast of terrible power, known as a werelion.
Weresnake: The Islands of Lato are home to several species of this deadly animag. See Animag and the Isle of Lato.
Werewolf: A dangerous type of animag. Usually hunts in packs and are common in Groxmark where the Ustrag breed them. They look like ordinary wolves but can use strength magic, which they often will use to crush the windpipe of their prey. See Animag.
White sword of null: An ancient artifact sword. It’s capable of negating magic and is very sharp.
Wildlands: A natural area untouched by human culture. In Lyom, the name refers to a specific area west of Lyom’s Cherry Forest, between the Kingdom of Groxmark and the Desert of Kurfez. A place filled with vast forests, swamplands, fjords, hills, and, to the south, the desert outskirts. Home to many species of animals and animags but with a low population density of humans. Outsiders regard the natives as unfriendly. The Hillman tribes in the northeastern wildlands especially, as they will attack outsiders on sight. Recently, the slavers of Sandhearth have conducted raids into Lyom, stealing people and selling them to the Ata’stux Empire. Other human groups in the wildlands include refugees from Groxmark, some of whom have turned to banditry out of desperation. Farming mostly takes place near cities such as Ultbridge and Sandhearth. Anti-mage sentiment is high in the region around Ultbridge.
Wili’qj: An ancient regenerative artifact. Usually rectangular, red, and longer than a person. Able to heal injuries, resurrect the recently dead, and clothe someone. In one instance, while being healed, Pino di Pinto met with the Zhi'el known as Keeper.
Wise, the: See Apateóno.
Witch: A derogatory term used in the northern parts of Gaia to describe a female mage. A witch is per definition evil, as using magic supposedly makes them turn evil. See Mage and Zhi’el.
Woodless: Slang. A nickname for the Delhearth Sanatorium, where mentally sick mages are committed by order of the Mage King. Here, a staff of life masters uses magic to keep the committed docile.
Xanthi Circle: The northernmost circle (province) of the Izanti Empire. In the ten-year vision, it was through here the invaders began their war against the Empire. Near the edge of the Desert of Kurfez. Each Imperial circle works largely autonomously. Each has its system for local defense and transport. Things such as offensive armies and tax collection are organized on the imperial level. See the Izanti Empire and Tolalia.
Xolgas: Master brewer in the village of Farnby. He brews the best beer in the area.
Xul’tomen: A magical artifact in the form of a scimitar. Believed to have been created in the Second Age. The first mention of it in recorded history is in the hands of King Moloud of Kojal. He lost it to the Izanti Emperor Abronychus, the Conqueror, who claimed it in YotMK 321 after the invasion of the kingdom of Kojal. Later this land became Kojal Circle. A self-reliant Imperial province. Since that time, the artifact has been used by various emperors as their blade. When thrown at an opponent, it will stab or slash the target viciously, as if it were wielded by an invisible and capable fighter. It ceases its attacks only when recalled by the owner. The blade is black unless carried through a forest where green and brown patterns appear on the blade and guard. Mimicking the look and movements of nearby foliage and making it hard to see the blade. See the Izanti Empire and YotMK.
Yaride: A large city-state to the south of Datili and west of the Izanti Empire. It has a defensive pact with Datili on paper, but the pact has never been used. Yaride is a closed-off place, only accessible through the mountains.
Young Hag: According to the beliefs of several peoples, a primordial female being. The embodiment of everdeath. Everything is said to begin and end with her. Depicted in the book of the end times as a beautiful siren with golden hair riding atop a horse surrounded in blue flame. Anyone she gazes upon or who hears her screams of rage dies soon after. The Young Hag can kill anyone except the Magical Spirit. Before the Magical Spirit arose at the dawn of time, she ruled Kháos, and the Spirit could defeat her only because of its immortality. It imprisoned her and created the world and the heavens from Kháos. The Young Hag is said to kill anyone foolish enough to enter her prison. On the day she finally escapes to ride free, it will signal the beginning of the last days of everything. See Cursed Island, Hag Spell, Hag Spot, Kháos, and Magical Spirit.
YotMK: Term used to label a year. YotMK is an abbreviation for Year of the Mage King and shows how many years have passed since the first Mage King, Outzar The First, became the ruler of Lyom and Ilvart. Should a YotMK date be prefixed by a minus sign, it means something happened before the first Mage King’s rule. YotMK -10 is ten years before Outzar’s first year as ruler. See Outzar The First.
Zejgil: A type of flying artifact used by several factions during the Second Age.
Zelt’davar: An ancient magical artifact from the First Age. One such artifact was discovered by Pino di Pinto in the city of Ultbridge. Here, the locals used it to protect their city from outside aggressors. As tall as three men, it resembles a naked man mixed with a vulture. It has obsidian black wings, a beaked head, and bulbous eyes that glow. It may bend its stone limbs without breaking them and can fly extremely fast. The artifact appears to be a giant stone statue. However, according to the artifact controlled by Pino, it is built from the magical material cretabond. A person enters through the stomach and chest area, the stones moving out of the way. Upon entering, one forms a special bond with the artifact, effectively making them one entity. A Zelt’davar is a powerful spell enhancer and protective physical shell that amplifies the magic of any mage or commoner who uses it. It may only be safely used by an All-Master, as it is lethal if used by non-All-Masters. A Zelt’davar is focused on protecting and may employ light, strength, or omen magic. It is capable of casting various spells, such as ENCASE, MERGE, OBLITERATE, OMEN, and TORRENT. During the Second Age, the Bol’davar All-Master Faction created a new version of the Vulture Sentinel with enhanced offensive capabilities. These artifacts are all black. They were used during the wars at the end of the Second Age and outlawed when used to attack the Zhi’el faction. See Bol'davar, Inventor, and Ultbridge.
Zelt’dovoraki: See All-Master.
Zhi’el: /ziːi:’ɜ:l/ The name means a luminary, one who inspires or influences others, and each member of this ancient faction placed magical marks between the eyes, which glow when they near magical power sources. Most of the members of the ancient faction were female mages, especially since it was popular amongst them to magically change their sex to female, but some were Zhi’re, the male luminaries. According to the Third Age Lyomian Law of the Mage King, the scriptures of the Lyomian Priesthood, and the works of Omen Prophet Rulturo, the Zhi’el were the first evil witches in existence. Traitors who worked against the Omen Prophet as he tried to save the world. They supported the south in the War of the Titans—fighting against their own families and all other northern factions. The Zhi’el and Zhi’re engaged in a plot to release the Young Hag upon the world and begin the end times. During the Second Age, they controlled several cities in the northern part of Gaia—including mythical Chint’le and Ondo’lon. All the luminaries are believed to have been slain during the War of the Titans. The Zhi’el symbol is a five-pointed star, which stands for being a luminary, and the Zhi’el were all about inspiring others. Today, the mark on their forehead is known in Lyom as the Witch’s mark, and women with the mark are still common there. They are believed to be the descendants of the Zhi’el. As they are regarded as potentially evil, females are no longer trained in the magical arts in Lyom. In other parts of the world, such as the Izanti Empire, female mages are as common as their male counterparts, but they do not have the mark. See Age, Second, Chint’le, Rulturo, War of the Titans, Witch, and Young hag.
Zhi’re: In the language of the Second Age, “Zhi” means a luminary, while “re” is a male. Zhi’re therefore means male luminary. See Zhi’el.
Zika, Leontios: Warmage Captain in the Izanti Apollumi legion and a favorite of Hekdor.
Zitaf: A stringed instrument popular in Lyom. Usually accompanied by a flute.
Zulti: Former Arch of the Zhi’el. An accomplished warrior who ultimately proved too paranoid to lead. Her memories were stricken from the recorded memories given to future Arches of the Zhi’el.
Zwen, Sem: Together with Dupmark and Steggoz, this young mage bullied Pino during his time at university. The trio of bullies nearly got expelled for being caught sleeping naked in the headmaster’s bed.
© Copyright, Dane East Books. All rights reserved.
AUTHOR’S NOTE
About capitalizations: I decided early on to not follow every grammatical rule regarding which words normally begin with a capital letter. I wanted to emphasize what the peoples of Gaia consider divine. It’s like the way some people of today write “Queen” instead of “queen” or “God” instead of “god.” Therefore, when it comes to the Magical Spirit and titles from Prince/Princess and upward in the noble hierarchy, such as Mage Emperor and Mage King, these are written with each word capitalized. The same goes for Empire, Kingdom, and most religious and mage titles. Likewise, as magic is seen to flow directly from the Magical Spirit, spell titles, such as “Warmage Brutan’s Incredible Flight Spell,” is written the same way. Where titles are used in unspecific or vague ways, capitals are not used.
About pronunciations: Phytiax is pronounced with a ph, and not as you might expect, an f sound. Intended pronunciations in the phonetic alphabet, are given with each main character and a few other important entries—see the Glossary below. Alternatively, refer to the audio book.
About italics, tense, and the invention of words: I have always liked to “play” with languages. Change certain words or phrases—for effect or to alter the meaning—and sometimes wholly invent new ones. This can be daunting. Especially when reading the first few chapters, and so I have carefully considered where to alter things, and only done so if it’s important for worldbuilding or plot. I chose to use italics to emphasize whenever something takes place in the magical future realm of omen and highlight certain “inventions” of mine—such as referring to “the present” as “the now”. I emphasize omen further by using the present tense, giving you, dear reader, the feeling of being an actual passenger in Phytiax’s head—watching the future unfold right along with him. Each action scene in his perspective is in the present tense as well, to make the scenes feel more intense and real—especially as it is a contrast to the rest of the novel.
About ranks: Each country on Gaia uses its own set of noble, military, magical, and religious ranks, and quite a few of them originate from the lists provided by Rulturo in the caches he left for the survivors to find (see Rulturo in the glossary.)
Warmage ranks: A warmage is a mage who is also a soldier. In Lyom the warmages are those masters that are taught the secret warmage combat spells and trained in warfare. They have two educations: civilian magic (master) and military magic (warmage.) Places like Ilvart on the other hand consider anyone trained in the use of combat spells to be a warmage. One example being the teenage Eirin’tors. To distinguish which warmages oversee what or whom, some countries use the noble ranks held by the warmages to decide who is in charge. Some instead use a secondary rank structure for warmages, and some use a mix of both. An example of a mixed structure is Lyom. Here they use military titles like lieutenant, patrol commander, and captain, but anyone holding a noble rank has some pull within the military and are typically given a command if they become warmages. Sir Piercon who commands the Pigeons is an example, and while being a patrol commander is important inside the military, people outside have little idea about the significance. A lord baron on the other hand is highly regarded both in the military and in civilian life. In Lyom nobles may create their own armies—within certain limits set by the Mage King, and in many northern countries’ knights form knightly orders, allowing groups of knights and esquires to become their own army. Often these will pledge to fight for a rich or powerful noble in exchange for coin or land. Knightly orders may be able to field commoner soldiers or use personal resources. Some own retainers, land, and wealth, while other knights don't own much of anything. An example of a warmage secondary rank structure, one not overruled by the noble ranks, are found within the Izanti Empire. Here warmages fighting on sea, land, and air only report to their military commanders, right up to the head of the legion who only answers to the Mage Emperor. The legions are segregated into three types, land, sea, and air, which use different warmage titles, such as the stratigos, which is a general, navarchos, admiral, and pterarchos, the air chief marshal.
Masters and rank: Typically, a master mage has some form of formal training in civilian magic corresponding to his or her discipline and starts out as an apprentice. Typically, apprentices are taught by either a single mage, their master, or attend some form of school of magics, like the Vandyldam University. Between the ranks of apprentice and master we find the mage adept, someone trained in magic theory but who has little or no power. Pino di Pinto is the only one in this age. Where masters and warmages are forced to work together often a noble mage or a warmages will take the lead, the latter is especially true in military matters.
About dates: The lands of Gaia do not agree about a lot of things, including which calendar to use. In Lyom, Datili, Versidel, and on the Isle of Lato, they use a system of dating called the Mage King’s Calendar. The primary differences between it and the Second Age Xilistig’do Calendar used in most other places on the continent of Gaia are the names for each weekday. In Lyom, the seventh day of the week is referred to as King’s Day, while in the Izanti Empire, this is Emperor’s Day. In Lyom, the seven days of the week are named Workday, Washday, Midday, Queen’s Day, Marketday, Prayerday, and King’s Day. Lyom’s clergy uses a different set of names to remind them of important virtues namely Clarity, Courage, Justice, Kindness, Prudence, Tenacity, and Temperance. In both calendars, the months have the same names: Death, Dark, Life, Light, Penta, Middle, Sun, Strength, Unity, Moon, Omen, and Spirit. Another difference is that year 1 is an earlier date according to the Xilistig’do Calendar. To convert dates, add 2.131 years to the current YotMK. The Third Age is widely believed to have ended 192 years before 1 YotMK. For further explanation of YotMK, please see the glossary.