Shadow Born
Page 31
NeShish (“No water”) – to remove moisture from mud, transforming it back to earth
Graa’na’graat (“Earth to stone”) – solidifying earth into stone
Sel’shul (“Life end”) – life draining/stealing
Chapter 14:
Vish’te’shuch (“Bolt of death”)
Duavim’na’graat (“Two birds to stone”) – dual petrification
Buavim’na’graat (“Many birds to stone”) – mass petrification
Chapter 15:
Duvishim’te’calba (“Two bolts of shadow”)
Znak’na’graat (“Snake to stone”) – petrification
Bu’sang’hauth (“Much blood flow”) – haemorrhage from all open wounds
Chapter 16:
Bu’shuz’muarim, nehauv (“Many dead men, no move”) – zombies stop
Bu’shuz’muarim, nehuu (“Many dead men, no stand”) – zombies kneel
All instances of the Tongue Arcane seen in this book were cast by Glaraz, except for the spells in chapter 16 which were cast by Farouk. Thus far, Anjali has demonstrated only wordless magic, Vrnx demonstrated that as a shade he does not need the Tongue Arcane, the Druids primarily use ritual gestures rather than words, and Zarynn’s magic is still wild and uncontrolled.
APPENDIX B: PRONUNCIATION GUIDE TO CHARACTER NAMES
Names among the Twelve Tribes of the People (Blirians)
A is normally short as in “at”, except when followed by R and another consonant – not R alone – where it becomes long as in “car”. Therefore the first A in Sharath is short but the first A in Zarna is long.
O is normally pronounced “oh” except when followed by L, N, or S and another consonant, or by R and any other letter.
Y is normally pronounced as a short I as in “is” except when preceded by R, where it becomes long as in “rye”, or when preceded by a vowel, where it elongates the sound of the vowel and is enunciated separately after the vowel. AY is pronounced as “a-ee”, EY is pronounced as “ai-ee” with the “ai” element as in “chain”, OY as “oi-ee”. Thus Sheynsa is three syllables, not two.
H immediately after G is silent.
All names among the Tribes emphasise the first syllable, regardless of the number of syllables, except where the second syllable ends in N in which case the second syllable is emphasised, thus Sheynsa is Shay-EEN-sa rather than SHAY-een-sa.
All these linguistic rules are consistent for the tigren, cobren and vipren as well as the ten human Tribes.
Ranvyth (RAN-vith)
Rashath (RASH-ath)
Rhobyth (ROH-bith)
Ryvyth (RYE-vith)
Sharath (SHA-rath)
Shavyth (SHA-vith)
Sheynsa (Shay-EEN-sa)
Sholvyth (SHOL-vith)
Sryth (SRITH)
Zakaran (ZAK-a-ran)
Zakryth (ZAK-rith)
Zanavan (ZAN-a-van)
Zarna (ZAR-na)
Zarth (ZARTH)
Zaryk (ZA-rick)
Zarynn (ZA-rin)
Zaryth (ZA-rith)
Zenryth (ZEN-rith)
Zlyth (ZLITH)
Zohal (ZOH-hal)
Zonn (ZONN, rhymes with on)
Zonna (ZONN-a)
Zoran (ZOR-an)
Zorgh (ZORG)
Zorgyth (ZOR-gith)
Zorn (ZORN, rhymes with corn)
Zoss (ZOSS, rhymes with boss)
Zovyn (ZOH-vin)
Zovyth (ZOH-vith)
Maragashic names
A is normally short as in “at”, except in two cases:
a) when followed by R and another consonant, or when part of the second syllable and followed by L and a vowel, where it becomes long as in “car”.
b) double A, where both As are enunciated separately, the first being short and the second long, regardless of the following letter.
Therefore the first syllable of MARA is usually pronounced as in “marrow”, not as in “marvel”.
I is normally short as in “is”, except when at the end of a word where it is lengthened to “ee”.
J is always as in “jam”.
Two-syllable names in the Maragashic language normally emphasise the first syllable, except where the first vowel in the second syllable is I, O or U, in which case the second syllable is emphasised.
Three-syllable or longer names in the Maragashic language normally emphasise the second syllable, except where they begin with MARA, in which case the first syllable is emphasised. Thus the nation itself is MA-ra-gash, not Ma-RA-gash, and all three As are short As.
Aldrek (AL-dreck)
Anjali (An-JAR-lee)
Fariz (Fa-RIZ)
Farouk (Fa-ROUK, rhymes with fluke)
Jelek (JEL-eck)
Maarek (three syllables: Ma-AR-eck)
Marag (MA-rag)
Varzag (VAR-zag)
Kitiyeh (nickname) (KIT-ee-eh) – emphasises the first syllable, unusually, because it is an endearment based on a foreign name (Kitithraza) rather than a proper Maragashic form.
Names in other languages
Glaraz Vordakan (GLA-raz VOR-da-kan)
Kitithraza (KIT-i-THRAR-za)
Rathgar (RATH-gar, first syllable rhyming with math)
Vrnx (V-RNKS)
More detail on languages other than Maragashic or the tongue of the Tribes will be revealed in future books.
APPENDIX C: THE GODS OF KARNOS
A total of thirty-six Gods are known to the more enlightened nations and peoples of Karnos, although the Druid Order do their best to stamp out the worship or even the knowledge of any other God among the Twelve Tribes of the People, even the other Dark Gods of Hell, wherever it springs up. Among many of the nations of humankind, and some of those of other races, west of the Sea of Desolation, it is common for a citizen to worship or at least appease more than one power, with only members of the clergy being dedicated to just one deity.
Among certain cultures, at the very least, it is considered bad luck to name all thirty-six together, as Kitithraza points out. For this reason, she did not name Them when challenged but only numbered Them. There are thirteen Dark Gods in Hell, led by Kelnaaros. Ten Light Gods oppose Them from Their heavenly realm. Eight Grey Gods, neither good nor evil, by turns ally with or oppose both Heaven and Hell. Finally, there are the five Elder Gods, often called Those Who Sleep, sometimes also known as the Elemental Gods.
The full roll call of the Gods of Karnos is below. Many of these have not yet been mentioned or played a part in the story so far but may feature in future books.
Dark Gods
Kelnaaros, Dark King or Demon King to the Druids and Tyrant to His worshippers in other lands and to His enemies, is the nominal leader of the pantheon and King of Hell, although He cannot take the allegiance of the other Dark Gods for granted.
Lllarissa, Devilqueen, is Kelnaaros’ long-estranged sister and wife, mother of the pantheon and leader of a rival faction within it. Where Kelnaaros seeks always to dominate through main force, She focuses on seducing and corrupting.
Andath, called Whisperer or Keeper of Secrets, is the eldest son of Kelnaaros and Lllarissa and the patron of many dark mages and sorcerers, particularly those who wield shadow magic. Usually aligned with Lllarissa, and like Her tends to seduce His followers with promises of power.
Durath, Lord of Murder, Silent Blade, is the second son of Kelnaaros and Lllarissa and the patron of assassins and stealthy killers, including those who work for hire. He works freely with both Kelnaaros and Lllarissa.
Shuchath, Skull Lord or Lord Death, is the third son of Kelnaaros and Lllarissa and the patron of many necromancers and free-willed undead. Hates Lllarissa and has little love for Kelnaaros but will work with Him when necessary.
Zorath, the Dark General, patron of many warlords and commanders, is the fourth son of Kelnaaros and Lllarissa, the prime warrior of the Dark pantheon and the only one of the Dark Gods whom the Light Gods and Their mortal followers grudgingly admit has a strong
and consistent code of honour. The Dark General disdains His father Kelnaaros as an oathbreaker but will work with His mother Lllarissa when necessary.
Maelra, Stormlady and Destroyer, is the fifth child and only daughter of Kelnaaros and Lllarissa. Capricious and destructive, She is truly worshipped by few, but She is at least appeased by many, particularly sailors and travellers who must brave the seas and the weather over which She claims rule. She is courted periodically by both Kelnaaros’ and Lllarissa’s factions but will commit to neither, working with either one only as it suits Her mercurial moods.
Sensara and Sensata, Lady of Pleasure and Lady of Pain, are the twin daughters of Andath and Maelra, sister-wives to each other and usually worshipped together. This pair of goddesses enjoy a more close-knit relationship than any other two Dark Gods. Usually aligned with Lllarissa.
Ghruun the Merciless, the Slayer, is the son of Durath and Maelra and patron of battle, berserkers, violence and slaughter, as opposed to strategy and leadership which sit in Zorath’s sphere. Also called One-Eye as he lost an eye to Mordrek of the Light Gods in single combat long ago, before mortal life on Karnos began. Savage and violent but deeply loyal to Kelnaaros and despises Lllarissa.
Putrus, the Plague Lord, is the son of Shuchath and Maelra and patron of all manner of sickness and disease. He is not a popular God and has even fewer true worshippers than His mother but is appeased by many. Loyal to Kelnaaros.
Zohor, the Dark Forger or Hellsmith, is the son of Zorath and Maelra and patron God of smiths, metalworkers and crafters of all kinds. He tends not to take sides in disputes among the other Dark Gods, and all come to Him for marvellous armour and fiendish weapons.
Zohora, the Poisoner, is the daughter of Zorath and Maelra and younger sister of Zohor. Her domain includes all manner of potions and alchemical craft as well as toxins of every kind, and She is the patron of evil alchemists, often called malchemists. She works with both Kelnaaros and Lllarissa but only as it suits Her and is not above betraying one if the other has a better offer.
The Dark Gods are the most numerous pantheon, but the least coordinated, scheming or fighting as much against each other as They do against the other Gods. For this reason, as much as any other, They have never achieved complete supremacy over the world, although They have many strongholds among the mortal realms.
Light Gods
Morkhaan, King of Heaven, Lord of Light, Dragonfather, is the acknowledged leader of the Heavenly pantheon. A staunch champion of truth and justice, He is the patron of law, judges and righteous kings, and eternal nemesis of Kelnaaros.
Selgara, Queen of Heaven and Forestmistress, is Morkhaan’s sister and wife. She is the patron of all growing plants and trees, and Her domain is the woods and wild places, although She shares it with Verel the Huntsman. She is ever opposed to Lllarissa.
Mordrek, Titanfather, Lord of Righteous Battle, eldest son of Morkhaan and Selgara, is the champion at arms and the battle commander of the Gods of Light, and the inspiration for many crusades by both mortal armies and angelic legions. He is implacably opposed to Zorath the Dark General, although He grudgingly respects Him as an honourable opponent, and to Durath the Lord of Murder whom He considers an honourless coward. Mordrek’s followers are ever in the vanguard of any great battle between Light and Dark, and so He is hated by all the Dark Gods, especially Ghruun from whom He took an eye in ancient battle before the time of mortals.
Morhaak, Smith of Heaven, second son of Morkhaan and Selgara, is the shining counterpart to Zohor the Dark Forger and artificer of the heavenly realms. He is particularly close to His brother Mordrek, as smithing and warfare go together, in the angelic as in the mortal realms. His chief nemesis, apart from Zohor, is Putrus, who personifies decay as Morhaak personifies creation.
Morlara, Lifegranter, is the eldest daughter and third child of Morkhaan and Selgara, and sister-wife of Mordrek. Gentle in Her ways, She is the patron Goddess of healing and healers, and expressly opposed to Shuchath, Whose servants pervert the natural order of life and death.
Shaanara, Mistress of Lore and Song, is the fourth and youngest child of Morkhaan and Selgara, and sister-wife of Morhaak. She is the patron of music and knowledge, learning, musicians, historians, bards and sages and worshipped by many mages of all callings. She is forever opposed to Andath, Keeper of Secrets and patron of dark lore.
Morgara, the Avenger, is the daughter of Mordrek and Morlara. A champion of justice like Her father, She opposes wrongs and wickedness and punishes evildoers, sometimes including those who have evaded mortal justice by keeping to the letter of the law while violating its spirit. She sometimes works closely with Ghirissa of the Grey Gods, although She finds the latter’s focus on avenging only wrongs against women to be limiting. Her bitterest enemy among the Dark Gods is Ghruun One-Eye.
Morlaana, the Renewer, is the eldest daughter of Morhaak and Shaanara, and Goddess of love, peace, hope and renewal. Her clergy work closely with those of Morlara to heal minds and hearts as well as bodily injuries and ailments. Priests of Morlaana also often officiate at weddings and birthings. Morlaana’s chief enemy among the Dark pantheon is Sensara, the twisted Lady of Pleasure.
Kellyn, Lady Muse, is the second daughter of Morhaak and Shaanara and like Her mother is a Goddess of music, focusing on creativity. She grants inspiration to many a musician, and also to poets, writers, artists, sculptors and others who create original works of art or beauty. She clashes most with Maelra of the Dark Gods, in Her aspect of the Destroyer as antithesis of creation and creativity.
Heldor, the Protector, is the only son and youngest child of Morhaak and Shaanara. Also called the Deliverer, He favours the weak and innocent, hermits, loners, travellers and those who seek to live a goodly life while surrounded by evil, particularly in places where the worship of the Light is forbidden. His main nemesis is Sensata, the Lady of Pain.
The Light Gods are less numerous than the Dark, but they are generally much better organised and coordinated under Morkhaan’s leadership, and they will always come to one another’s aid when needed. The children of Morkhaan and Selgara have formed permanent marriage bonds, unlike Maelra of the Dark, Who has borne children to each of Her four brothers.
Grey Gods
Verel, the Huntsman, is the King of the Grey Gods. His aspect is the wild and often bloody animalistic side of nature, as Selgara’s is the placid and serene floral side, and He respects the Forestmistress as She respects Him. As well as hunters and beast trainers, He is also a patron of archers and druids west of the Sea of Desolation, and the druids of Bliria once served Him before they were corrupted and stolen away by Kelnaaros and became the current Druid Order, for which theft He has never forgiven the Dark King.
Shadvana, Lady Luck, is Verel’s sister and wife and Queen of the Grey Gods. Her portfolio is fortune and its counterpart misfortune, and so She is worshipped by many and appeased by still more. Those blessed by Shadvana can achieve great things while the blessing endures, but although certainly not evil, She is very fickle in Her favours.
Sukul Silvertongue is the eldest son of Verel and Shadvana and patron of many merchants and traders, bestowing wealth and prosperity on those He favours. His clergy are in great demand both as negotiators and as mediators, and they may sometimes even serve as diplomats.
Barath, the Great Bear, is the second son of Verel and Shadvana and a God of hunting, battle, berserkers and rulership. Although not technically evil, He can be cruel and violent at times, and teaches His followers that males are superior to females, an attitude which frequently brings Him into conflict with His sister Ghirissa. He also frequently clashes with Ghruun of the Dark pantheon, as both Gods claim dominion over berserkers and the berserk frenzy of battle. Barath is particularly popular with the baaren race, the bearfolk of the frozen northlands.
Taurath, Horned Lord, Warbringer, is the third son of Verel and Shadvana. A God of lawful battle and warfare, He personifies strategy, planning, and above all honour and discipline,
unlike the chaotic fury of Barath. Taurath is the primary God of the minotaur race, and also worshipped by some baaren, felis and centaurs. He disdains Durath for His stealthy and dishonourable approach to killing, and both Barath and Ghruun for Their undisciplined frenzy in battle. While He respects both Mordrek of the Light and Zorath of the Dark for Their code of honour, He resists any attempt by either God to encroach upon His chosen minotaur people.
Ghirissa, Shieldmaiden, is the only daughter and youngest child of Verel and Shadvana. Her aspect is that of justice, protection and vengeance, specifically that of wronged women, both against other women and against men. She clashes most often with Her brother Barath as They tend to be worshipped in the same lands, but also with other Gods as She fights injustice or oppression against women wherever She finds it. She retains a soft spot for Her eldest brother Sukul with Whom She had a brief fling before the world was populated, but She refuses a permanent bond with Him.
Grugan and Vedyn, Brewmaster and Vine Lady, are the twin children of a brief fling between Sukul and Ghirissa before the earliest age of mortals, and both have more of Their father than Their mother in them, caring little for fighting. The twin Gods of the harvest are revered by brewers and distillers, vintners, farmers and others who work with fruit and grain, and have no declared enemies.
The Grey Gods are the least numerous of the three pantheons currently active and involved with the world, and the least organised, but on occasion one or more will side with either Light or Dark when it suits Their own agenda or protects Their followers, even if it brings Grey Gods into conflict with one another. All will heed Verel if He issues a direct command, but appreciating His pantheon’s individualistic ways, and His own, the Huntsman rarely does so.
Elder Gods
Blirath, Lord of Winds
Frorath, the Cold Lord, King of Glaciers, the Great Enemy
Graal, Mountain King, Worldbuilder, Lord of Earth
Kasaria, Sunlady, Lady of Flame
Shishissa, Sea Queen, Lady of Waters
The Elder Gods, also called the Elemental Gods, or in recent millennia Those Who Sleep, are the primal deities, each concerned with one of the fundamental elements of the universe: earth, wind, fire, water and cold. Before mortal time, They made war, first all against all and eventually all against Frorath, Who sought to dominate Them all. The kings and queens of the other three pantheons are Their children in a sense, spawned from the last great clash of Their power before the time of mortals. Long ago They were tricked and bound into sleep, but it is a testament to Their strength that Their priests can still draw power from Them to work magic and miracles even as They slumber.